Retail CPhysicsObj::FindObjCollisions (0x0050f050) only instant-skips when BOTH ETHEREAL_PS (0x4) AND IGNORE_COLLISIONS_PS (0x10) are set (pc:276782). ETHEREAL-alone sets sphere_path.obstruction_ethereal=1 (pc:276806) and continues to the shape dispatch. BSPTREE::find_collisions (0x0053a496) routes Path 1 (sphere_intersects_solid) when the flag is set (pc:323742): the open door has no solid leaf at the doorway, so the test returns OK → player passes through. CEnvCell::find_env_collisions (0x0052c144) clears the flag first so ENV walls are never weakened (pc:309580, "D5 clear"). Changes: - CollisionExemption.ShouldSkip: require BOTH bits for Gate-1 early-out (previously ETHEREAL alone returned true — the AD-7 shim). Divergence register row AD-7 deleted. - SpherePath: add ObstructionEthereal field (mirrors retail SPHEREPATH.obstruction_ethereal). - FindObjCollisionsInternal loop: set sp.ObstructionEthereal=(target&0x4)!=0 before shape dispatch; clear it after (per-object clear pc:276989). Also clear at the null-BSP continue site to keep flag clean. - FindEnvCollisions: clear sp.ObstructionEthereal=false at top (D5 clear pc:309580) — ENV cell walls are always solid. - BSPQuery.FindCollisions Path 1: change `obj.Ethereal` (ObjectInfo.Ethereal, always false — dead code) to `path.ObstructionEthereal`. Gate now correctly mirrors retail pc:323742: PLACEMENT_INSERT || obstruction_ethereal. Consume site change (BSPQuery.cs before/after): BEFORE: if (path.InsertType == InsertType.Placement || obj.Ethereal) AFTER: if (path.InsertType == InsertType.Placement || path.ObstructionEthereal) Mirrors retail pc:323742 exactly. obj.Ethereal was dead code (ObjectInfo.Ethereal is never set true anywhere); the correct flag is SpherePath.ObstructionEthereal. Tests: 1580 pass / 0 fail / 2 skip (was 1576/0/2 + 4 new in ObstructionEtherealTests. CellarUp, CornerFlood, DoorCollision, HouseExitWalk all green — no wall regressions. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
130 lines
5.9 KiB
C#
130 lines
5.9 KiB
C#
namespace AcDream.Core.Physics;
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/// <summary>
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/// The retail-faithful exemption gate at the top of
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/// <c>CPhysicsObj::FindObjCollisions</c>. Decides — based on the moving
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/// object's <see cref="ObjectInfoState"/> bits and the target's raw
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/// <c>PhysicsState</c> + decoded <see cref="EntityCollisionFlags"/> —
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/// whether collision against the target should be skipped entirely
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/// (return <c>OK_TS</c>) or proceed to broad-phase / shape dispatch.
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///
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/// <para>
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/// Ported from the named retail decompilation:
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/// </para>
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/// <list type="bullet">
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/// <item><c>acclient_2013_pseudo_c.txt:276782</c> — target
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/// <c>ETHEREAL_PS=0x4 & IGNORE_COLLISIONS_PS=0x10</c>: walk through.</item>
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/// <item><c>acclient_2013_pseudo_c.txt:276787</c> — viewer mover vs
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/// creature target: walk through (camera ray ignores creatures).</item>
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/// <item><c>acclient_2013_pseudo_c.txt:276971</c> — mover with
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/// <c>IGNORE_CREATURES (state & 0x400)</c> vs creature target:
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/// walk through.</item>
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/// <item><c>acclient_2013_pseudo_c.txt:276807-276839</c> — PvP rule:
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/// <para>
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/// If both are players: skip <em>unless</em> target is Impenetrable,
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/// or both are PK, or both are PKLite. Mismatched PK status (PK vs
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/// non-PK, PK vs PKLite) is exempted — players in different pools
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/// pass through each other, matching retail muscle memory.
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/// </para>
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/// </item>
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/// </list>
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///
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/// <para>
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/// Cross-checked against ACE
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/// <c>references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:381-405</c>
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/// (line-for-line C# port of the same logic). Note: ACE adds
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/// <c>state.HasFlag(IsImpenetrable)</c> (mover-impenetrable) to the
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/// collide list; retail's pseudo-C only checks the target's
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/// <c>IsImpenetrable()</c>. acdream follows retail.
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/// </para>
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/// </summary>
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public static class CollisionExemption
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{
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private const uint ETHEREAL_PS = 0x4u; // acclient.h:2819
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private const uint IGNORE_COLLISIONS_PS = 0x10u; // acclient.h:2821
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/// <summary>
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/// Should the moving object skip collision testing against this
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/// target entirely? Returns <c>true</c> if exempt (no further
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/// shape dispatch).
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/// </summary>
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/// <param name="targetState">Raw retail <c>PhysicsState</c> bits
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/// captured at <c>CreateObject</c> time (ETHEREAL/IGNORE/etc.).</param>
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/// <param name="targetFlags">Decoded
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/// <see cref="EntityCollisionFlags"/> from the target's PWD bitfield
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/// plus its <c>ItemType</c>-derived <c>IsCreature</c> bit.</param>
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/// <param name="moverState">The moving object's
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/// <see cref="ObjectInfoState"/> — typically the local player's
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/// IsPlayer + (PK/PKLite/Impenetrable bits if known) flags.</param>
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public static bool ShouldSkip(uint targetState, EntityCollisionFlags targetFlags,
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ObjectInfoState moverState)
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{
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// 1. Target ETHEREAL + IGNORE_COLLISIONS → instant-skip.
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// Retail (acclient_2013_pseudo_c.txt:276782):
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// `if ((state & 4) AND (state & 0x10)) return 1`
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// BOTH bits are required. ETHEREAL-alone takes the retail
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// `obstruction_ethereal` path instead (pc:276806): the flag is
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// set to 1 on the SpherePath and the shape test still runs,
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// but BSP Path 1 (sphere_intersects_solid) weakens solid-
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// containment so the player passes through the open door.
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// ACE's Door.Open() broadcasts ETHEREAL only (0x0001000C) —
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// this faithful port makes open doors passable via the BSP
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// sphere_intersects_solid path (no solid leaf at the opening),
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// which subsumes the former AD-7 shim. Divergence register
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// row AD-7 retired in the same commit as this change.
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if ((targetState & ETHEREAL_PS) != 0 && (targetState & IGNORE_COLLISIONS_PS) != 0)
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return true;
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// 2. Viewer mover + creature target → walk through.
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// acclient_2013_pseudo_c.txt:276787-276790.
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bool moverIsViewer = (moverState & ObjectInfoState.IsViewer) != 0;
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bool targetIsCreature = (targetFlags & EntityCollisionFlags.IsCreature) != 0;
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if (moverIsViewer && targetIsCreature)
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return true;
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// 3. IGNORE_CREATURES mover + creature target → walk through.
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// acclient_2013_pseudo_c.txt:276971.
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bool moverIgnoresCreatures = (moverState & ObjectInfoState.IgnoreCreatures) != 0;
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if (moverIgnoresCreatures && targetIsCreature)
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return true;
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// 4. PvP exemption block.
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// acclient_2013_pseudo_c.txt:276807-276839.
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bool moverIsPlayer = (moverState & ObjectInfoState.IsPlayer) != 0;
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bool targetIsPlayer = (targetFlags & EntityCollisionFlags.IsPlayer) != 0;
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if (moverIsPlayer && targetIsPlayer)
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{
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// Tentatively exempt (retail `ebp_1 = 1`). Then disqualify
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// if any of the COLLIDE conditions hold.
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bool collide = false;
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// 4a. Impenetrable target → collide.
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// acclient_2013_pseudo_c.txt:276826.
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if ((targetFlags & EntityCollisionFlags.IsImpenetrable) != 0)
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collide = true;
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// 4b. Both PK → collide.
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// acclient_2013_pseudo_c.txt:276832-276836.
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if (!collide
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&& (moverState & ObjectInfoState.IsPK) != 0
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&& (targetFlags & EntityCollisionFlags.IsPK) != 0)
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{
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collide = true;
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}
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// 4c. Both PKLite → collide.
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// acclient_2013_pseudo_c.txt:276837.
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if (!collide
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&& (moverState & ObjectInfoState.IsPKLite) != 0
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&& (targetFlags & EntityCollisionFlags.IsPKLite) != 0)
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{
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collide = true;
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}
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if (!collide)
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return true; // exempt — non-PK pair walks through
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}
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return false; // proceed to broad-phase + shape dispatch
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}
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}
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