fix(#170): armed moveto always ticks UseTime — the SERVERVEL branch starved the chase
The "sustain the run" residual. The handoff's "Ready stop-node backlog drains a beat slower than retail" framing was DISPROVEN: a new full-stack offline harness (RemoteChaseEndToEndHarnessTests — real MoveToManager + MotionInterpreter + AnimationSequencer + MotionTableDispatchSink + the manual omega integration, wired field-for-field like EnsureRemoteMotionBindings and ticked in TickAnimations' exact phase order) proves the Core turn/run/drain pipeline healthy: the chase turn completes in <1 s both directions, BeginMoveForward installs per arm, the run sustains across re-arms and attack swings, and pending_motions fully empties (retail cdb invariant add_to_queue == MotionDone). The real mechanism (launch-drainq.log, corrected per-guid attribution — the previous session's timeline mis-attributed [mvto] lines that fire in the network phase): funnel per chasing scamp was 16 mt-6 arms -> 11 dispatched turns -> ONE BeginMoveForward. Any NPC receiving UpdatePositions gets HasServerVelocity=true (synthesized from position deltas even when the wire carries no velocity), and the grounded per-tick branch routed those to the SERVERVEL leg, which SKIPS MoveToManager.UseTime — [npc-tick] literally logged "branch=SERVERVEL (skips UseTime) mtState=MoveToObject". The armed moveto was starved for exactly the duration of the server-side chase: legs stayed in Ready while the body glided on synthesized velocity (the #170 slide); the manager only woke in UP-silent gaps (creature stopped server-side) and its stale-heading turn was interrupted by the next UM before reaching BeginMoveForward. Retail runs MovementManager::UseTime UNCONDITIONALLY every tick (CPhysicsObj::UpdateObjectInternal 0x005156b0, call @0x00515998) and has no wire-velocity leg-driver anywhere; between UPs a moveto-driven body translates from the motion state (get_state_velocity) with UP hard-snaps correcting drift. Fix: an armed moveto (MovementTypeState != Invalid) always takes the MOVETO leg; SERVERVEL remains only as the legacy fallback for entities without a moveto (scripted paths / missiles). Register: TS-41 (the narrowed SERVERVEL stopgap), TS-42 (drain-order divergence also pinned this session: acdream drains AnimDone->MotionDone AFTER HandleTargetting/MoveTo.UseTime; retail's process_hooks @0x00512d3d runs BEFORE TargetManager/MovementManager in UpdateObjectInternal — one frame of extra latency, R6 scope). New conformance: RemoteChaseEndToEndHarnessTests (3 scenarios + theory) + RemoteChaseDrainBisectTests (the drain-chain pin; its first run also demonstrated the TS-40 InWorld=false link-strip wedge shape — harness bodies must replicate the live RemoteMotion construction). ISSUES #170 updated (awaiting user visual gate; probes stay until then); handoff doc superseded-note added. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Text;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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using Xunit;
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using Xunit.Abstractions;
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using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
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using CorePosition = AcDream.Core.Physics.Position;
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namespace AcDream.Core.Tests.Physics.Motion;
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// ─────────────────────────────────────────────────────────────────────────────
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// #170 "sustain the run" — full-stack remote-chase harness.
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//
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// The R4-V2 MoveToManagerHarness scripts Heading directly (setHeading writes
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// the scalar) and drains pending_motions synthetically, so the two legs where
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// the live #170 residual actually lives have ZERO coverage:
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//
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// 1. the PHYSICAL turn: _DoMotion(TurnRight) → MotionTableDispatchSink.
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// TurnApplied → ObservedOmega → per-tick quaternion integration →
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// MoveToMath.GetHeading → HandleTurnToHeading's HeadingGreater test;
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// 2. the REAL drain: MotionTableManager pending_animations countdown fed by
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// CSequence AnimDone hooks (link-anim completions), popping
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// CMotionInterp.pending_motions via the MotionDoneTarget seam.
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//
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// This harness wires a real MotionInterpreter + AnimationSequencer +
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// MotionTableDispatchSink + MoveToManager EXACTLY like GameWindow's
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// EnsureRemoteMotionBindings (GameWindow.cs:4251) and ticks them in
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// GameWindow.TickAnimations' per-entity order for the grounded branch=MOVETO
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// path (GameWindow.cs:9697 HandleTargetting → 9994 TickRemoteMoveTo →
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// 10024 get_state_velocity refresh → 10050 manual omega integration →
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// 10247 Sequencer.Advance → 10306 AnimationDone per AnimDoneHook →
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// 10309 Manager.UseTime). Wire events (aggro stance UM, mt-6 arms, attack
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// UMs) replay the exact live sequence captured in launch-drainq.log
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// (2026-07-04, guid 0x80000BE5, Mite Scamp chasing the fleeing player).
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//
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// Retail acceptance bar (live cdb, 2026-07-04 session): BeginMoveForward ≈
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// MoveToObject arms (21/22), pending_motions add == MotionDone exactly, the
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// chase turn completes within a couple of seconds and the run SUSTAINS
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// between attack swings.
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// ─────────────────────────────────────────────────────────────────────────────
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internal sealed class ChaseLoader : IAnimationLoader
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{
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private readonly Dictionary<uint, Animation> _anims = new();
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public void Register(uint id, Animation anim) => _anims[id] = anim;
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public Animation? LoadAnimation(uint id) =>
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_anims.TryGetValue(id, out var a) ? a : null;
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}
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/// <summary>
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/// The full-stack per-entity pipeline replica. Field-for-field mirror of the
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/// GameWindow wiring for one grounded remote NPC (branch=MOVETO), plus a
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/// scripted stand-in for the TargetManager voyeur delivery (SetTarget →
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/// synchronous first delivery + one delivery per quantum thereafter — the
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/// live cadence observed in launch-drainq.log: HandleUpdateTarget directly
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/// after the arm, then sparse).
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/// </summary>
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internal sealed class RemoteChaseHarness
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{
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// Styles / substates (full command words, as the wire produces them).
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public const uint NonCombat = 0x8000003Du;
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public const uint Combat = 0x8000003Cu; // the aggro stance in the live capture
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public const uint Ready = 0x41000003u;
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public const uint Walk = 0x45000005u;
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public const uint Run = 0x44000007u;
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public const uint TurnRight = 0x6500000Du;
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public const uint AttackAction = 0x10000063u; // one of the live scamp swings
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public const uint CreatureGuid = 0x80000BE5u;
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public const uint PlayerGuid = 0x5000000Au;
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public const float Dt = 1f / 60f;
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// Field-for-field mirror of GameWindow's RemoteMotion construction
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// (GameWindow.cs:592-618): Contact+OnWalkable+Active, InWorld=true (the
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// R4-V5 door fix — without it the interp's detached-object guard strips
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// every dispatched transition link), and the R4-V5 #160 RemoteWeenie
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// (null weenie degrades run-rate to 1.0).
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public readonly PhysicsBody Body = new()
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{
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State = PhysicsStateFlags.ReportCollisions,
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TransientState = TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable
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| TransientStateFlags.Active,
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InWorld = true,
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};
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public readonly MotionInterpreter Interp;
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public readonly AnimationSequencer Seq;
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public readonly MotionTableDispatchSink Sink;
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public readonly MoveToManager Mgr;
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/// <summary>GameWindow's RemoteMotion.ObservedOmega twin.</summary>
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public Vector3 ObservedOmega;
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/// <summary>Scripted player (chase target) world position.</summary>
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public Vector3 PlayerPos;
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public Vector3 PlayerVelocity;
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// Scripted targeting stand-in (GameWindow: EntityPhysicsHost/TargetManager).
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private bool _targetArmed;
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private double _lastDeliveryTime = double.NegativeInfinity;
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private double _quantum = 0.5;
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public double Now;
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// Counters (the live-probe equivalents).
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public int BeginTurnBlocked;
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public int BeginTurnUnblocked;
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public int RunInstalls; // substate transitions INTO RunForward/Walk fwd
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public int TicksInRun;
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public int TicksInWalkFwd;
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public int TotalTicks;
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public int MaxRunStreak;
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private int _runStreak;
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private uint _prevSubstate;
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public readonly List<string> Trace = new();
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private readonly ITestOutputHelper? _log;
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public RemoteChaseHarness(ITestOutputHelper? log = null)
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{
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_log = log;
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var (setup, mtable, loader) = BuildFixture();
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Seq = new AnimationSequencer(setup, mtable, loader);
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// ── GameWindow spawn path (OnLiveEntitySpawnedLocked ~3781) ──
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Seq.InitializeState();
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Seq.SetCycle(NonCombat, Ready);
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Body.Orientation = MoveToMath.SetHeading(Quaternion.Identity, 0f); // face North
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Interp = new MotionInterpreter(Body)
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{
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WeenieObj = new RemoteWeenie(),
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};
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// ── EnsureRemoteMotionBindings (GameWindow.cs:4251) verbatim ──
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Sink = new MotionTableDispatchSink(Seq)
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{
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TurnApplied = (turnMotion, turnSpeed) =>
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{
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float signed = (turnMotion & 0xFFu) == 0x0E
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? -MathF.Abs(turnSpeed)
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: turnSpeed;
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ObservedOmega = new Vector3(0f, 0f, -(MathF.PI / 2f) * signed);
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},
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TurnStopped = () => ObservedOmega = Vector3.Zero,
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};
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Interp.DefaultSink = Sink;
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Interp.RemoveLinkAnimations = Seq.RemoveAllLinkAnimations;
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Interp.InitializeMotionTables = () => Seq.Manager.InitializeState();
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Interp.CheckForCompletedMotions = Seq.Manager.CheckForCompletedMotions;
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Mgr = new MoveToManager(
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Interp,
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stopCompletely: () => Interp.StopCompletely(),
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getPosition: () => new CorePosition(1u, Body.Position, Body.Orientation),
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getHeading: () => MoveToMath.GetHeading(Body.Orientation),
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setHeading: (h, _) => Body.Orientation =
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MoveToMath.SetHeading(Body.Orientation, h),
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getOwnRadius: () => 0f,
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getOwnHeight: () => 0f,
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contact: () => Body.OnWalkable,
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isInterpolating: () => false,
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getVelocity: () => Body.Velocity,
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getSelfId: () => CreatureGuid,
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setTarget: (ctx, tlid, radius, q) =>
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{
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_targetArmed = tlid == PlayerGuid;
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// TargetManager delivers the FIRST info synchronously on
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// SetTarget (live log: HandleUpdateTarget printed directly
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// after the arm, same network phase).
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DeliverTargetInfo();
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},
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clearTarget: () => _targetArmed = false,
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getTargetQuantum: () => _quantum,
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setTargetQuantum: q => _quantum = q,
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curTime: () => Now);
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Interp.InterruptCurrentMovement =
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() => Mgr.CancelMoveTo(WeenieError.ActionCancelled);
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// ── The anim-loop MotionDone binding (GameWindow.cs:10266) ──
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Seq.MotionDoneTarget = (m, ok) => Interp.MotionDone(m, ok);
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_prevSubstate = Seq.Manager.State.Substate;
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}
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// ── Wire events ─────────────────────────────────────────────────────────
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/// <summary>mt-0 UM (funnel apply): interrupt + unstick head, then
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/// MoveToInterpretedState — GameWindow.cs:4893 + 5008.</summary>
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public void UmInterpreted(uint stance, uint forward, float forwardSpeed = 1f,
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params InboundMotionAction[] actions)
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{
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Interp.InterruptCurrentMovement?.Invoke();
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Interp.UnstickFromObject?.Invoke();
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var ims = new InboundInterpretedState
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{
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CurrentStyle = stance,
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ForwardCommand = forward,
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ForwardSpeed = forwardSpeed,
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SideStepCommand = 0u,
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SideStepSpeed = 1f,
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TurnCommand = 0u,
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TurnSpeed = 1f,
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};
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if (actions.Length > 0)
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ims.Actions = new List<InboundMotionAction>(actions);
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Interp.MoveToInterpretedState(ims, Sink);
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}
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/// <summary>mt-6 UM (MoveToObject arm): interrupt + unstick head, then the
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/// RouteServerMoveTo MovementStruct — GameWindow.cs:4483-4508. Params match
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/// the live scamp chase (spd 2.08, threshold 15, object distance 0.6).</summary>
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public void UmMoveToObject(
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float speed = 2.08f,
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float distanceToObject = 0.6f,
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float walkRunThreshold = 15f)
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{
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Interp.InterruptCurrentMovement?.Invoke();
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Interp.UnstickFromObject?.Invoke();
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var mp = new MovementParameters
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{
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CanWalk = true,
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CanRun = true,
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CanCharge = true,
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CanSidestep = false,
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CanWalkBackwards = false,
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Speed = speed,
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DistanceToObject = distanceToObject,
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WalkRunThreshhold = walkRunThreshold,
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FailDistance = float.MaxValue,
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UseSpheres = false,
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};
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var ms = new MovementStruct
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{
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Type = MovementType.MoveToObject,
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ObjectId = PlayerGuid,
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TopLevelId = PlayerGuid,
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Pos = new CorePosition(1u, PlayerPos, Quaternion.Identity),
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Params = mp,
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};
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Mgr.PerformMovement(ms);
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}
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private void DeliverTargetInfo()
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{
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if (!_targetArmed) return;
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_lastDeliveryTime = Now;
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var pos = new CorePosition(1u, PlayerPos, Quaternion.Identity);
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Mgr.HandleUpdateTarget(new TargetInfo
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{
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ObjectId = PlayerGuid,
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Status = TargetStatus.Ok,
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TargetPosition = pos,
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InterpolatedPosition = pos,
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});
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}
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// ── The per-tick pipeline (GameWindow.TickAnimations order) ────────────
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public void Tick()
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{
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Now += Dt;
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TotalTicks++;
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// Player (chase target) moves per its scripted velocity.
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PlayerPos += PlayerVelocity * Dt;
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// 1. Voyeur delivery (player host HandleTargetting → this entity's
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// HandleUpdateTarget; GameWindow.cs:8094 runs before the per-remote
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// loop, 9697 in-loop).
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if (_targetArmed && Now - _lastDeliveryTime >= _quantum)
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DeliverTargetInfo();
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// 2. MoveToManager drive (TickRemoteMoveTo, GameWindow.cs:9994).
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Mgr.UseTime();
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// 3. get_state_velocity → body velocity (the d2ccc80e refresh,
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// GameWindow.cs:10024).
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if (Body.OnWalkable)
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Body.set_local_velocity(Interp.get_state_velocity(), false);
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// 4. Manual omega integration (GameWindow.cs:10050-10058 verbatim).
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if (ObservedOmega.LengthSquared() > 1e-8f)
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{
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float omegaMag = ObservedOmega.Length();
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var axis = ObservedOmega / omegaMag;
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float angle = omegaMag * Dt;
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var deltaRot = Quaternion.CreateFromAxisAngle(axis, angle);
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Body.Orientation = Quaternion.Normalize(
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Quaternion.Multiply(Body.Orientation, deltaRot));
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}
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// 5. Position integration (UpdatePhysicsInternal, simplified: grounded,
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// no gravity participation for this scenario).
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Body.Position += Body.Velocity * Dt;
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// 6. Anim loop (GameWindow.cs:10247-10309): advance, drain AnimDone
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// hooks into the manager countdown, zero-tick sweep.
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Seq.Advance(Dt);
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var hooks = Seq.ConsumePendingHooks();
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for (int i = 0; i < hooks.Count; i++)
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{
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if (hooks[i] is DatReaderWriter.Types.AnimationDoneHook)
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Seq.Manager.AnimationDone(success: true);
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}
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Seq.Manager.UseTime();
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// ── Observables ──
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uint substate = Seq.Manager.State.Substate;
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if (substate == Run) TicksInRun++;
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if (substate == Walk) TicksInWalkFwd++;
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bool inFwd = substate == Run || substate == Walk;
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if (inFwd)
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{
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_runStreak++;
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if (_runStreak > MaxRunStreak) MaxRunStreak = _runStreak;
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}
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else
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{
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_runStreak = 0;
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}
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if (inFwd && _prevSubstate != Run && _prevSubstate != Walk)
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RunInstalls++;
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_prevSubstate = substate;
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}
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public float Heading => MoveToMath.GetHeading(Body.Orientation);
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public float DistToPlayer => Vector3.Distance(Body.Position, PlayerPos);
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public void Snapshot(string tag)
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{
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string line = FormattableString.Invariant(
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$"t={Now,6:F2} {tag,-14} mt={Mgr.MovementTypeState,-14} substate=0x{Seq.Manager.State.Substate:X8} heading={Heading,6:F1} dist={DistToPlayer,6:F2} pending={Interp.MotionsPending()} omega.Z={ObservedOmega.Z,6:F3}");
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Trace.Add(line);
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_log?.WriteLine(line);
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}
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// ── Fixture ─────────────────────────────────────────────────────────────
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private static Animation MakeAnim(int numFrames)
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{
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var anim = new Animation();
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for (int f = 0; f < numFrames; f++)
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{
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var pf = new AnimationFrame(1u);
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pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
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anim.PartFrames.Add(pf);
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}
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return anim;
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}
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private static MotionData MakeMd(uint animId, float framerate = 30f,
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Vector3? velocity = null, Vector3? omega = null)
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{
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var md = new MotionData();
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QualifiedDataId<Animation> qid = animId;
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md.Anims.Add(new AnimData
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{
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AnimId = qid,
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LowFrame = 0,
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HighFrame = -1,
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Framerate = framerate,
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});
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if (velocity is { } v)
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{
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md.Velocity = v;
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md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasVelocity;
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}
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if (omega is { } o)
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{
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md.Omega = o;
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md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasOmega;
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}
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return md;
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}
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private static void AddLink(MotionTable mt, uint style, uint from, uint to, MotionData md)
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{
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int outer = (int)((style << 16) | (from & 0xFFFFFFu));
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if (!mt.Links.TryGetValue(outer, out var cmd))
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{
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cmd = new MotionCommandData();
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mt.Links[outer] = cmd;
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}
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cmd.MotionData[(int)to] = md;
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}
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/// <summary>
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/// Two-stance creature table shaped like the Mite Scamp's: NonCombat +
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/// Combat styles (default substate Ready in both), Walk/Run cycles with
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/// entry/exit links (15 frames @30fps = 0.5 s links, the realistic stop/
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/// start durations), a stance-transition link, an attack action link, and
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/// a global TurnRight physics-only modifier.
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/// </summary>
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private static (Setup, MotionTable, ChaseLoader) BuildFixture()
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{
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const uint ReadyAnimNC = 0x200u;
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const uint ReadyAnimC = 0x201u;
|
||||
const uint WalkAnim = 0x202u;
|
||||
const uint RunAnim = 0x203u;
|
||||
const uint ReadyToWalk = 0x204u;
|
||||
const uint WalkToReady = 0x205u;
|
||||
const uint ReadyToRun = 0x206u;
|
||||
const uint RunToReady = 0x207u;
|
||||
const uint StanceLink = 0x208u; // NonCombat.Ready → Combat (draw)
|
||||
const uint AttackLink = 0x209u; // Combat.Ready → attack swing
|
||||
const uint TurnAnim = 0x20Au;
|
||||
|
||||
var setup = new Setup();
|
||||
setup.Parts.Add(0x01000000u);
|
||||
setup.DefaultScale.Add(Vector3.One);
|
||||
|
||||
var loader = new ChaseLoader();
|
||||
loader.Register(ReadyAnimNC, MakeAnim(30));
|
||||
loader.Register(ReadyAnimC, MakeAnim(30));
|
||||
loader.Register(WalkAnim, MakeAnim(30));
|
||||
loader.Register(RunAnim, MakeAnim(30));
|
||||
loader.Register(ReadyToWalk, MakeAnim(15));
|
||||
loader.Register(WalkToReady, MakeAnim(15));
|
||||
loader.Register(ReadyToRun, MakeAnim(15));
|
||||
loader.Register(RunToReady, MakeAnim(15));
|
||||
loader.Register(StanceLink, MakeAnim(15));
|
||||
loader.Register(AttackLink, MakeAnim(45)); // 1.5 s swing
|
||||
loader.Register(TurnAnim, MakeAnim(30));
|
||||
|
||||
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)NonCombat };
|
||||
mt.StyleDefaults[(DRWMotionCommand)NonCombat] = (DRWMotionCommand)Ready;
|
||||
mt.StyleDefaults[(DRWMotionCommand)Combat] = (DRWMotionCommand)Ready;
|
||||
|
||||
static int CycleKey(uint style, uint substate)
|
||||
=> (int)((style << 16) | (substate & 0xFFFFFFu));
|
||||
|
||||
mt.Cycles[CycleKey(NonCombat, Ready)] = MakeMd(ReadyAnimNC);
|
||||
mt.Cycles[CycleKey(Combat, Ready)] = MakeMd(ReadyAnimC);
|
||||
foreach (uint style in new[] { NonCombat, Combat })
|
||||
{
|
||||
mt.Cycles[CycleKey(style, Walk)] =
|
||||
MakeMd(WalkAnim, velocity: new Vector3(0f, 3.12f, 0f));
|
||||
mt.Cycles[CycleKey(style, Run)] =
|
||||
MakeMd(RunAnim, velocity: new Vector3(0f, 4.0f, 0f));
|
||||
AddLink(mt, style, Ready, Walk, MakeMd(ReadyToWalk));
|
||||
AddLink(mt, style, Walk, Ready, MakeMd(WalkToReady));
|
||||
AddLink(mt, style, Ready, Run, MakeMd(ReadyToRun));
|
||||
AddLink(mt, style, Run, Ready, MakeMd(RunToReady));
|
||||
}
|
||||
AddLink(mt, NonCombat, Ready, Combat, MakeMd(StanceLink));
|
||||
AddLink(mt, Combat, Ready, NonCombat, MakeMd(StanceLink));
|
||||
AddLink(mt, Combat, Ready, AttackAction, MakeMd(AttackLink));
|
||||
|
||||
// Global (unstyled) TurnRight modifier — physics-only in Branch 4.
|
||||
mt.Modifiers[(int)(TurnRight & 0xFFFFFFu)] = MakeMd(TurnAnim);
|
||||
|
||||
return (setup, mt, loader);
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class RemoteChaseEndToEndHarnessTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public RemoteChaseEndToEndHarnessTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private const float Dt = RemoteChaseHarness.Dt;
|
||||
|
||||
private static int Seconds(float s) => (int)MathF.Round(s / Dt);
|
||||
|
||||
/// <summary>
|
||||
/// The core chase cycle: aggro stance change, one mt-6 arm at a target
|
||||
/// 90° off the creature's facing, 15 m away, stationary. Retail bar: the
|
||||
/// stance links play out (~1 s), the chase turn starts, completes at the
|
||||
/// turn rate (90° at π/2·2.08 rad/s ≈ 0.5 s), and BeginMoveForward
|
||||
/// installs the forward cycle. Total budget: 4 s of ticks is generous.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(90f)] // target to the East → TurnRight path
|
||||
[InlineData(270f)] // target to the West → TurnLeft path
|
||||
[InlineData(170f)] // near-reversal → long right turn
|
||||
public void SingleArm_TurnCompletes_AndForwardInstalls(float bearingDeg)
|
||||
{
|
||||
var h = new RemoteChaseHarness(_out);
|
||||
|
||||
float rad = (90f - bearingDeg) * MathF.PI / 180f; // compass → math angle
|
||||
h.PlayerPos = new Vector3(MathF.Cos(rad), MathF.Sin(rad), 0f) * 15f;
|
||||
h.PlayerVelocity = Vector3.Zero;
|
||||
|
||||
// settle spawn state
|
||||
for (int i = 0; i < Seconds(0.5f); i++) h.Tick();
|
||||
h.Snapshot("spawned");
|
||||
|
||||
// aggro: stance UM (the live capture's mt-0 stance=0x3C fwd=Ready)
|
||||
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
|
||||
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
|
||||
h.Snapshot("post-stance");
|
||||
|
||||
// the arm
|
||||
h.UmMoveToObject();
|
||||
h.Snapshot("armed");
|
||||
|
||||
int installTick = -1;
|
||||
for (int i = 0; i < Seconds(6f); i++)
|
||||
{
|
||||
h.Tick();
|
||||
if (installTick < 0
|
||||
&& (h.Seq.Manager.State.Substate == RemoteChaseHarness.Run
|
||||
|| h.Seq.Manager.State.Substate == RemoteChaseHarness.Walk))
|
||||
{
|
||||
installTick = i;
|
||||
h.Snapshot("fwd-install");
|
||||
}
|
||||
if (i % Seconds(0.5f) == 0) h.Snapshot("tick");
|
||||
}
|
||||
h.Snapshot("end");
|
||||
|
||||
Assert.True(installTick >= 0,
|
||||
$"forward cycle never installed within 6 s of the arm (bearing {bearingDeg}°); " +
|
||||
$"final: mt={h.Mgr.MovementTypeState} substate=0x{h.Seq.Manager.State.Substate:X8} " +
|
||||
$"heading={h.Heading:F1} pending={h.Interp.MotionsPending()} omega.Z={h.ObservedOmega.Z:F3}");
|
||||
Assert.True(installTick <= Seconds(4f),
|
||||
$"forward cycle took {installTick * Dt:F2} s to install (bearing {bearingDeg}°) — " +
|
||||
"retail installs within the turn duration (~1-2 s)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The live failure scenario: the player FLEES at 4 m/s and ACE re-arms
|
||||
/// mt-6 every 2 s (launch-drainq.log cadence). Retail bar: BeginMoveForward
|
||||
/// ≈ one per arm (21/22 in the live cdb trace) and the run is SUSTAINED —
|
||||
/// the forward substate holds for most of the chase.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FleeingTarget_RunSustainedAcrossRearms()
|
||||
{
|
||||
var h = new RemoteChaseHarness(_out);
|
||||
|
||||
h.PlayerPos = new Vector3(0f, 10f, 0f); // dead ahead, 10 m
|
||||
h.PlayerVelocity = new Vector3(0f, 4f, 0f); // fleeing straight away
|
||||
|
||||
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
|
||||
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
|
||||
|
||||
int arms = 0;
|
||||
int chaseTicks = Seconds(12f);
|
||||
for (int i = 0; i < chaseTicks; i++)
|
||||
{
|
||||
if (i % Seconds(2f) == 0)
|
||||
{
|
||||
h.UmMoveToObject();
|
||||
arms++;
|
||||
h.Snapshot($"arm#{arms}");
|
||||
}
|
||||
h.Tick();
|
||||
if (i % Seconds(1f) == 0) h.Snapshot("tick");
|
||||
}
|
||||
h.Snapshot("end");
|
||||
|
||||
int fwdTicks = h.TicksInRun + h.TicksInWalkFwd;
|
||||
float fwdFraction = fwdTicks / (float)chaseTicks;
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"arms={arms} installs={h.RunInstalls} fwdTicks={fwdTicks}/{chaseTicks} ({fwdFraction:P0}) maxStreak={h.MaxRunStreak * Dt:F2}s"));
|
||||
|
||||
Assert.True(h.RunInstalls >= arms - 1,
|
||||
$"run installed only {h.RunInstalls}× across {arms} arms — " +
|
||||
"retail reinstalls per arm (21/22)");
|
||||
Assert.True(fwdFraction > 0.5f,
|
||||
$"forward substate held only {fwdFraction:P0} of the chase — the run is not " +
|
||||
"sustained (live #170 symptom: short bursts + idle glide)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attack interleave: mid-chase, an attack UM (mt-0, action list carrying
|
||||
/// the swing, fwd=Ready — the wire shape from the live capture) interrupts
|
||||
/// the moveto (retail-faithful), the swing plays, and the next mt-6 re-arm
|
||||
/// must reinstall the run. Also asserts the #170 drain criterion:
|
||||
/// pending_motions fully empties after the swing (add == done — the retail
|
||||
/// cdb invariant).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void AttackUm_ThenRearm_RunReinstalls_AndQueueDrains()
|
||||
{
|
||||
var h = new RemoteChaseHarness(_out);
|
||||
|
||||
h.PlayerPos = new Vector3(0f, 12f, 0f);
|
||||
h.PlayerVelocity = Vector3.Zero;
|
||||
|
||||
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
|
||||
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
|
||||
|
||||
h.UmMoveToObject();
|
||||
for (int i = 0; i < Seconds(3f); i++) h.Tick();
|
||||
h.Snapshot("chasing");
|
||||
|
||||
// the swing: interrupt + action (stamp 1, autonomous false)
|
||||
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready, 1f,
|
||||
new InboundMotionAction(RemoteChaseHarness.AttackAction, Stamp: 1,
|
||||
Autonomous: false, Speed: 1f));
|
||||
for (int i = 0; i < Seconds(2.5f); i++) h.Tick();
|
||||
h.Snapshot("post-swing");
|
||||
|
||||
Assert.False(h.Interp.MotionsPending(),
|
||||
"pending_motions did not fully empty after the swing — the #170 " +
|
||||
"residual (retail: add_to_queue == MotionDone exactly)");
|
||||
|
||||
// the player breaks away (out of attack range), then ACE re-arms —
|
||||
// the run must come back
|
||||
h.PlayerPos += new Vector3(0f, 10f, 0f);
|
||||
h.UmMoveToObject();
|
||||
int installTick = -1;
|
||||
for (int i = 0; i < Seconds(5f); i++)
|
||||
{
|
||||
h.Tick();
|
||||
if (installTick < 0
|
||||
&& (h.Seq.Manager.State.Substate == RemoteChaseHarness.Run
|
||||
|| h.Seq.Manager.State.Substate == RemoteChaseHarness.Walk))
|
||||
{
|
||||
installTick = i;
|
||||
}
|
||||
}
|
||||
h.Snapshot("post-rearm");
|
||||
|
||||
Assert.True(installTick >= 0,
|
||||
$"run did not reinstall after the post-swing re-arm; " +
|
||||
$"mt={h.Mgr.MovementTypeState} substate=0x{h.Seq.Manager.State.Substate:X8} " +
|
||||
$"pending={h.Interp.MotionsPending()}");
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue