acdream/tests/AcDream.Core.Tests/Physics/HandleAllCollisionsTests.cs
Erik f02b995e4f feat(physics): port retail projectile integration
Add a pure Core projectile driver for retail clock quanta, final-state acceleration, 50-unit velocity clamping, world-space angular integration, full-3D AlignPath, and oriented Setup-local sphere sweeps. Preserve exact success versus set_frame-only failure semantics, independent Contact/OnWalkable state, and full-cell identity across all landblock directions.

Port OBJECTINFO::missile_ignore with explicit weenie/creature metadata, remove the invented transition-step cap, retain PathClipped without arming PerfectClip, and keep authoritative target identity optional. Add malformed-shape/clock, thin-wall, terrain, target-exclusion, frame-spike, failure-state, and boundary conformance coverage.

Retire TS-2 and synchronize the architecture, milestones, roadmap, research oracle, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 11:43:11 +02:00

148 lines
5.9 KiB
C#

using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Conformance tests for <see cref="PhysicsObjUpdate.HandleAllCollisions"/> — the port of
/// retail <c>CPhysicsObj::handle_all_collisions</c> (0x00514780, pc:282647). This is the
/// velocity "bleed on block" decision: reflect (fsf≤1) vs zero (fsf&gt;1).
/// </summary>
public class HandleAllCollisionsTests
{
private static PhysicsBody Airborne(Vector3 v, int fsf = 0) => new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
TransientState = TransientStateFlags.None,
Velocity = v,
FramesStationaryFall = fsf,
};
[Fact]
public void SetPositionContact_SteepSurfaceIsContactButNotWalkable()
{
var body = Airborne(new Vector3(0f, 0f, -1f));
Vector3 steepNormal = Vector3.Normalize(new Vector3(1f, 0f, 0.5f));
bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
inContact: true,
contactNormal: steepNormal);
PhysicsObjUpdate.ApplySetPositionContact(
body,
inContact: true,
onWalkable: onWalkable);
Assert.True(body.InContact);
Assert.False(body.OnWalkable);
Assert.Equal(PhysicsBody.Gravity, body.Acceleration.Z);
}
[Fact]
public void SetPositionContact_WalkableSurfaceSetsBothFacts()
{
var body = Airborne(new Vector3(0f, 0f, -1f));
bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
inContact: true,
contactNormal: new Vector3(0f, 0f, PhysicsGlobals.FloorZ));
PhysicsObjUpdate.ApplySetPositionContact(
body,
inContact: true,
onWalkable: onWalkable);
Assert.True(body.InContact);
Assert.True(body.OnWalkable);
Assert.Equal(Vector3.Zero, body.Acceleration);
}
[Fact]
public void Fsf0_AirborneWallHit_ReflectsIntoWallComponent()
{
var b = Airborne(new Vector3(3f, 0f, 0f)); // moving +X into a wall whose outward normal is -X
var n = new Vector3(-1f, 0f, 0f);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
// dot = 3*-1 = -3 < 0 → k = -(-3*(0.05+1)) = 3.15 → v += (-1,0,0)*3.15 → x = 3 - 3.15 = -0.15
Assert.Equal(-0.15f, b.Velocity.X, precision: 3);
}
[Fact]
public void Fsf0_MovingAwayFromSurface_DoesNotReflect()
{
var b = Airborne(new Vector3(0f, 0f, 2f)); // moving up, normal also up (already separating)
var n = new Vector3(0f, 0f, 1f);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
Assert.Equal(2f, b.Velocity.Z); // dot = +2 >= 0 → no reflection
}
[Fact]
public void Fsf2_ZeroesVelocity_TheAirborneStuckBleed()
{
// The #182 case: a straight-up jump blocked by a near-horizontal creature normal.
// At fsf>1 the whole velocity is zeroed so gravity resumes → the player falls/glides off.
var b = Airborne(new Vector3(0f, 0f, 18f), fsf: 2);
var n = new Vector3(-0.96f, -0.25f, -0.15f);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
Assert.Equal(Vector3.Zero, b.Velocity);
}
[Fact]
public void Fsf3_ZeroesVelocity_EvenWithoutCollisionNormal()
{
var b = Airborne(new Vector3(1f, 2f, 18f), fsf: 3);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: false, collisionNormal: default,
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
Assert.Equal(Vector3.Zero, b.Velocity);
}
[Fact]
public void StayingOnWalkable_DoesNotReflect_CorridorWallSlidePreserved()
{
// Grounded before AND after → should_reflect is false → the tangential wall-slide
// velocity is preserved (retail's rule; the corridor shuffle, not a sticky bounce).
var b = new PhysicsBody
{
Velocity = new Vector3(3f, 0f, 0f),
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
FramesStationaryFall = 0,
};
var n = new Vector3(-1f, 0f, 0f);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: true, prevOnWalkable: true, nowOnWalkable: true);
Assert.Equal(3f, b.Velocity.X);
}
[Fact]
public void Inelastic_ZeroesInsteadOfReflecting()
{
var b = Airborne(new Vector3(3f, 0f, 0f));
b.State |= PhysicsStateFlags.Inelastic; // spell projectile / missile
var n = new Vector3(-1f, 0f, 0f);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
Assert.Equal(Vector3.Zero, b.Velocity);
}
[Fact]
public void LandingReflects_RetailRuleRestored_NotSuppressed()
{
// prev airborne → now grounded (a landing). Retail reflects here too (AD-25 retired);
// at elasticity 0.05 the effect is a tiny, imperceptible deflection.
var b = Airborne(new Vector3(0f, 0f, -5f)); // falling
var n = new Vector3(0f, 0f, 1f); // floor normal up
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: false, prevOnWalkable: false, nowOnWalkable: true);
// dot = -5 < 0 → k = -(-5*1.05) = 5.25 → v.z = -5 + 5.25 = 0.25 (tiny bounce)
Assert.Equal(0.25f, b.Velocity.Z, precision: 3);
}
}