B.4b visual test confirmed the L.2g slice 1 handoff's open question: ACE's Door.Open() broadcasts state=0x0001000C (HasPhysicsBSP | Ethereal | ReportCollisions), NOT the state=0x14+ that retail servers send (Ethereal | IgnoreCollisions). The L.2g pipeline correctly mutates ShadowObjectRegistry with the new state, but CollisionExemption.ShouldSkip required both bits and the door stayed solid. Retail (acclient_2013_pseudo_c.txt:276782) wraps FindObjCollisions in `if NOT (state & ETHEREAL && state & IGNORE_COLLISIONS)`. ETHEREAL alone takes a different retail path at line 276795 that sets sphere_path.obstruction_ethereal = 1 and lets downstream movement allow passage despite the contact. We haven't ported that downstream path yet. Pragmatic shortcut: widen the early-out to ETHEREAL alone so doors become passable when ACE flips the bit. Retail-server broadcasts still hit the same branch correctly (both bits set implies ETHEREAL). Compatible with both server styles. Renames test EtherealOnly_NotSkipped -> EtherealOnly_Skipped and flips its assertion. 13 CollisionExemption tests pass; full suite 1046 pass / 8 pre-existing baseline fail (unchanged). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
173 lines
7 KiB
C#
173 lines
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_Skipped()
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{
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// L.2g slice 1b (2026-05-13): ETHEREAL alone exempts collision.
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// Retail (acclient_2013_pseudo_c.txt:276782) required both bits,
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// but ACE's Door.Open() broadcasts ETHEREAL alone — observed
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// live: state=0x0001000C (HasPhysicsBSP | Ethereal | ReportCollisions).
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// Pragmatic shortcut: widen the early-out to ETHEREAL alone so
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// doors become passable when ACE flips the bit. Retail-server
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// broadcasts (state=0x14+) still hit the same branch correctly.
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Assert.True(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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