The retail-faithful exemption block at the top of
CPhysicsObj::FindObjCollisions
(acclient_2013_pseudo_c.txt:276782-276839,276971), ported line-for-
line as a small static helper.
Behaviour now matches retail:
- Two non-PK players walk through each other.
- Two PK players collide.
- Two PKLite players collide.
- Mismatched PK status (PK vs non-PK, PK vs PKLite) — exempt.
- Impenetrable target ("Free" PK status) — always collides.
- Player vs creature/NPC — always collides (this is what closes the
user-facing complaint that walking into a Holtburg vendor was
walking through them).
- Mover with IGNORE_CREATURES — walks through creature targets.
- Viewer (camera ray) — walks through creatures.
- Target with ETHEREAL+IGNORE_COLLISIONS — universally exempt.
CollisionExemption.ShouldSkip(targetState, targetFlags, moverState)
- new file src/AcDream.Core/Physics/CollisionExemption.cs.
- 13-test matrix covering every documented case
(CollisionExemptionTests.cs).
- Static + pure → cheap to call from the hot path.
Wiring:
- TransitionTypes.FindObjCollisions: after broadphase distance
reject, call ShouldSkip on the obj and ObjectInfo.State; on true,
`continue`. Static landblock entries (State=0, Flags=None) fall
through cheaply — no behavior change for static collision.
- PhysicsEngine.ResolveWithTransition: new optional moverFlags
parameter (default None for back-compat). PlayerMovementController
passes ObjectInfoState.IsPlayer; remote dead-reckoning leaves it
None (matches non-player movers, no PvP exemption applies).
- PK/PKLite/Impenetrable bits for the LOCAL player are not yet
sourced from PlayerDescription's PlayerKillerStatus property —
that's a follow-up. Default "non-PK player" matches ACE's
character-creation default and the user's +Acdream test
character.
Cross-checked against ACE PhysicsObj.cs:381-405 (line-for-line C# port
of the same retail block). Only intentional divergence: ACE adds
state.HasFlag(IsImpenetrable) (mover-impenetrable) to the collide list;
retail's pseudo-C only checks the target — acdream follows retail.
dotnet build green, dotnet test 1467 passing (+13 new). Live test:
+Acdream walking into Holtburg vendors now stops at their cylinder;
walking through small plants still passes (Commit B's phantom skip).
Closes the live-entity collision arc: A (plumbing) + B (registration)
+ C (exemption).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
169 lines
6.7 KiB
C#
169 lines
6.7 KiB
C#
using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Unit tests for <see cref="CollisionExemption"/> — Commit C of the
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/// 2026-04-29 live-entity collision port. Covers retail's
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/// <c>CPhysicsObj::FindObjCollisions</c> exemption block, ported
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/// line-for-line from
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/// <c>docs/research/named-retail/acclient_2013_pseudo_c.txt:276782-276839,276971</c>.
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///
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/// <para>
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/// Behaviour matrix (target / mover columns):
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/// </para>
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/// <list type="table">
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/// <listheader><term>Mover</term><term>Target</term><description>Skip?</description></listheader>
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/// <item><term>any</term><term>ETHEREAL+IGNORE_COLLISIONS</term><description>YES (early-out)</description></item>
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/// <item><term>IsViewer</term><term>IsCreature</term><description>YES (camera ray-test passes through)</description></item>
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/// <item><term>IGNORE_CREATURES</term><term>IsCreature</term><description>YES (mover walks through creatures)</description></item>
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/// <item><term>IsPlayer</term><term>IsPlayer (no PK)</term><description>YES (non-PK pair walks through)</description></item>
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/// <item><term>IsPlayer + IsPK</term><term>IsPlayer + IsPK</term><description>NO (PK pair collides)</description></item>
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/// <item><term>IsPlayer + IsPKLite</term><term>IsPlayer + IsPKLite</term><description>NO (PKLite pair collides)</description></item>
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/// <item><term>IsPlayer</term><term>IsPlayer + IsImpenetrable</term><description>NO (Impenetrable target always collides)</description></item>
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/// <item><term>IsPlayer + IsPK</term><term>IsPlayer (no PK)</term><description>YES (mismatched PK skip)</description></item>
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/// <item><term>IsPlayer</term><term>IsCreature (NPC)</term><description>NO (player vs NPC always collides)</description></item>
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/// </list>
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/// </summary>
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public class CollisionExemptionTests
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{
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private const uint ETHEREAL_PS = 0x4u;
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private const uint IGNORE_COLLISIONS_PS = 0x10u;
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[Fact]
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public void EtherealAndIgnoreCollisions_AlwaysSkipped()
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{
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// Target with both bits set is exempted from any mover.
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Assert.True(CollisionExemption.ShouldSkip(
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targetState: ETHEREAL_PS | IGNORE_COLLISIONS_PS,
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targetFlags: EntityCollisionFlags.None,
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moverState: ObjectInfoState.IsPlayer));
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}
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[Fact]
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public void EtherealOnly_NotSkipped()
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{
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// Target with ETHEREAL but NOT IGNORE_COLLISIONS does not bail
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// out at the first gate — collision proceeds. (Step-down marks
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// obstruction_ethereal, but does not exempt.)
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: ETHEREAL_PS,
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targetFlags: EntityCollisionFlags.None,
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moverState: ObjectInfoState.IsPlayer));
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}
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[Fact]
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public void Viewer_VsCreature_Skipped()
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{
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// Camera-ray viewer transitions through creatures.
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Assert.True(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsCreature,
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moverState: ObjectInfoState.IsViewer));
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}
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[Fact]
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public void Viewer_VsNonCreature_NotSkipped()
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{
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.None,
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moverState: ObjectInfoState.IsViewer));
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}
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[Fact]
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public void IgnoreCreatures_VsCreature_Skipped()
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{
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// Per acclient_2013_pseudo_c.txt:276971 — an arrow with
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// IGNORE_CREATURES doesn't get blocked by the very monster it's
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// tracking towards (until missile_ignore filters its target).
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Assert.True(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsCreature,
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moverState: ObjectInfoState.IgnoreCreatures));
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}
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[Fact]
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public void NonPkPlayer_VsNonPkPlayer_Skipped()
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{
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// The user-visible payoff: two ordinary players walk through each
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// other instead of blocking.
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Assert.True(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer,
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moverState: ObjectInfoState.IsPlayer));
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}
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[Fact]
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public void Pk_VsPk_NotSkipped()
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{
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// Two PK players collide.
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPK,
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moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPK));
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}
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[Fact]
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public void PkLite_VsPkLite_NotSkipped()
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{
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPKLite,
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moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPKLite));
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}
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[Fact]
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public void Pk_VsNonPk_Skipped()
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{
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// Mismatched PK status: still exempt — only matching pair collides.
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Assert.True(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer,
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moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPK));
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}
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[Fact]
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public void Pk_VsPkLite_Skipped()
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{
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// PK and PKLite are different pools — pair doesn't match.
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Assert.True(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPKLite,
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moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPK));
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}
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[Fact]
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public void ImpenetrableTarget_VsAnyPlayer_NotSkipped()
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{
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// Impenetrable target ("Free" PK status) always collides with
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// any player mover — regardless of mover's PK state.
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsImpenetrable,
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moverState: ObjectInfoState.IsPlayer));
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}
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[Fact]
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public void Player_VsCreature_NotSkipped()
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{
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// PvP exemption only applies player-on-player. Player vs creature
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// (NPC, monster) is the normal blocking case.
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsCreature,
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moverState: ObjectInfoState.IsPlayer));
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}
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[Fact]
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public void NonPlayerMover_VsPlayer_NotSkipped()
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{
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// PvP rule requires BOTH to be players. Mover is not a player
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// (e.g., dead-reckoned remote NPC) → no exemption applies.
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer,
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moverState: ObjectInfoState.None));
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}
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}
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