acdream/src/AcDream.App/Physics/ShadowPositionSynchronizer.cs
Erik 00fe993f6f fix(combat): escape occupied login positions
Port retail's radius-aware placement ring so a relogging player is seated beside creatures occupying the saved location, and register the local body in the shared resolved-shadow pipeline. Route new forward movement and jump through AbortAutomaticAttack so repeat combat cancels immediately on movement.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 22:20:17 +02:00

39 lines
1.1 KiB
C#

using System.Numerics;
using AcDream.Core.Physics;
namespace AcDream.App.Physics;
/// <summary>
/// Shared host adapter for retail's moved-object shadow re-registration
/// (<c>CPhysicsObj::SetPositionInternal</c> 0x00515330). Both the local body
/// and remote dead-reckoning bodies publish their resolved position through
/// this one cell-offset calculation.
/// </summary>
internal static class ShadowPositionSynchronizer
{
public static void Sync(
ShadowObjectRegistry registry,
uint entityId,
Vector3 position,
Quaternion orientation,
uint cellId,
int liveCenterX,
int liveCenterY)
{
if (cellId == 0)
return;
int landblockX = (int)((cellId >> 24) & 0xFFu);
int landblockY = (int)((cellId >> 16) & 0xFFu);
float worldOffsetX = (landblockX - liveCenterX) * 192f;
float worldOffsetY = (landblockY - liveCenterY) * 192f;
registry.UpdatePosition(
entityId,
position,
orientation,
worldOffsetX,
worldOffsetY,
cellId,
seedCellId: cellId);
}
}