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>
This commit is contained in:
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11 changed files with 643 additions and 16 deletions
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@ -46,6 +46,58 @@ Copy this block when adding a new issue:
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---
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## #207 — Repeat attack continues after movement begins
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**Status:** IN-PROGRESS — fix shipped 2026-07-12, pending live gate
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**Severity:** HIGH
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**Component:** combat / input
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**Description:** With Repeat Attacks enabled, starting to move did not stop the
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attack loop, making combat difficult to disengage from.
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**Root cause:** The attack controller had no port of
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`ClientCombatSystem::AbortAutomaticAttack`, and semantic movement input was
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never forwarded to combat as retail's `ACCmdInterp::HandleNewForwardMovement`
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does.
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**Resolution:** Forward, backward, autorun, and jump press transitions now send
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the retail cancel-attack event, clear repeat mode, and hide an active combat
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power build. Turns and sidesteps remain independent, matching the retail
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command-list split. Controller tests prove movement sends one cancel and that a
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later AttackDone cannot launch another repeat.
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**Research:** `docs/research/2026-07-12-login-placement-and-repeat-cancel-pseudocode.md`
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**Acceptance:** Enable Repeat Attacks, start attacking, then press forward. The
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attack loop stops immediately and movement proceeds normally.
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## #206 — Relogging into a monster leaves the player stuck
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**Status:** IN-PROGRESS — fix shipped 2026-07-12, pending live gate
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**Severity:** HIGH
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**Component:** physics / login lifecycle
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**Description:** If a monster moved onto the character's saved position while
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the user was logged out, logging back in placed both bodies together and the
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character could not escape.
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**Root cause:** Login used the cell/floor-only `Resolve` snap and omitted retail
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`CTransition::find_placement_pos`, the radius-aware nearest-clear-position
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search. The local player was also omitted from the shadow registry, so remote
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creatures could not collide/de-overlap against it as retail physics objects do.
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**Resolution:** The retail four-metre concentric compass-ring placement search
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is ported into Core and runs after login's existing AdjustPosition/floor snap.
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The local player now registers a normal multipart collision shadow, skips that
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shadow in its own transition, and republishes the resolved body position through
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the same shared synchronizer as remotes. A flat-world conformance test begins
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inside a monster and proves the selected position clears both bodies.
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**Research:** `docs/research/2026-07-12-login-placement-and-repeat-cancel-pseudocode.md`
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**Acceptance:** Log out beside a monster, let it occupy the saved position, and
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log back in. The character is seated at the nearest clear point and can move.
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## #205 — Auto Target clears the toolbar and includes friendly creatures
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**Status:** DONE — 2026-07-12, user confirmed the replacement target appears correctly
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@ -62,7 +62,7 @@ accepted-divergence entries (#96, #49, #50).
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---
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## 2. Adaptation (AD) — 36 rows (AD-39/40/41 added 2026-07-07 — the #182 verbatim player-physics rebuild; AD-25 narrowed to the remote-DR sweep, its player half retired by the rebuild)
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## 2. Adaptation (AD) — 37 rows (AD-42 added 2026-07-12 — enter-world placement is split across the existing snap plus the ported object-aware ring search)
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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@ -103,6 +103,7 @@ accepted-divergence entries (#96, #49, #50).
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| AD-39 | The `frames_stationary_fall` ladder + fsf≥3 UP-contact-plane manufacture runs AFTER acdream's fused LKCP-restore/contact-marking block, deriving retail's `_redo` as `cleanAdvance \|\| OnWalkable`; retail (ACE Transition.cs:1029-1061) interleaves the fsf block BETWEEN the LKCP-restore (sets `_redo`) and the contact-marking (reads the manufactured plane) (#182 rebuild, 2026-07-07) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`ValidateTransition` fsf tail) | acdream deliberately fused ACE's separate LKCP-restore + contact-mark blocks (the L.2.3c/L.2.4/A6.P3 contact-retention divergences); running the ladder after them and re-marking grounding inside the manufacture branch is semantically equal (a grounded wall-slide is not a stuck-fall in either arrangement) without disturbing those hard-won fixes | If a future contact-retention change alters when OnWalkable is set relative to the ladder, `_redo` could misclassify a frame (grounded-jam mistaken for stuck-fall → spurious velocity zero, or vice-versa) — the fsf conformance tests pin the current arrangement | `CTransition::validate_transition` 0x0050aa70 pc:272625-656; ACE Transition.cs:1029-1061 |
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| AD-40 | The fsf `Stationary*` transient-bit encode (fsf→0x10/0x20/0x40) lives in the Core resolve writeback (`PhysicsEngine.ResolveWithTransition`), co-located with the fsf computation; retail encodes it in `handle_all_collisions` (pc:282737-758). Also: `PhysicsBody.CachedVelocity` is computed at the player chokepoint but not yet consumed — outbound wire velocity still uses the existing `get_state_velocity` path, not retail's cached_velocity source (#182 rebuild, 2026-07-07) | `src/AcDream.Core/Physics/PhysicsEngine.cs` (writeback); `src/AcDream.App/Input/PlayerMovementController.cs` (`CachedVelocity`) | Encoding in the writeback keeps the seed→ladder→writeback→seed round-trip self-contained in Core (testable without the App loop); the bit values + timing are identical to retail's (set after fsf is final, before the next resolve). CachedVelocity is faithful to carry now; routing the wire through it is a separate, unmeasured change | If a future consumer reads the Stationary* bits expecting retail's handle_all_collisions to have set them (it doesn't run in Core), the Core writeback is the source of truth; a wire-reporting change that assumes CachedVelocity is live would send the wrong velocity until it's wired | `handle_all_collisions` bit encode pc:282737-758; `get_velocity` 0x005113c0 (cached_velocity reader) |
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| AD-41 | The `candidateMoved` gate (retail UpdateObjectInternal pc:283657 `candidate != m_position`) suppresses ONLY `handle_all_collisions` + `cached_velocity` on a no-move frame; acdream still runs `ResolveWithTransition` (zero-distance) for cell/contact tracking, where retail skips the whole transition (#182 rebuild, 2026-07-07) | `src/AcDream.App/Input/PlayerMovementController.cs` (`candidateMoved` guard) | The load-bearing effect is not re-zeroing the gravity velocity that rebuilds after a stuck-fall bleed; the zero-distance resolve is a near-no-op (numSteps 0 → the zero-step early return, no ValidateTransition, contact plane persists via the writeback), so running it is harmless while keeping acdream's per-frame cell/membership refresh | If the zero-distance resolve ever gains a side effect on a no-move frame (a contact-plane clear, an fsf change), it would diverge from retail's skip — a no-move frame must stay a near-no-op | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 pc:283657 (candidate-moved gate) |
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| AD-42 | Enter-world placement is split across two Core calls: legacy `Resolve` performs retail `AdjustPosition` + the host's established floor snap, then `ResolvePlacement` runs the verbatim object-aware `find_placement_pos` ring search. Retail runs initial environment placement, ring search, and final step-down inside one `find_placement_position` transition | `src/AcDream.App/Rendering/GameWindow.cs` (`EnterPlayerModeNow`); `src/AcDream.Core/Physics/PhysicsEngine.cs` (`ResolvePlacement`) | The first call has already committed the same validated cell/floor point that feeds the ring search; the second call uses the same sphere dimensions, collision registry, and cell id. Keeping the split preserves the proven indoor-login snap while adding the missing occupied-position behavior | A spawn that requires retail's final placement step-down after a ring candidate (rather than the existing floor snap before it) could settle at a slightly different Z on a ledge/water boundary; the overlap is still cleared | `CPhysicsObj::enter_world` 0x00516170; `CTransition::find_placement_position` 0x0050C170; `CTransition::find_placement_pos` 0x0050BA50 |
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---
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@ -0,0 +1,119 @@
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# Login placement and repeat-attack cancellation — retail pseudocode
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## Sources
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- `CTransition::find_placement_pos` @ `0x0050BA50`
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- `CTransition::find_placement_position` @ `0x0050C170`
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- `CObjCell::find_obj_collisions` @ `0x0052B750`
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- `CPhysicsObj::add_shadows_to_cells` @ `0x00514AE0`
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- `CPhysicsObj::enter_world` @ `0x00516170`
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- `ClientCombatSystem::AbortAutomaticAttack` @ `0x0056AE90`
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- `ClientCombatSystem::CommenceJump` @ `0x0056AF90`
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- `ACCmdInterp::HandleNewForwardMovement` @ `0x0058B1F0`
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- Named pseudo-C: `docs/research/named-retail/acclient_2013_pseudo_c.txt`
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- Interpretation cross-check: ACE `Transition.cs`, `CommandInterpreter.cs`, and
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`ACCmdInterp.cs` on the `ACEmulator/ACE` `master` branch.
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## Enter-world placement
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Retail `enter_world(position)` stores the server position and calls
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`enter_world(true)`. That constructs `SetPosition` flags `0x11`, so placement
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may slide away from an obstruction.
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```text
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find_placement_position():
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check = current
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insert_type = INITIAL_PLACEMENT
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test environment/cells at check
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(CObjCell skips shadow-object collisions for INITIAL_PLACEMENT)
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validate initial placement
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insert_type = PLACEMENT
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if !find_placement_pos(): fail
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optionally step down to a walkable surface
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validate final placement
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```
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`find_placement_pos` is the object-aware nearest-clear-point search:
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```text
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find_placement_pos():
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check = current
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clear sliding/contact state
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if placement_test(check) succeeds:
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accept check and return true
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if placement sliding is disabled:
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return false
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search_distance = 4 metres
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search_radius = 4 metres
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radius = mover foot-sphere radius
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if radius < 0.125 metres:
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fake_sphere = true
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search_radius = 2 metres
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else if radius < 0.48 metres:
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radius = 0.48 metres
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exact_step_count = 4 / radius
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if fake_sphere: exact_step_count *= 0.5
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if exact_step_count <= 1: return false
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step_count = ceil(exact_step_count)
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distance_step = search_radius / step_count
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radians_step = PI * distance_step / radius
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total_distance = 0
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total_radians = 0
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for each radial step:
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total_distance += distance_step
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total_radians += radians_step
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compass_samples = ceil(total_radians) * 2
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heading_step_degrees = 360 / compass_samples
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for sample = 0 .. compass_samples-1:
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check = current
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heading = heading_step_degrees * sample
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offset = forward_vector(heading) * total_distance
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offset = adjust_offset(offset)
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if length(offset) < epsilon: continue
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check += offset
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clear sliding/contact state
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if placement_test(check) succeeds:
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accept check and return true
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return false
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```
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The local player must also own a normal shadow entry. Retail registers every
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placed `CPhysicsObj`; collision queries exclude only the moving object's own
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pointer. Therefore remote monsters can collide/de-overlap against the local
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player, while the player's placement search skips its own shadow by entity id.
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## Movement cancels repeat attack
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```text
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ACCmdInterp.HandleNewForwardMovement():
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if combat_system exists:
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combat_system.AbortAutomaticAttack()
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base.HandleNewForwardMovement() // also stops auto-run
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ClientCombatSystem.AbortAutomaticAttack():
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if server_response_pending
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or attack_request_in_progress
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or attack_in_progress
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or repeat_attacking:
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send Event_CancelAttack
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repeat_attacking = false
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if combat power build is active:
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HidePowerBar()
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```
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`CommandInterpreter::AddCommand` calls `HandleNewForwardMovement` for the
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forward-substate command list, which includes forward/backward/autorun rather
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than the independent turn and sidestep lists. Jump has the same cancellation
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at `ClientCombatSystem::CommenceJump` before its jump power bar begins.
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@ -15,7 +15,8 @@ namespace AcDream.App.Combat;
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/// (0x0056ADE0), <c>StartAttackRequest</c> (0x0056C040),
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/// <c>EndAttackRequest</c> (0x0056C0E0), <c>UseTime</c> (0x0056C1F0),
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/// <c>HandleAttackDoneEvent</c> (0x0056C500), and
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/// <c>SetRequestedAttackHeight</c> (0x0056C8F0).
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/// <c>SetRequestedAttackHeight</c> (0x0056C8F0), and
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/// <c>AbortAutomaticAttack</c> (0x0056AE90).
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/// </remarks>
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public sealed class CombatAttackController : IDisposable
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{
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@ -27,6 +28,7 @@ public sealed class CombatAttackController : IDisposable
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private readonly CombatState _combat;
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private readonly Func<bool> _canStartAttack;
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private readonly Func<AttackHeight, float, bool> _sendAttack;
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private readonly Action _sendCancelAttack;
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private readonly Func<bool> _isDualWield;
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private readonly Func<bool> _playerReadyForAttack;
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private readonly Func<bool> _autoRepeatAttack;
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@ -48,6 +50,7 @@ public sealed class CombatAttackController : IDisposable
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CombatState combat,
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Func<bool> canStartAttack,
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Func<AttackHeight, float, bool> sendAttack,
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Action? sendCancelAttack = null,
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Func<bool>? isDualWield = null,
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Func<bool>? playerReadyForAttack = null,
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Func<bool>? autoRepeatAttack = null,
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@ -56,6 +59,7 @@ public sealed class CombatAttackController : IDisposable
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_combat = combat ?? throw new ArgumentNullException(nameof(combat));
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_canStartAttack = canStartAttack ?? throw new ArgumentNullException(nameof(canStartAttack));
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_sendAttack = sendAttack ?? throw new ArgumentNullException(nameof(sendAttack));
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_sendCancelAttack = sendCancelAttack ?? (() => { });
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_isDualWield = isDualWield ?? (() => false);
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_playerReadyForAttack = playerReadyForAttack ?? (() => true);
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_autoRepeatAttack = autoRepeatAttack ?? (() => false);
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@ -113,6 +117,26 @@ public sealed class CombatAttackController : IDisposable
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return false;
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}
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/// <summary>
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/// Routes the semantic inputs that retail turns into a new forward-motion
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/// command. Turns and sidesteps live in separate command lists and do not
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/// call <c>HandleNewForwardMovement</c>. Jump has its own equivalent cancel
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/// in <c>ClientCombatSystem::CommenceJump</c> (0x0056AF90).
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/// </summary>
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public void HandleMovementInput(InputAction action, ActivationType activation)
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{
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if (activation != ActivationType.Press)
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return;
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if (action is InputAction.MovementForward
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or InputAction.MovementBackup
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or InputAction.MovementRunLock
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or InputAction.MovementJump)
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{
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AbortAutomaticAttack();
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}
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}
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public void SetDesiredPower(float power)
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{
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float value = Math.Clamp(power, 0f, 1f);
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StateChanged?.Invoke();
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}
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/// <summary>
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/// Retail <c>ClientCombatSystem::AbortAutomaticAttack</c> (0x0056AE90).
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/// A new forward-movement command enters here through
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/// <c>ACCmdInterp::HandleNewForwardMovement</c> (0x0058B1F0): notify the
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/// server, end repeat mode, and hide an in-progress combat power build.
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/// Request/pending flags are deliberately left for the normal server
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/// response, matching retail.
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/// </summary>
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public void AbortAutomaticAttack()
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{
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if (!_attackServerResponsePending
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&& !_attackRequestInProgress
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&& !_repeatAttacking)
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return;
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_sendCancelAttack();
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_repeatAttacking = false;
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if (_buildInProgress)
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ResetPowerBar();
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StateChanged?.Invoke();
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}
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/// <summary>
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/// Retail <c>UseTime</c>: publishes the live build and commits a released
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/// request once the ticking level reaches the power captured on release.
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@ -607,13 +607,14 @@ internal sealed class RemotePhysicsUpdater
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/// </summary>
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public void SyncRemoteShadowToBody(uint entityId, RemoteMotion rm, int liveCenterX, int liveCenterY)
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{
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int shLbX = (int)((rm.CellId >> 24) & 0xFFu);
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int shLbY = (int)((rm.CellId >> 16) & 0xFFu);
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float shOffX = (shLbX - liveCenterX) * 192f;
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float shOffY = (shLbY - liveCenterY) * 192f;
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_physicsEngine.ShadowObjects.UpdatePosition(
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entityId, rm.Body.Position, rm.Body.Orientation,
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shOffX, shOffY, rm.CellId, seedCellId: rm.CellId);
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ShadowPositionSynchronizer.Sync(
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_physicsEngine.ShadowObjects,
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entityId,
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rm.Body.Position,
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rm.Body.Orientation,
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rm.CellId,
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liveCenterX,
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liveCenterY);
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rm.LastShadowSyncPos = rm.Body.Position;
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}
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}
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39
src/AcDream.App/Physics/ShadowPositionSynchronizer.cs
Normal file
39
src/AcDream.App/Physics/ShadowPositionSynchronizer.cs
Normal file
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@ -0,0 +1,39 @@
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using System.Numerics;
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using AcDream.Core.Physics;
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namespace AcDream.App.Physics;
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/// <summary>
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/// Shared host adapter for retail's moved-object shadow re-registration
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/// (<c>CPhysicsObj::SetPositionInternal</c> 0x00515330). Both the local body
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/// and remote dead-reckoning bodies publish their resolved position through
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/// this one cell-offset calculation.
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/// </summary>
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internal static class ShadowPositionSynchronizer
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{
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public static void Sync(
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ShadowObjectRegistry registry,
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uint entityId,
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Vector3 position,
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Quaternion orientation,
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uint cellId,
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int liveCenterX,
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int liveCenterY)
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{
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if (cellId == 0)
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return;
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int landblockX = (int)((cellId >> 24) & 0xFFu);
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int landblockY = (int)((cellId >> 16) & 0xFFu);
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float worldOffsetX = (landblockX - liveCenterX) * 192f;
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float worldOffsetY = (landblockY - liveCenterY) * 192f;
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registry.UpdatePosition(
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entityId,
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position,
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orientation,
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worldOffsetX,
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worldOffsetY,
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cellId,
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seedCellId: cellId);
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}
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}
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@ -858,6 +858,9 @@ public sealed class GameWindow : IDisposable
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private uint _playerServerGuid;
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private uint? _playerMotionTableId; // server-sent MotionTable override for the player's character
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private MovementTruthOutbound? _lastMovementTruthOutbound;
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private (System.Numerics.Vector3 Position,
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System.Numerics.Quaternion Orientation,
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uint CellId)? _lastLocalPlayerShadow;
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private readonly record struct MovementTruthOutbound(
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string Kind,
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@ -1988,6 +1991,7 @@ public sealed class GameWindow : IDisposable
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Combat,
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CanStartLiveCombatAttack,
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SendLiveCombatAttack,
|
||||
sendCancelAttack: () => _liveSession?.SendCancelAttack(),
|
||||
isDualWield: () => _playerController?.Motion.InterpretedState.CurrentStyle
|
||||
== AcDream.Core.Combat.CombatInputPlanner.DualWieldCombatStyle,
|
||||
playerReadyForAttack: IsPlayerReadyForCombatAttack,
|
||||
|
|
@ -3594,17 +3598,16 @@ public sealed class GameWindow : IDisposable
|
|||
_lastSpawnByGuid[spawn.Guid] = spawn;
|
||||
_equippedChildRenderer?.OnSpawn(spawn);
|
||||
|
||||
// Commit B 2026-04-29 — live-entity collision registration. The
|
||||
// local player is the simulator (its PhysicsBody is the source of
|
||||
// truth for our own movement); only remotes register as targets.
|
||||
// Commit B 2026-04-29 — live-entity collision registration.
|
||||
// The local player is the simulator (its PhysicsBody is the source of
|
||||
// truth for our own movement), but retail still registers its resolved
|
||||
// CPhysicsObj as a collision target for remote creatures. The player's
|
||||
// own transition skips this entry by LocalEntityId / OBJECTINFO::object.
|
||||
// Phantom-Setup entities (no CylSpheres / no Spheres / no Radius)
|
||||
// are deliberately skipped — retail FUN's `FindObjCollisions`
|
||||
// falls through to OK_TS for any object with no collision
|
||||
// geometry (acclient_2013_pseudo_c.txt:276917,276987).
|
||||
if (spawn.Guid != _playerServerGuid)
|
||||
{
|
||||
RegisterLiveEntityCollision(entity, setup, spawn, origin);
|
||||
}
|
||||
|
||||
// Phase B.2: capture the server-sent MotionTableId for our own
|
||||
// character so UpdatePlayerAnimation can pass it to GetIdleCycle.
|
||||
|
|
@ -4162,6 +4165,36 @@ public sealed class GameWindow : IDisposable
|
|||
}
|
||||
}
|
||||
|
||||
private void SyncLocalPlayerShadow(
|
||||
AcDream.Core.World.WorldEntity playerEntity,
|
||||
uint cellId,
|
||||
bool force = false)
|
||||
{
|
||||
if (!force
|
||||
&& _lastLocalPlayerShadow is { } last
|
||||
&& last.CellId == cellId
|
||||
&& System.Numerics.Vector3.DistanceSquared(
|
||||
last.Position, playerEntity.Position) <= 1e-4f
|
||||
&& MathF.Abs(System.Numerics.Quaternion.Dot(
|
||||
last.Orientation, playerEntity.Rotation)) >= 0.99999f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
AcDream.App.Physics.ShadowPositionSynchronizer.Sync(
|
||||
_physicsEngine.ShadowObjects,
|
||||
playerEntity.Id,
|
||||
playerEntity.Position,
|
||||
playerEntity.Rotation,
|
||||
cellId,
|
||||
_liveCenterX,
|
||||
_liveCenterY);
|
||||
_lastLocalPlayerShadow = (
|
||||
playerEntity.Position,
|
||||
playerEntity.Rotation,
|
||||
cellId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #175: the motion table's default-state pose (the closed pose for
|
||||
/// doors) — the derivation lives in
|
||||
|
|
@ -4504,6 +4537,8 @@ public sealed class GameWindow : IDisposable
|
|||
_animatedEntities.Remove(existingEntity.Id);
|
||||
_classificationCache.InvalidateEntity(existingEntity.Id);
|
||||
_physicsEngine.ShadowObjects.Deregister(existingEntity.Id);
|
||||
if (serverGuid == _playerServerGuid)
|
||||
_lastLocalPlayerShadow = null;
|
||||
|
||||
// Dead-reckon state is keyed by SERVER guid (not local id) so we
|
||||
// clear using the same guid the next spawn/update would use.
|
||||
|
|
@ -8307,6 +8342,7 @@ public sealed class GameWindow : IDisposable
|
|||
pe.ParentCellId = result.CellId;
|
||||
pe.Rotation = System.Numerics.Quaternion.CreateFromAxisAngle(
|
||||
System.Numerics.Vector3.UnitZ, _playerController.Yaw - MathF.PI / 2f);
|
||||
SyncLocalPlayerShadow(pe, result.CellId);
|
||||
|
||||
// Move the player entity to its current landblock in GpuWorldState
|
||||
// so it doesn't get frustum-culled when the player walks away from
|
||||
|
|
@ -11713,6 +11749,12 @@ public sealed class GameWindow : IDisposable
|
|||
return;
|
||||
}
|
||||
|
||||
// ACCmdInterp::HandleNewForwardMovement (0x0058B1F0) aborts automatic
|
||||
// combat before the movement command enters CommandInterpreter. This
|
||||
// notification does not consume the input; the movement owner below
|
||||
// still receives it normally.
|
||||
_combatAttackController?.HandleMovementInput(action, activation);
|
||||
|
||||
// Retail attack actions consume their full transition stream: key-down
|
||||
// starts the power build and key-up commits it. Handle them before the
|
||||
// generic Press-only gate below.
|
||||
|
|
@ -13278,6 +13320,33 @@ public sealed class GameWindow : IDisposable
|
|||
var initResult = _physicsEngine.Resolve(
|
||||
playerEntity.Position, pinitCellId,
|
||||
System.Numerics.Vector3.Zero, 100f);
|
||||
|
||||
// Retail enter_world -> SetPosition(flags 0x11) runs
|
||||
// CTransition::find_placement_pos after the initial cell/environment
|
||||
// placement. That second phase is what seats a relogging character
|
||||
// beside a monster that moved onto the saved logout position. The
|
||||
// legacy Resolve above supplies the already-ported AdjustPosition +
|
||||
// floor snap; this call supplies the missing object-aware ring search.
|
||||
var (placementRadius, placementHeight) =
|
||||
GetSetupCylinder(_playerServerGuid, playerEntity);
|
||||
if (placementRadius < 0.05f)
|
||||
{
|
||||
placementRadius = 0.48f;
|
||||
placementHeight = 1.835f;
|
||||
}
|
||||
var placementResult = _physicsEngine.ResolvePlacement(
|
||||
initResult.Position,
|
||||
initResult.CellId,
|
||||
placementRadius,
|
||||
placementHeight,
|
||||
_playerController.StepUpHeight,
|
||||
_playerController.StepDownHeight,
|
||||
AcDream.Core.Physics.ObjectInfoState.IsPlayer
|
||||
| AcDream.Core.Physics.ObjectInfoState.EdgeSlide,
|
||||
playerEntity.Id);
|
||||
if (placementResult.Ok)
|
||||
initResult = placementResult;
|
||||
|
||||
_playerController.SetPosition(initResult.Position, initResult.CellId,
|
||||
CellLocalForSeed(initResult.Position, initResult.CellId));
|
||||
// #111 (2026-06-10): snap the ENTITY too — parity with the
|
||||
|
|
@ -13288,6 +13357,7 @@ public sealed class GameWindow : IDisposable
|
|||
// 2 m up against the window while physics stood on the floor).
|
||||
playerEntity.SetPosition(initResult.Position);
|
||||
playerEntity.ParentCellId = initResult.CellId;
|
||||
SyncLocalPlayerShadow(playerEntity, initResult.CellId, force: true);
|
||||
|
||||
var q = playerEntity.Rotation;
|
||||
float rawYaw = MathF.Atan2(
|
||||
|
|
|
|||
|
|
@ -1325,4 +1325,47 @@ public sealed class PhysicsEngine
|
|||
|
||||
return resolveResult;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runs retail's radius-aware placement-ring search after the host has
|
||||
/// validated the server's cell and grounded the initial position. This is
|
||||
/// the <c>CTransition::find_placement_pos</c> half of enter-world
|
||||
/// <c>SetPosition</c>; unlike an ordinary zero-distance transition it tests
|
||||
/// object occupancy and can seat a relogging player beside a creature that
|
||||
/// now occupies the saved location.
|
||||
/// </summary>
|
||||
public ResolveResult ResolvePlacement(
|
||||
Vector3 position,
|
||||
uint cellId,
|
||||
float sphereRadius,
|
||||
float sphereHeight,
|
||||
float stepUpHeight,
|
||||
float stepDownHeight,
|
||||
ObjectInfoState moverFlags = ObjectInfoState.None,
|
||||
uint movingEntityId = 0)
|
||||
{
|
||||
var transition = new Transition();
|
||||
transition.ObjectInfo.StepUpHeight = stepUpHeight;
|
||||
transition.ObjectInfo.StepDownHeight = stepDownHeight;
|
||||
transition.ObjectInfo.StepDown = true;
|
||||
transition.ObjectInfo.SelfEntityId = movingEntityId;
|
||||
transition.ObjectInfo.State = moverFlags;
|
||||
transition.SpherePath.InitPath(
|
||||
position, position, cellId, sphereRadius, sphereHeight);
|
||||
transition.SpherePath.InsertType = InsertType.Placement;
|
||||
|
||||
bool ok = transition.FindPlacementPos(this);
|
||||
var sp = transition.SpherePath;
|
||||
var ci = transition.CollisionInfo;
|
||||
bool onGround = ci.ContactPlaneValid
|
||||
|| transition.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable);
|
||||
|
||||
return new ResolveResult(
|
||||
sp.CurPos,
|
||||
sp.CurCellId != 0 ? sp.CurCellId : cellId,
|
||||
onGround,
|
||||
ci.CollisionNormalValid,
|
||||
ci.CollisionNormal,
|
||||
ok);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -391,6 +391,7 @@ public sealed class SpherePath
|
|||
public Vector3 NegCollisionNormal;
|
||||
public bool CheckWalkable;
|
||||
public InsertType InsertType = InsertType.Transition;
|
||||
public bool PlacementAllowsSliding = true;
|
||||
|
||||
/// <summary>
|
||||
/// Retail <c>SPHEREPATH.obstruction_ethereal</c>: set to <c>1</c> per-target
|
||||
|
|
@ -987,6 +988,122 @@ public sealed class Transition
|
|||
return transitionState == TransitionState.OK;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retail <c>CTransition::find_placement_pos</c> (0x0050BA50).
|
||||
/// Tests the requested position first, then searches concentric rings up
|
||||
/// to four metres away for the nearest valid placement. The ring spacing
|
||||
/// and angular sampling are radius-dependent exactly as in retail.
|
||||
/// </summary>
|
||||
public bool FindPlacementPos(PhysicsEngine engine)
|
||||
{
|
||||
var sp = SpherePath;
|
||||
|
||||
sp.SetCheckPos(sp.CurPos, sp.CurCellId);
|
||||
CollisionInfo.SlidingNormalValid = false;
|
||||
CollisionInfo.ContactPlaneValid = false;
|
||||
CollisionInfo.ContactPlaneIsWater = false;
|
||||
|
||||
var transitionState = ValidatePlacementTransition(
|
||||
TransitionalInsert(3, engine));
|
||||
if (transitionState == TransitionState.OK)
|
||||
return true;
|
||||
|
||||
if (!sp.PlacementAllowsSliding)
|
||||
return false;
|
||||
|
||||
float adjustDistance = 4f;
|
||||
float adjustRadius = adjustDistance;
|
||||
float sphereRadius = sp.LocalSphere[0].Radius;
|
||||
bool fakeSphere = false;
|
||||
|
||||
if (sphereRadius < 0.125f)
|
||||
{
|
||||
fakeSphere = true;
|
||||
adjustRadius = 2f;
|
||||
}
|
||||
else if (sphereRadius < 0.48f)
|
||||
{
|
||||
sphereRadius = 0.48f;
|
||||
}
|
||||
|
||||
float stepCountExact = 4f / sphereRadius;
|
||||
if (fakeSphere)
|
||||
stepCountExact *= 0.5f;
|
||||
if (stepCountExact <= 1f)
|
||||
return false;
|
||||
|
||||
int stepCount = (int)MathF.Ceiling(stepCountExact);
|
||||
float distancePerStep = adjustRadius / stepCount;
|
||||
float radiansPerStep = MathF.PI * distancePerStep / sphereRadius;
|
||||
float totalDistance = 0f;
|
||||
float totalRadians = 0f;
|
||||
|
||||
for (int ring = 0; ring < stepCount; ring++)
|
||||
{
|
||||
totalDistance += distancePerStep;
|
||||
totalRadians += radiansPerStep;
|
||||
|
||||
int sampleCount = (int)MathF.Ceiling(totalRadians) * 2;
|
||||
float headingStep = 360f / sampleCount;
|
||||
|
||||
for (int sample = 0; sample < sampleCount; sample++)
|
||||
{
|
||||
sp.SetCheckPos(sp.CurPos, sp.CurCellId);
|
||||
|
||||
// Frame::set_heading/get_vector_heading: 0 degrees is +Y,
|
||||
// 90 degrees is +X in AC's compass convention.
|
||||
float headingRadians = headingStep * sample * (MathF.PI / 180f);
|
||||
var offset = new Vector3(
|
||||
MathF.Sin(headingRadians) * totalDistance,
|
||||
MathF.Cos(headingRadians) * totalDistance,
|
||||
0f);
|
||||
sp.GlobalOffset = AdjustOffset(offset);
|
||||
|
||||
if (sp.GlobalOffset.Length() < PhysicsGlobals.EPSILON)
|
||||
continue;
|
||||
|
||||
sp.AddOffsetToCheckPos(sp.GlobalOffset);
|
||||
CollisionInfo.SlidingNormalValid = false;
|
||||
CollisionInfo.ContactPlaneValid = false;
|
||||
CollisionInfo.ContactPlaneIsWater = false;
|
||||
|
||||
transitionState = ValidatePlacementTransition(
|
||||
TransitionalInsert(3, engine));
|
||||
if (transitionState == TransitionState.OK)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private TransitionState ValidatePlacementTransition(TransitionState transitionState)
|
||||
{
|
||||
var sp = SpherePath;
|
||||
if (sp.CheckCellId == 0)
|
||||
return TransitionState.Collided;
|
||||
|
||||
if (transitionState == TransitionState.OK)
|
||||
{
|
||||
sp.CurPos = sp.CheckPos;
|
||||
sp.CurCellId = sp.CheckCellId;
|
||||
sp.CurOrientation = sp.CheckOrientation;
|
||||
for (int i = 0; i < sp.NumSphere; i++)
|
||||
{
|
||||
sp.GlobalCurrCenter[i].Origin = sp.LocalSphere[i].Origin + sp.CurPos;
|
||||
sp.GlobalCurrCenter[i].Radius = sp.LocalSphere[i].Radius;
|
||||
}
|
||||
}
|
||||
else if (sp.PlacementAllowsSliding)
|
||||
{
|
||||
// COLLISIONINFO::init at retail 0x0050B052. Placement probes are
|
||||
// independent; a failed compass sample must not bias the next one.
|
||||
CollisionInfo = new CollisionInfo();
|
||||
}
|
||||
|
||||
return transitionState;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Per-step collision check
|
||||
// -----------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -128,6 +128,57 @@ public sealed class CombatAttackControllerTests
|
|||
Assert.Equal(0f, controller.PowerBarLevel);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MovementAbort_DuringRepeat_SendsCancelAndPreventsNextAttack()
|
||||
{
|
||||
double now = 20d;
|
||||
int cancels = 0;
|
||||
var sent = new List<(AttackHeight Height, float Power)>();
|
||||
var combat = new CombatState();
|
||||
using var controller = new CombatAttackController(
|
||||
combat,
|
||||
canStartAttack: () => true,
|
||||
sendAttack: (height, power) =>
|
||||
{
|
||||
sent.Add((height, power));
|
||||
return true;
|
||||
},
|
||||
sendCancelAttack: () => cancels++,
|
||||
autoRepeatAttack: () => true,
|
||||
now: () => now);
|
||||
combat.SetCombatMode(CombatMode.Melee);
|
||||
|
||||
controller.PressAttack(AttackHeight.Medium);
|
||||
now += 0.5d;
|
||||
controller.ReleaseAttack();
|
||||
Assert.Single(sent);
|
||||
|
||||
controller.HandleMovementInput(
|
||||
InputAction.MovementForward, ActivationType.Press);
|
||||
combat.OnAttackDone(1u, 0u);
|
||||
|
||||
Assert.Equal(1, cancels);
|
||||
Assert.Single(sent);
|
||||
Assert.False(controller.BuildInProgress);
|
||||
Assert.Equal(0f, controller.PowerBarLevel);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MovementAbort_WhileIdle_DoesNotSendCancel()
|
||||
{
|
||||
int cancels = 0;
|
||||
var combat = new CombatState();
|
||||
using var controller = new CombatAttackController(
|
||||
combat,
|
||||
canStartAttack: () => true,
|
||||
sendAttack: (_, _) => true,
|
||||
sendCancelAttack: () => cancels++);
|
||||
|
||||
controller.AbortAutomaticAttack();
|
||||
|
||||
Assert.Equal(0, cancels);
|
||||
}
|
||||
|
||||
private static CombatAttackController Create(
|
||||
CombatState combat,
|
||||
Func<double> now,
|
||||
|
|
|
|||
|
|
@ -0,0 +1,86 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// Enter-world overlap conformance for retail
|
||||
/// <c>CTransition::find_placement_pos</c> (0x0050BA50).
|
||||
/// </summary>
|
||||
public sealed class InitialPlacementOverlapTests
|
||||
{
|
||||
private const uint Landblock = 0xA9B40000u;
|
||||
private const uint Cell = Landblock | 0x0001u;
|
||||
private const uint PlayerId = 0x50000001u;
|
||||
private const uint MonsterId = 0x50000002u;
|
||||
private const float Radius = 0.48f;
|
||||
|
||||
[Fact]
|
||||
public void PlayerReloggingInsideMonster_SearchesOutToNearestClearRing()
|
||||
{
|
||||
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
|
||||
engine.AddLandblock(
|
||||
Landblock,
|
||||
new TerrainSurface(new byte[81], new float[256]),
|
||||
Array.Empty<CellSurface>(),
|
||||
Array.Empty<PortalPlane>(),
|
||||
0f,
|
||||
0f);
|
||||
|
||||
var savedFeet = new Vector3(10f, 10f, 0f);
|
||||
var playerCenter = savedFeet + new Vector3(0f, 0f, Radius);
|
||||
var monsterCenter = playerCenter + new Vector3(0.10f, 0f, 0f);
|
||||
|
||||
// Retail registers every placed CPhysicsObj, including the local
|
||||
// player. The mover's OBJECTINFO::object self pointer excludes only
|
||||
// its own shadow while the monster remains an obstruction.
|
||||
RegisterSphere(engine, PlayerId, playerCenter,
|
||||
EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsCreature);
|
||||
RegisterSphere(engine, MonsterId, monsterCenter,
|
||||
EntityCollisionFlags.IsCreature);
|
||||
|
||||
ResolveResult result = engine.ResolvePlacement(
|
||||
savedFeet,
|
||||
Cell,
|
||||
sphereRadius: Radius,
|
||||
sphereHeight: 1.835f,
|
||||
stepUpHeight: 0.4f,
|
||||
stepDownHeight: 0.4f,
|
||||
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
||||
movingEntityId: PlayerId);
|
||||
|
||||
Assert.True(result.Ok);
|
||||
Assert.NotEqual(savedFeet, result.Position);
|
||||
float centerDistance = Vector3.Distance(
|
||||
result.Position + new Vector3(0f, 0f, Radius),
|
||||
monsterCenter);
|
||||
Assert.True(centerDistance >= Radius * 2f - PhysicsGlobals.EPSILON,
|
||||
$"placement must clear the monster; centers remain {centerDistance:F3} m apart");
|
||||
Assert.True(Vector3.Distance(savedFeet, result.Position) <= 4f,
|
||||
"retail placement search is bounded to four metres");
|
||||
}
|
||||
|
||||
private static void RegisterSphere(
|
||||
PhysicsEngine engine,
|
||||
uint id,
|
||||
Vector3 center,
|
||||
EntityCollisionFlags flags)
|
||||
{
|
||||
engine.ShadowObjects.Register(
|
||||
id,
|
||||
gfxObjId: 0u,
|
||||
worldPos: center,
|
||||
rotation: Quaternion.Identity,
|
||||
radius: Radius,
|
||||
worldOffsetX: 0f,
|
||||
worldOffsetY: 0f,
|
||||
landblockId: Landblock,
|
||||
collisionType: ShadowCollisionType.Sphere,
|
||||
cylHeight: 0f,
|
||||
scale: 1f,
|
||||
state: 0u,
|
||||
flags: flags,
|
||||
seedCellId: Cell,
|
||||
isStatic: false);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue