feat(D6.2a): port CMotionInterp motion normalization + unify local velocity/turn/jump
Ports retail's raw->interpreted motion normalization and routes the local player's velocity through it, so backward/strafe come from the retail source instead of hand-mirrored controller code (retires register TS-22 + UN-5). MotionInterpreter (decomp-verbatim, Ghidra/ACE-cross-checked): - adjust_motion (0x00528010): WalkBackward->WalkForward (x-0.649999976), TurnLeft->TurnRight (x-1), SideStepLeft->SideStepRight (x-1), sidestep scale 0.5*(WalkAnimSpeed/SidestepAnimSpeed), RunForward early-return, per-channel holdkey fallback to CurrentHoldKey. - apply_run_to_command (0x00527be0): WalkForward->RunForward when speed>0 + UNCONDITIONAL *runRate; TurnRight *1.5; SideStepRight *runRate clamp +/-3.0. - apply_raw_movement (0x005287e0): copy raw->interpreted, adjust the 3 channels with per-channel hold keys. - WalkAnimSpeed unified to the retail-exact 3.11999989f (was 3.12f). PlayerMovementController: build ONE RawMotionState from MovementInput at forward_speed=1.0 (apply_run_to_command applies the run rate — a pre-scaled speed would double-scale), run apply_raw_movement, then take grounded + jump velocity straight from get_state_velocity (now correct for all directions) and drive the keyboard turn omega from the interpreted turn_speed (BaseTurnRate x turn_speed = the same pi/2 formula the remote path uses; numerically identical to the old TurnRateFor). Deleted the hand-mirrored backward(x-0.65) / strafe(x+-1.25) formulas in both the grounded and jump blocks. Mouse turn and the auto-walk path are untouched. Retail-faithful behavior changes (confirm in smoke): strafe is now 1.25 * ~1.248 * runRate = ~1.56*runRate, clamped via SideStepSpeed<=3.0 so |v.X|<=3.75 (was 1.25*runRate, no scale/clamp); backward is unchanged (3.12*0.65*runRate); backward/strafe-left velocity now comes from the pipeline instead of returning zero. Forward run pace unchanged (4.0*runRate). Tests: MotionNormalizationTests (17, adjust_motion/apply_run_to_command) + MotionVelocityPipelineTests (10, apply_raw_movement->get_state_velocity golden velocities incl. the strafe clamp + turn speeds). Full suite green (3255). Register: TS-22 + UN-5 deleted (retired); TS-34 added (adjust_motion creature guard is a no-op — IWeenieObject has no IsCreature; correct for the only caller, the player). Pseudocode: docs/research/2026-07-01-d6-motion-interp-pseudocode.md. NEXT D6.2b: the echo-gated wire forward_speed=1.0 question (evidence suggests ACE relays rather than recomputes; verified via the smoke echo). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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6 changed files with 801 additions and 149 deletions
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@ -875,6 +875,40 @@ public sealed class PlayerMovementController
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TurnSpeed: null);
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}
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// ── D6.2: normalize input into the interpreted motion state ───────────
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// ONE RawMotionState from MovementInput drives the local velocity + turn
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// (retail CMotionInterp::apply_raw_movement 0x005287e0). RAW speeds are
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// 1.0 — apply_run_to_command applies the run rate, so passing a pre-scaled
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// speed would double-scale. adjust_motion normalizes backward →
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// WalkForward (×-0.65) and strafe-left → SideStepRight (×-1×1.248), so
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// get_state_velocity below is correct for ALL directions (retires the
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// hand-mirrored formulas; register TS-22). Skipped during server
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// auto-walk, which drives the body itself.
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if (!autoWalkConsumedMotion)
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{
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var axisHold = input.Run ? HoldKey.Run : HoldKey.None;
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var raw = new RawMotionState
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{
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CurrentHoldKey = axisHold,
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ForwardCommand = input.Forward ? MotionCommand.WalkForward
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: input.Backward ? MotionCommand.WalkBackward
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: MotionCommand.Ready,
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ForwardHoldKey = (input.Forward || input.Backward) ? axisHold : HoldKey.Invalid,
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ForwardSpeed = 1.0f,
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SidestepCommand = input.StrafeRight ? MotionCommand.SideStepRight
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: input.StrafeLeft ? MotionCommand.SideStepLeft
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: 0u,
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SidestepHoldKey = (input.StrafeRight || input.StrafeLeft) ? axisHold : HoldKey.Invalid,
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SidestepSpeed = 1.0f,
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TurnCommand = input.TurnRight ? MotionCommand.TurnRight
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: input.TurnLeft ? MotionCommand.TurnLeft
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: 0u,
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TurnHoldKey = (input.TurnRight || input.TurnLeft) ? axisHold : HoldKey.Invalid,
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TurnSpeed = 1.0f,
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};
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_motion.apply_raw_movement(raw);
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}
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// ── 1. Apply turning from keyboard + mouse ────────────────────────────
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// 2026-05-16 — retail-faithful turn rate.
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// Anchor: docs/research/named-retail/acclient_2013_pseudo_c.txt
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@ -886,11 +920,21 @@ public sealed class PlayerMovementController
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// Effective: walking ≈ 90°/s, running ≈ 135°/s.
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// Previously: WalkAnimSpeed*0.5 ≈ 89.4°/s — coincidentally
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// close to retail walking but no run differentiation.
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float keyboardTurnRate = RemoteMoveToDriver.TurnRateFor(input.Run);
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if (input.TurnRight)
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Yaw -= keyboardTurnRate * dt;
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if (input.TurnLeft)
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Yaw += keyboardTurnRate * dt;
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// D6.2: local keyboard turn rate now comes from the interpreted turn
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// state (adjust_motion normalized TurnLeft→TurnRight with sign +
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// apply_run_to_command ×RunTurnFactor when running). omega.Z =
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// BaseTurnRateRadPerSec × turn_speed — the same π/2 formula the remote
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// path uses (GameWindow ObservedOmega seed). Numerically identical to the
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// former TurnRateFor(input.Run); AP-9 (π/2 base rate) is unchanged.
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// Skipped during auto-walk (server drives the turn). Mouse turn stays a
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// direct Yaw delta (deliberately generates no turn command — avoids
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// MoveToState spam from mouse jitter).
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if (!autoWalkConsumedMotion
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&& _motion.InterpretedState.TurnCommand == MotionCommand.TurnRight)
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{
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Yaw -= RemoteMoveToDriver.BaseTurnRateRadPerSec
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* _motion.InterpretedState.TurnSpeed * dt;
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}
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Yaw -= input.MouseDeltaX * MouseTurnSensitivity;
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// Wrap yaw to [-PI, PI] so it doesn't grow unbounded.
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while (Yaw > MathF.PI) Yaw -= 2f * MathF.PI;
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@ -910,53 +954,10 @@ public sealed class PlayerMovementController
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// (Ready/Stand) velocity, freezing the body.
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if (!autoWalkConsumedMotion)
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{
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// Determine the dominant forward/backward command and speed.
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uint forwardCmd;
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float forwardCmdSpeed;
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if (input.Forward)
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{
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forwardCmd = input.Run ? MotionCommand.RunForward : MotionCommand.WalkForward;
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// When running, use the PlayerWeenie's RunRate as ForwardSpeed.
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// The retail server computes this from Run skill + encumbrance and
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// broadcasts it in UpdateMotion, but it doesn't echo to the sender.
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// We compute locally using the same formula.
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if (input.Run && _weenie.InqRunRate(out float runRate))
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forwardCmdSpeed = runRate;
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else
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forwardCmdSpeed = 1.0f;
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}
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else if (input.Backward)
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{
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forwardCmd = MotionCommand.WalkBackward;
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// K-fix3 (2026-04-26): backward also honors Run. Without
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// this, holding X with Run=true (default) still produced
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// walk-tier backward speed because forwardCmdSpeed was
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// hardcoded to 1.0. Now scale by runRate the same way
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// RunForward does.
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if (input.Run && _weenie.InqRunRate(out float runRateBack))
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forwardCmdSpeed = runRateBack;
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else
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forwardCmdSpeed = 1.0f;
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}
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else
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{
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forwardCmd = MotionCommand.Ready;
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forwardCmdSpeed = 1.0f;
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}
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// Update interpreted motion state (needed for animation + server messages).
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_motion.DoMotion(forwardCmd, forwardCmdSpeed);
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// Sidestep.
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if (input.StrafeRight)
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_motion.DoInterpretedMotion(MotionCommand.SideStepRight, 1.0f, modifyInterpretedState: true);
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else if (input.StrafeLeft)
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_motion.DoInterpretedMotion(MotionCommand.SideStepLeft, 1.0f, modifyInterpretedState: true);
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else
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{
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_motion.StopInterpretedMotion(MotionCommand.SideStepRight, modifyInterpretedState: true);
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_motion.StopInterpretedMotion(MotionCommand.SideStepLeft, modifyInterpretedState: true);
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}
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// D6.2: the forward/sidestep command determination + DoMotion +
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// DoInterpretedMotion moved into the apply_raw_movement call above, so
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// the interpreted state (and thus get_state_velocity) is already
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// populated + normalized for all directions.
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// Only replace velocity with motion interpreter output when grounded.
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// While airborne, the physics body's integrated velocity (from LeaveGround)
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@ -965,37 +966,13 @@ public sealed class PlayerMovementController
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if (_body.OnWalkable)
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{
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float savedWorldVz = _body.Velocity.Z;
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// D6.2: velocity for ALL directions comes from the normalized
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// interpreted state — backward (WalkForward ×-0.65) and strafe-left
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// (SideStepRight ×-1×1.248) are handled inside get_state_velocity now
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// that adjust_motion ran above. The hand-mirrored formulas are gone
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// (register TS-22 retired).
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var stateVel = _motion.get_state_velocity();
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float localY = 0f;
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float localX = 0f;
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// K-fix3 (2026-04-26): unified run-multiplier for backward
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// + strafe. Forward already scales correctly because it uses
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// stateVel.Y (which the motion state machine fed runRate
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// into via DoMotion). Backward + strafe bypass the state
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// machine and hardcoded speed; previously they capped at
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// walk speed regardless of Run, which made the ~2.4×
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// forward-vs-back/strafe ratio feel wrong. Now both scale
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// with the same runRate the forward branch uses.
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float runMul = 1.0f;
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if (input.Run && _weenie.InqRunRate(out float vrr))
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runMul = vrr;
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if (input.Forward)
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localY = stateVel.Y;
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else if (input.Backward)
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localY = -(MotionInterpreter.WalkAnimSpeed * 0.65f * runMul);
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// Strafe scales with the same runMul so sidestep matches
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// the forward pace at run speed (retail uses speed=1.0 for
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// SideStep + the same hold-key-driven run/walk multiplier).
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if (input.StrafeRight)
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localX = MotionInterpreter.SidestepAnimSpeed * runMul;
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else if (input.StrafeLeft)
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localX = -MotionInterpreter.SidestepAnimSpeed * runMul;
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_body.set_local_velocity(new Vector3(localX, localY, savedWorldVz));
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_body.set_local_velocity(new Vector3(stateVel.X, stateVel.Y, savedWorldVz));
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}
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} // end of `if (!autoWalkConsumedMotion)` — section 2
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@ -1029,56 +1006,13 @@ public sealed class PlayerMovementController
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float jumpVz = _motion.get_jump_v_z();
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_motion.LeaveGround();
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outJumpExtent = _jumpExtent;
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// BODY-LOCAL jump-launch velocity, computed directly from input.
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//
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// Why not read _body.Velocity? Because _motion.LeaveGround()
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// routes through get_leave_ground_velocity → get_state_velocity,
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// which is a faithful port of retail's FUN_00528960. Retail's
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// version only handles WalkForward (0x45000005) / RunForward
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// (0x44000007) / SideStepRight (0x6500000F); WalkBackwards
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// and SideStepLeft return zero. Retail papers over this in
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// adjust_motion (FUN_00528010) by translating
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// WalkBackwards → WalkForward + speed × -0.65
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// SideStepLeft → SideStepRight + speed × -1
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// before they reach InterpretedState — but we don't yet port
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// adjust_motion, so InterpretedState holds the un-translated
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// command and get_state_velocity returns (0,0,0) for it.
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// LeaveGround then writes (0,0,jumpZ) to the body, wiping the
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// correct strafe/backward velocity the controller had just set
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// a few lines up. Result: backward/strafe jumps go straight up.
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//
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// Until adjust_motion is ported, we mirror the grounded-velocity
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// computation from the block above and stuff the result into
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// outJumpVelocity directly. Local frame: +Y forward, +X right,
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// +Z up — matches retail's body-frame convention. Server
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// rotates body→world on receive, so observers see the jump
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// in the correct world direction.
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float jumpRunMul = 1.0f;
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if (input.Run && _weenie.InqRunRate(out float jvrr))
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jumpRunMul = jvrr;
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// Forward uses get_state_velocity (which knows Walk vs Run vs
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// animation-cycle pacing). Backward / Strafe use the same
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// hardcoded scaled formulas the grounded-velocity block above
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// uses (lines 397-408).
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float localY = 0f;
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if (input.Forward)
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{
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var stateVel = _motion.get_state_velocity();
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localY = stateVel.Y;
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}
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else if (input.Backward)
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{
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localY = -(MotionInterpreter.WalkAnimSpeed * 0.65f * jumpRunMul);
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}
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float localX = 0f;
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if (input.StrafeRight)
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localX = MotionInterpreter.SidestepAnimSpeed * jumpRunMul;
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else if (input.StrafeLeft)
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localX = -MotionInterpreter.SidestepAnimSpeed * jumpRunMul;
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outJumpVelocity = new Vector3(localX, localY, jumpVz);
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// D6.2: get_state_velocity() is now correct for all directions
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// (apply_raw_movement normalized backward/strafe above), so the
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// jump-launch velocity is get_state_velocity() + the vertical jump
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// component. Retires the duplicated hand-mirrored formulas that
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// existed only until adjust_motion was ported (register TS-22).
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var jumpVel = _motion.get_state_velocity();
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outJumpVelocity = new Vector3(jumpVel.X, jumpVel.Y, jumpVz);
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// Local-prediction fix: LeaveGround above wrote (0, 0, jumpZ)
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// to the body for backward/strafe-left (same get_state_velocity
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