Merge branch 'main' into claude/peaceful-visvesvaraya-e0a196

# Conflicts:
#	docs/ISSUES.md
#	docs/architecture/retail-divergence-register.md
This commit is contained in:
Erik 2026-07-09 23:18:52 +02:00
commit 217a4bad69
329 changed files with 81439 additions and 8499 deletions

View file

@ -9,12 +9,12 @@ public sealed class CombatAnimationPlannerTests
[Theory]
[InlineData(0x10000058u, CombatAnimationKind.MeleeSwing)] // ThrustMed
[InlineData(0x1000005Bu, CombatAnimationKind.MeleeSwing)] // SlashHigh
[InlineData(0x1000017Du, CombatAnimationKind.MeleeSwing)] // OffhandDoubleThrustMed
[InlineData(0x1000018Eu, CombatAnimationKind.MeleeSwing)] // PunchFastLow
[InlineData(0x1000017Du, CombatAnimationKind.MeleeSwing)] // OffhandTripleSlashMed (DRW)
[InlineData(0x1000018Eu, CombatAnimationKind.CreatureAttack)] // AttackLow6 (DRW) — was mislabelled PunchFastLow under 2013 numbering
[InlineData(0x10000061u, CombatAnimationKind.MissileAttack)] // Shoot
[InlineData(0x100000D4u, CombatAnimationKind.MissileAttack)] // Reload
[InlineData(0x40000016u, CombatAnimationKind.MissileAttack)] // Reload (DRW SubState) — was the dead 2013 value 0x100000D4
[InlineData(0x10000062u, CombatAnimationKind.CreatureAttack)] // AttackHigh1
[InlineData(0x1000018Bu, CombatAnimationKind.CreatureAttack)] // AttackLow6
[InlineData(0x1000018Bu, CombatAnimationKind.CreatureAttack)] // AttackLow5 (DRW)
[InlineData(0x400000D3u, CombatAnimationKind.SpellCast)] // CastSpell
[InlineData(0x400000E0u, CombatAnimationKind.SpellCast)] // UseMagicStaff
[InlineData(0x10000051u, CombatAnimationKind.HitReaction)] // Twitch1
@ -30,11 +30,16 @@ public sealed class CombatAnimationPlannerTests
Assert.Equal(expected, CombatAnimationPlanner.ClassifyMotionCommand(command));
}
// These pin the RESOLVER (wire u16 -> full 32-bit) against the DRW enum,
// independent of the planner. wire 0x0170 is IssueSlashCommand = 0x09000170
// (class 0x09, UI command) — there is no Action-class (0x10) entry at that
// wire; the real OffhandSlashHigh is 0x10000173 (the 2013 decomp numbers it
// 0x10000170, +3 low). See docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md.
[Theory]
[InlineData(0x0170, 0x10000170u)] // OffhandSlashHigh
[InlineData(0x017D, 0x1000017Du)] // OffhandDoubleThrustMed
[InlineData(0x018B, 0x1000018Bu)] // AttackLow6
[InlineData(0x018E, 0x1000018Eu)] // PunchFastLow
[InlineData(0x0170, 0x09000170u)] // IssueSlashCommand (UI class), NOT OffhandSlashHigh
[InlineData(0x017D, 0x1000017Du)] // OffhandTripleSlashMed
[InlineData(0x018B, 0x1000018Bu)] // AttackLow5
[InlineData(0x018E, 0x1000018Eu)] // AttackLow6
public void MotionCommandResolver_UsesNamedRetailLateCombatCommands(
ushort wireCommand,
uint expectedFullCommand)
@ -42,6 +47,50 @@ public sealed class CombatAnimationPlannerTests
Assert.Equal(expectedFullCommand, MotionCommandResolver.ReconstructFullCommand(wireCommand));
}
// #159 parity: the full wire -> resolve -> classify pipeline for the
// late-combat block, which ACE/DRW numbers +3 above the 2013 decomp.
// CombatAnimationMotionCommands is now derived directly from
// DatReaderWriter.Enums.MotionCommand, so these ACE wire values must both
// reconstruct to their DRW full value AND classify into the right kind.
// (Expected full/kind pairs cross-checked against the DRW MotionCommand
// enum, Chorizite.DatReaderWriter 2.1.7.)
[Theory]
[InlineData((ushort)0x0173, 0x10000173u, CombatAnimationKind.MeleeSwing)] // OffhandSlashHigh
[InlineData((ushort)0x0175, 0x10000175u, CombatAnimationKind.MeleeSwing)] // OffhandSlashLow
[InlineData((ushort)0x0176, 0x10000176u, CombatAnimationKind.MeleeSwing)] // OffhandThrustHigh
[InlineData((ushort)0x017E, 0x1000017Eu, CombatAnimationKind.MeleeSwing)] // OffhandTripleSlashHigh
[InlineData((ushort)0x0182, 0x10000182u, CombatAnimationKind.MeleeSwing)] // OffhandTripleThrustLow
[InlineData((ushort)0x0185, 0x10000185u, CombatAnimationKind.MeleeSwing)] // OffhandKick
[InlineData((ushort)0x0186, 0x10000186u, CombatAnimationKind.CreatureAttack)] // AttackHigh4
[InlineData((ushort)0x0188, 0x10000188u, CombatAnimationKind.CreatureAttack)] // AttackLow4
[InlineData((ushort)0x018C, 0x1000018Cu, CombatAnimationKind.CreatureAttack)] // AttackHigh6
[InlineData((ushort)0x018E, 0x1000018Eu, CombatAnimationKind.CreatureAttack)] // AttackLow6
[InlineData((ushort)0x018F, 0x1000018Fu, CombatAnimationKind.MeleeSwing)] // PunchFastHigh
[InlineData((ushort)0x0191, 0x10000191u, CombatAnimationKind.MeleeSwing)] // PunchFastLow
[InlineData((ushort)0x0197, 0x10000197u, CombatAnimationKind.MeleeSwing)] // OffhandPunchFastLow
[InlineData((ushort)0x019A, 0x1000019Au, CombatAnimationKind.MeleeSwing)] // OffhandPunchSlowLow
public void PlanFromWireCommand_LateCombatBlock_UsesAceDrwNumbering(
ushort wireCommand,
uint expectedFullCommand,
CombatAnimationKind expectedKind)
{
var plan = CombatAnimationPlanner.PlanFromWireCommand(wireCommand);
Assert.Equal(expectedFullCommand, plan.MotionCommand);
Assert.Equal(expectedKind, plan.Kind);
}
// #159: Reload is the DRW SubState 0x40000016 (wire 0x0016), not the dead
// 2013 value 0x100000D4 the planner used to hold (absent from DRW entirely).
[Fact]
public void PlanFromWireCommand_Reload_UsesDrwSubStateValue()
{
var plan = CombatAnimationPlanner.PlanFromWireCommand(0x0016);
Assert.Equal(0x40000016u, plan.MotionCommand);
Assert.Equal(CombatAnimationKind.MissileAttack, plan.Kind);
Assert.Equal(AnimationCommandRouteKind.SubState, plan.RouteKind);
}
[Fact]
public void PlanFromWireCommand_Swing_IsActionOverlay()
{

View file

@ -16,9 +16,11 @@ namespace AcDream.Core.Tests.Conformance;
/// invisible)` at startup (t5-gate-launch.log:33-34); the old tower shows
/// missing stair parts (visible in retail — user axiom). UploadGfxObjMeshData
/// returns null only when the PREPARE phase produced ZERO vertices
/// (ObjectMeshManager.cs:1780), so the upload is innocent — some extraction
/// (ObjectMeshManager.UploadGfxObjMeshData's empty-vertices guard), so the
/// upload is innocent — some extraction
/// gate dropped every polygon. This dump prints the raw dat facts per polygon
/// and replicates PrepareGfxObjMeshData's gates (ObjectMeshManager.cs:1040-1058)
/// and replicates MeshExtractor.PrepareGfxObjMeshData's gates (moved from
/// ObjectMeshManager in MP1a)
/// so the zeroing gate reads directly off the output.
/// </summary>
public sealed class Issue119UpNullGfxObjDumpTests

View file

@ -16,8 +16,8 @@ namespace AcDream.Core.Tests.Conformance;
/// (0x2) and BASE1_CLIPMAP (0x4) are skipped (D3DPolyRender inner draw,
/// Ghidra 0x0059d4a0; default on @0x00820e30). acdream suppresses them at
/// BUILD time via Stippling.NoPos in all four extraction paths
/// (ObjectMeshManager.PrepareGfxObjMeshData:1046 + PrepareCellStructMeshData
/// :1394, CellMesh.Build:44, GfxObjMesh.Build:71).
/// (MeshExtractor.PrepareGfxObjMeshData + PrepareCellStructMeshData
/// [moved from ObjectMeshManager in MP1a], CellMesh.Build:44, GfxObjMesh.Build:71).
///
/// These criteria are equivalent ONLY if NoPos ⇔ untextured-surface holds on
/// the content. This sweep pins both directions across the populated

View file

@ -0,0 +1,221 @@
{
"GfxObjId": 16779973,
"BoundingSphereOrigin": {
"X": -0.0486506,
"Y": -0.0466059,
"Z": 0.244318
},
"BoundingSphereRadius": 1.05416,
"ResolvedPolygons": [
{
"Id": 0,
"NumPoints": 4,
"SidesType": 0,
"Plane": {
"Normal": {
"X": 0,
"Y": -1,
"Z": 0
},
"D": -0.75
},
"Vertices": [
{
"X": 0.25,
"Y": -0.75,
"Z": 0.6
},
{
"X": -0.25,
"Y": -0.75,
"Z": 0.2
},
{
"X": -0.25,
"Y": -0.75,
"Z": -0.4
},
{
"X": 0.25,
"Y": -0.75,
"Z": 2.38419E-08
}
]
},
{
"Id": 1,
"NumPoints": 4,
"SidesType": 0,
"Plane": {
"Normal": {
"X": -1,
"Y": 0,
"Z": 0
},
"D": -0.25
},
"Vertices": [
{
"X": -0.25,
"Y": -0.75,
"Z": 0.2
},
{
"X": -0.25,
"Y": 0.75,
"Z": 0.2
},
{
"X": -0.25,
"Y": 0.75,
"Z": -0.4
},
{
"X": -0.25,
"Y": -0.75,
"Z": -0.4
}
]
},
{
"Id": 2,
"NumPoints": 4,
"SidesType": 0,
"Plane": {
"Normal": {
"X": 0,
"Y": 1,
"Z": 0
},
"D": -0.75
},
"Vertices": [
{
"X": -0.25,
"Y": 0.75,
"Z": 0.2
},
{
"X": 0.25,
"Y": 0.75,
"Z": 0.6
},
{
"X": 0.25,
"Y": 0.75,
"Z": 2.38419E-08
},
{
"X": -0.25,
"Y": 0.75,
"Z": -0.4
}
]
},
{
"Id": 3,
"NumPoints": 4,
"SidesType": 0,
"Plane": {
"Normal": {
"X": 1,
"Y": 0,
"Z": 0
},
"D": -0.25
},
"Vertices": [
{
"X": 0.25,
"Y": 0.75,
"Z": 0.6
},
{
"X": 0.25,
"Y": -0.75,
"Z": 0.6
},
{
"X": 0.25,
"Y": -0.75,
"Z": 2.38419E-08
},
{
"X": 0.25,
"Y": 0.75,
"Z": 2.38419E-08
}
]
},
{
"Id": 4,
"NumPoints": 4,
"SidesType": 0,
"Plane": {
"Normal": {
"X": -0.62469506,
"Y": 0,
"Z": 0.78086877
},
"D": -0.31234753
},
"Vertices": [
{
"X": 0.25,
"Y": -0.75,
"Z": 0.6
},
{
"X": 0.25,
"Y": 0.75,
"Z": 0.6
},
{
"X": -0.25,
"Y": 0.75,
"Z": 0.2
},
{
"X": -0.25,
"Y": -0.75,
"Z": 0.2
}
]
},
{
"Id": 5,
"NumPoints": 4,
"SidesType": 0,
"Plane": {
"Normal": {
"X": 0.62469506,
"Y": 0,
"Z": -0.78086877
},
"D": -0.15617374
},
"Vertices": [
{
"X": -0.25,
"Y": 0.75,
"Z": -0.4
},
{
"X": 0.25,
"Y": 0.75,
"Z": 2.38419E-08
},
{
"X": 0.25,
"Y": -0.75,
"Z": 2.38419E-08
},
{
"X": -0.25,
"Y": -0.75,
"Z": -0.4
}
]
}
]
}

View file

@ -0,0 +1,226 @@
{
"GfxObjId": 16779978,
"BoundingSphereOrigin": {
"X": -0.125,
"Y": 0,
"Z": 0.3
},
"BoundingSphereRadius": 0.900576,
"ResolvedPolygons": [
{
"Id": 0,
"NumPoints": 3,
"SidesType": 0,
"Plane": {
"Normal": {
"X": 0,
"Y": -1,
"Z": 0
},
"D": -0.75
},
"Vertices": [
{
"X": 0.25,
"Y": -0.75,
"Z": 0.6
},
{
"X": -0.5,
"Y": -0.75,
"Z": 1.78814E-08
},
{
"X": 0.25,
"Y": -0.75,
"Z": 2.38419E-08
}
]
},
{
"Id": 1,
"NumPoints": 3,
"SidesType": 0,
"Plane": {
"Normal": {
"X": 0,
"Y": 1,
"Z": 0
},
"D": -0.75
},
"Vertices": [
{
"X": -0.5,
"Y": 0.75,
"Z": 1.78814E-08
},
{
"X": 0.25,
"Y": 0.75,
"Z": 0.6
},
{
"X": 0.25,
"Y": 0.75,
"Z": 2.38419E-08
}
]
},
{
"Id": 2,
"NumPoints": 3,
"SidesType": 0,
"Plane": {
"Normal": {
"X": 1,
"Y": 0,
"Z": 0
},
"D": -0.25
},
"Vertices": [
{
"X": 0.25,
"Y": 0.75,
"Z": 0.6
},
{
"X": 0.25,
"Y": -0.75,
"Z": 0.6
},
{
"X": 0.25,
"Y": -0.75,
"Z": 2.38419E-08
}
]
},
{
"Id": 3,
"NumPoints": 4,
"SidesType": 0,
"Plane": {
"Normal": {
"X": -0.62469506,
"Y": 0,
"Z": 0.7808688
},
"D": -0.31234753
},
"Vertices": [
{
"X": 0.25,
"Y": -0.75,
"Z": 0.6
},
{
"X": 0.25,
"Y": 0.75,
"Z": 0.6
},
{
"X": -0.5,
"Y": 0.75,
"Z": 1.78814E-08
},
{
"X": -0.5,
"Y": -0.75,
"Z": 1.78814E-08
}
]
},
{
"Id": 4,
"NumPoints": 3,
"SidesType": 0,
"Plane": {
"Normal": {
"X": 7.947333E-09,
"Y": 0,
"Z": -1
},
"D": 2.1855065E-08
},
"Vertices": [
{
"X": 0.25,
"Y": -0.75,
"Z": 2.38419E-08
},
{
"X": -0.5,
"Y": -0.75,
"Z": 1.78814E-08
},
{
"X": -0.5,
"Y": 0.75,
"Z": 1.78814E-08
}
]
},
{
"Id": 5,
"NumPoints": 3,
"SidesType": 0,
"Plane": {
"Normal": {
"X": 1,
"Y": 0,
"Z": 0
},
"D": -0.25
},
"Vertices": [
{
"X": 0.25,
"Y": -0.75,
"Z": 2.38419E-08
},
{
"X": 0.25,
"Y": 0.75,
"Z": 2.38419E-08
},
{
"X": 0.25,
"Y": 0.75,
"Z": 0.6
}
]
},
{
"Id": 6,
"NumPoints": 3,
"SidesType": 0,
"Plane": {
"Normal": {
"X": 7.947333E-09,
"Y": 0,
"Z": -1
},
"D": 2.1855065E-08
},
"Vertices": [
{
"X": -0.5,
"Y": 0.75,
"Z": 1.78814E-08
},
{
"X": 0.25,
"Y": 0.75,
"Z": 2.38419E-08
},
{
"X": 0.25,
"Y": -0.75,
"Z": 2.38419E-08
}
]
}
]
}

File diff suppressed because it is too large Load diff

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@ -0,0 +1,386 @@
using System;
using System.Numerics;
using AcDream.App.Input;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
using Position = AcDream.Core.Physics.Position;
namespace AcDream.Core.Tests.Input;
/// <summary>
/// R4-V5 — local-player MoveTo cutover: a <see cref="MoveToManager"/> bound
/// to the controller exactly the way <c>GameWindow.EnterPlayerModeNow</c>
/// binds it (Yaw-authoritative heading seams via the P5 bridge, Contact
/// transient bit, SimTimeSeconds clock) drives the player's body through
/// <see cref="PlayerMovementController.Update"/> with NO user input — the
/// manager's <c>_DoMotion</c> dispatches land in InterpretedState and the
/// controller's per-frame sections turn them into Yaw rotation + body
/// velocity. Also pins the TS-36 retirement: any input edge (movement key,
/// jump) cancels the moveto through the retail
/// InterruptCurrentMovement → CancelMoveTo chain, and a cancel never fires
/// the MoveToComplete completion seam (AD-27's deferred-Use contract).
/// </summary>
public class PlayerMoveToCutoverTests
{
private const uint NC = 0x8000003Du;
private const uint Ready = 0x41000003u;
private const uint Walk = 0x45000005u;
private const uint Run = 0x44000007u;
private const uint TurnRight = 0x6500000Du;
private sealed class Loader : IAnimationLoader
{
private readonly System.Collections.Generic.Dictionary<uint, Animation> _anims = new();
public void Register(uint id, Animation anim) => _anims[id] = anim;
public Animation? LoadAnimation(uint id) => _anims.TryGetValue(id, out var a) ? a : null;
}
private static Animation MakeAnim(int frames)
{
var anim = new Animation();
for (int f = 0; f < frames; f++)
{
var pf = new AnimationFrame(1);
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
anim.PartFrames.Add(pf);
}
return anim;
}
private static MotionData MakeMd(uint animId)
{
var md = new MotionData();
QualifiedDataId<Animation> qid = animId;
md.Anims.Add(new AnimData { AnimId = qid, LowFrame = 0, HighFrame = -1, Framerate = 30f });
return md;
}
private static AnimationSequencer MakeSequencer()
{
var setup = new Setup();
setup.Parts.Add(0x01000000u);
setup.DefaultScale.Add(Vector3.One);
var loader = new Loader();
loader.Register(0x300u, MakeAnim(4));
loader.Register(0x301u, MakeAnim(6));
loader.Register(0x302u, MakeAnim(6));
loader.Register(0x303u, MakeAnim(6));
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)NC };
mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
mt.Cycles[(int)((NC << 16) | (Ready & 0xFFFFFFu))] = MakeMd(0x300u);
mt.Cycles[(int)((NC << 16) | (Walk & 0xFFFFFFu))] = MakeMd(0x301u);
mt.Cycles[(int)((NC << 16) | (Run & 0xFFFFFFu))] = MakeMd(0x302u);
// The MoveToManager's aux-turn steering / TurnToHeading nodes
// dispatch TurnRight (adjust_motion normalizes TurnLeft into it) —
// without a table cycle the real sink's false return becomes a
// _DoMotion error and the manager cancels the moveto (retail
// dispatch-failure semantics), so the fixture needs one.
mt.Cycles[(int)((NC << 16) | (TurnRight & 0xFFFFFFu))] = MakeMd(0x303u);
return new AnimationSequencer(setup, mt, loader);
}
private static PhysicsEngine MakeFlatEngine()
{
var engine = new PhysicsEngine();
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
var terrain = new TerrainSurface(heights, heightTable);
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
return engine;
}
private sealed class Rig
{
public required PlayerMovementController Controller;
public required MoveToManager MoveTo;
public int MoveToCompleteCount;
public WeenieError LastCompleteError;
}
/// <summary>The EnterPlayerModeNow bind set, verbatim shape: real sink,
/// Yaw-authoritative heading seams (P5 bridge), Contact bit, false
/// isInterpolating, SimTimeSeconds clock, TS-36 interrupt binding.</summary>
private static Rig MakeRig() => MakeRig(out _);
private static Rig MakeRig(out AnimationSequencer seqOut)
{
var controller = new PlayerMovementController(MakeFlatEngine());
var seq = MakeSequencer();
seqOut = seq;
// Production (EnterPlayerModeNow) order: the sink binds BEFORE the
// initial SetPosition — SetPosition → StopCompletely needs the sink
// for its type-5 motion-table dispatch, the completable partner of
// the A9 pending_motions node (a null sink orphans it and the
// MoveToManager wait-for-anims gate never opens — the live stall).
controller.Motion.DefaultSink = new MotionTableDispatchSink(seq);
// #174: production wiring — HandleEnterWorld (strip + drain), not
// the bare sequence strip (which orphaned pending manager nodes).
controller.Motion.RemoveLinkAnimations = () => seq.Manager.HandleEnterWorld();
controller.Motion.InitializeMotionTables = () => seq.Manager.InitializeState();
controller.Motion.CheckForCompletedMotions = seq.Manager.CheckForCompletedMotions;
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f; // heading 90 = facing +X
var rig = new Rig { Controller = controller, MoveTo = null! };
var moveTo = new MoveToManager(
controller.Motion,
stopCompletely: () => controller.Motion.StopCompletely(),
getPosition: () => new Position(
controller.CellId, controller.Position, controller.BodyOrientation),
getHeading: () => MoveToMath.HeadingFromYaw(controller.Yaw),
setHeading: (h, _) => controller.Yaw = MoveToMath.YawFromHeading(h),
getOwnRadius: () => 0f,
getOwnHeight: () => 0f,
contact: () => controller.BodyInContact,
isInterpolating: () => false,
getVelocity: () => controller.BodyVelocity,
getSelfId: () => 0x5000000Au,
setTarget: (_, _, _, _) => { },
clearTarget: () => { },
getTargetQuantum: () => 0.0,
setTargetQuantum: _ => { },
curTime: () => controller.SimTimeSeconds);
moveTo.MoveToComplete = err =>
{
rig.MoveToCompleteCount++;
rig.LastCompleteError = err;
};
controller.MoveTo = moveTo;
controller.Motion.InterruptCurrentMovement =
() => moveTo.CancelMoveTo(WeenieError.ActionCancelled);
rig.MoveTo = moveTo;
return rig;
}
/// <summary>Stands in for the player sequencer's MotionDone feed (bound
/// in production via the R3-W2 MotionTableManager seam) — without it,
/// pending_motions never drains in this fixture and the manager's
/// wait-for-anims gates wedge.</summary>
private static void Drain(PlayerMovementController c)
{
while (c.Motion.MotionsPending())
c.Motion.MotionDone(0, true);
}
[Fact]
public void ServerMoveToPosition_WalksToArrival_WithNoUserInput()
{
var rig = MakeRig();
var c = rig.Controller;
var dest = new Vector3(104f, 96f, 50f); // 8 m dead ahead (heading 90)
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
// a server moveto arrives with IsAutonomous=false, routing the
// per-tick pump's A3 dual dispatch to the interpreted branch.
rig.Controller.SetLastMoveWasAutonomous(false);
rig.MoveTo.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(c.CellId, dest, Quaternion.Identity),
Params = new MovementParameters { UseSpheres = false, DistanceToObject = 0.6f },
});
Drain(c);
Assert.True(rig.MoveTo.IsMovingTo());
for (int f = 0; f < 1200 && rig.MoveTo.IsMovingTo(); f++)
{
var result = c.Update(1f / 60f, new MovementInput());
// The #75 invariant, now by construction: manager-driven motion
// never registers as a user motion-state change, so no outbound
// MoveToState is built mid-moveto.
Assert.False(result.MotionStateChanged,
$"manager-driven frame {f} must not flag MotionStateChanged");
Drain(c);
}
Assert.False(rig.MoveTo.IsMovingTo(), "moveto must arrive within the frame budget");
float distLeft = Vector2.Distance(
new Vector2(c.Position.X, c.Position.Y), new Vector2(dest.X, dest.Y));
Assert.True(distLeft <= 1.0f,
$"body must stop at the arrival radius; {distLeft:F2} m left");
Assert.Equal(1, rig.MoveToCompleteCount);
Assert.Equal(WeenieError.None, rig.LastCompleteError);
Assert.Equal(Ready, c.Motion.InterpretedState.ForwardCommand);
}
[Fact]
public void ServerTurnToHeading_RotatesYaw_AndSnapsExact()
{
var rig = MakeRig();
var c = rig.Controller;
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
// a server moveto arrives with IsAutonomous=false, routing the
// per-tick pump's A3 dual dispatch to the interpreted branch.
rig.Controller.SetLastMoveWasAutonomous(false);
rig.MoveTo.PerformMovement(new MovementStruct
{
Type = MovementType.TurnToHeading,
Params = new MovementParameters { DesiredHeading = 180f }, // South = -Y
});
Drain(c);
Assert.True(rig.MoveTo.IsMovingTo());
for (int f = 0; f < 600 && rig.MoveTo.IsMovingTo(); f++)
{
c.Update(1f / 60f, new MovementInput());
Drain(c);
}
Assert.False(rig.MoveTo.IsMovingTo(), "turn-to must complete within the frame budget");
// HandleTurnToHeading's arrival snap (the ONE heading snap in the
// family, 0052a146) writes through the Yaw seam: heading 180 → yaw
// -π/2 per the P5 bridge.
Assert.Equal(MoveToMath.YawFromHeading(180f), c.Yaw, 3);
Assert.Equal(1, rig.MoveToCompleteCount);
}
[Fact]
public void MovementKeyEdge_CancelsMoveTo_WithoutFiringComplete()
{
var rig = MakeRig();
var c = rig.Controller;
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
// a server moveto arrives with IsAutonomous=false, routing the
// per-tick pump's A3 dual dispatch to the interpreted branch.
rig.Controller.SetLastMoveWasAutonomous(false);
rig.MoveTo.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(c.CellId, new Vector3(150f, 96f, 50f), Quaternion.Identity),
Params = new MovementParameters { UseSpheres = false },
});
Drain(c);
Assert.True(rig.MoveTo.IsMovingTo());
c.Update(1f / 60f, new MovementInput());
Drain(c);
Assert.True(rig.MoveTo.IsMovingTo());
// W press edge → DoMotion(ctor-default params, CancelMoveTo bit set)
// → InterruptCurrentMovement → CancelMoveTo(ActionCancelled).
var result = c.Update(1f / 60f, new MovementInput { Forward = true });
Assert.False(rig.MoveTo.IsMovingTo(), "user input must cancel the moveto (TS-36)");
Assert.Equal(0, rig.MoveToCompleteCount);
// The cancel-frame's state change IS user intent — it must go on
// the wire (the former !IsServerAutoWalking guard is gone).
Assert.True(result.MotionStateChanged);
}
[Fact]
public void LoginQueue_DrainsToEmpty_UnderProductionFeed()
{
// The second live stall (2026-07-03, [autowalk-gate] probe): ONE
// immortal Ready node in pending_motions — login SetPosition's
// StopCompletely fired before the sink bind, orphaning its A9 node
// (no completable partner). Head-pop-any relabels but never empties
// a queue with an orphan, and MotionsPending==true wedges every
// subsequent moveto. This pins the invariant: after login (rig
// construction, production bind order) the queue must reach EMPTY
// under the production completion feed.
var rig = MakeRig(out var seq);
var c = rig.Controller;
seq.MotionDoneTarget = (m, ok) => c.Motion.MotionDone(m, ok);
for (int f = 0; f < 300 && c.Motion.MotionsPending(); f++)
{
c.Update(1f / 60f, new MovementInput());
seq.Advance(1f / 60f);
}
Assert.False(c.Motion.MotionsPending(),
"login pending_motions must drain to empty under the production feed");
}
[Fact]
public void ServerMoveToPosition_ProductionCompletionFeed_WalksToArrival()
{
// The 2026-07-03 live wedge repro: same scenario as
// ServerMoveToPosition_WalksToArrival_WithNoUserInput, but the
// pending_motions queue drains the way PRODUCTION drains it — the
// sequencer's Advance() fires MotionDoneTarget → Motion.MotionDone
// (the TickAnimations R3-W2 bind) — instead of this suite's
// force-drain. Live symptom: the moveto armed (movingTo=True) but
// the body never moved; BeginTurnToHeading's wait-for-anims gate
// (MotionsPending) never opened because the player's queue never
// emptied (launch.log: pending=True on 92/94 player MOTIONDONE
// pops; remotes 0/40).
var rig = MakeRig(out var seq);
var c = rig.Controller;
seq.MotionDoneTarget = (m, ok) => c.Motion.MotionDone(m, ok);
var dest = new Vector3(104f, 96f, 50f); // 8 m dead ahead (heading 90)
// A few idle frames first — production always has render ticks
// between login (SetPosition → StopCompletely queues the A9 node
// with NO dispatch) and the first Use.
for (int f = 0; f < 30; f++)
{
c.Update(1f / 60f, new MovementInput());
seq.Advance(1f / 60f);
}
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
// a server moveto arrives with IsAutonomous=false, routing the
// per-tick pump's A3 dual dispatch to the interpreted branch.
rig.Controller.SetLastMoveWasAutonomous(false);
rig.MoveTo.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(c.CellId, dest, Quaternion.Identity),
Params = new MovementParameters { UseSpheres = false, DistanceToObject = 0.6f },
});
Assert.True(rig.MoveTo.IsMovingTo());
for (int f = 0; f < 1200 && rig.MoveTo.IsMovingTo(); f++)
{
c.Update(1f / 60f, new MovementInput());
seq.Advance(1f / 60f);
}
string queueDump = string.Join(", ",
System.Linq.Enumerable.Select(c.Motion.PendingMotions, n => $"0x{n.Motion:X8}"));
Assert.False(rig.MoveTo.IsMovingTo(),
$"moveto wedged: pending_motions never drained under the production "
+ $"completion feed (queue: [{queueDump}])");
Assert.Equal(1, rig.MoveToCompleteCount);
}
[Fact]
public void JumpRelease_CancelsMoveTo()
{
var rig = MakeRig();
var c = rig.Controller;
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
// a server moveto arrives with IsAutonomous=false, routing the
// per-tick pump's A3 dual dispatch to the interpreted branch.
rig.Controller.SetLastMoveWasAutonomous(false);
rig.MoveTo.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(c.CellId, new Vector3(150f, 96f, 50f), Quaternion.Identity),
Params = new MovementParameters { UseSpheres = false },
});
Drain(c);
Assert.True(rig.MoveTo.IsMovingTo());
// Charge one frame, release the next — jump() fires on the release
// edge and its interrupt site cancels the moveto (the exact
// silent-double-motion failure the TS-36 register row predicted).
c.Update(1f / 60f, new MovementInput { Jump = true });
c.Update(1f / 60f, new MovementInput());
Assert.False(rig.MoveTo.IsMovingTo(), "jump must cancel the moveto (TS-36)");
Assert.Equal(0, rig.MoveToCompleteCount);
}
}

View file

@ -0,0 +1,202 @@
using System;
using System.Numerics;
using AcDream.App.Input;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
namespace AcDream.Core.Tests.Input;
/// <summary>
/// R3-W6 regression suite for the edge-driven local player — specifically
/// the "press W and stop instantly" bug (2026-07-03): the funnel's apply
/// pass let its own style dispatch's <c>ApplyMotion(style)</c> state-write
/// reset forward to Ready (raw 0051ea6c). The original W6 fix entry-cached
/// the axis fields; #161 replaced that with the TRUE retail mechanism —
/// the apply pass's <c>MovementParameters</c> carry
/// <c>ModifyInterpretedState = false</c> (retail's smeared bitfield store
/// at raw 305778, mask 0x37ff; ACE MotionInterp.cs:447), so NO dispatch in
/// the pass can write <c>InterpretedState</c> at all and live field reads
/// are retail semantics. These tests pin the user-visible invariant either
/// way: pressing W keeps you moving.
///
/// These tests bind the REAL <see cref="MotionTableDispatchSink"/> over a
/// real sequencer (a fake sink's return values can mask state-write gating
/// — the lesson that created this file).
/// </summary>
public class W6EdgeDrivenMovementTests
{
private const uint NC = 0x8000003Du;
private const uint Ready = 0x41000003u;
private const uint Walk = 0x45000005u;
private const uint Run = 0x44000007u;
private sealed class Loader : IAnimationLoader
{
private readonly System.Collections.Generic.Dictionary<uint, Animation> _anims = new();
public void Register(uint id, Animation anim) => _anims[id] = anim;
public Animation? LoadAnimation(uint id) => _anims.TryGetValue(id, out var a) ? a : null;
}
private static Animation MakeAnim(int frames)
{
var anim = new Animation();
for (int f = 0; f < frames; f++)
{
var pf = new AnimationFrame(1);
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
anim.PartFrames.Add(pf);
}
return anim;
}
private static MotionData MakeMd(uint animId)
{
var md = new MotionData();
QualifiedDataId<Animation> qid = animId;
md.Anims.Add(new AnimData { AnimId = qid, LowFrame = 0, HighFrame = -1, Framerate = 30f });
return md;
}
private static AnimationSequencer MakeSequencer()
{
var setup = new Setup();
setup.Parts.Add(0x01000000u);
setup.DefaultScale.Add(Vector3.One);
var loader = new Loader();
loader.Register(0x300u, MakeAnim(4));
loader.Register(0x301u, MakeAnim(6));
loader.Register(0x302u, MakeAnim(6));
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)NC };
mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
mt.Cycles[(int)((NC << 16) | (Ready & 0xFFFFFFu))] = MakeMd(0x300u);
mt.Cycles[(int)((NC << 16) | (Walk & 0xFFFFFFu))] = MakeMd(0x301u);
mt.Cycles[(int)((NC << 16) | (Run & 0xFFFFFFu))] = MakeMd(0x302u);
return new AnimationSequencer(setup, mt, loader);
}
private static PhysicsEngine MakeFlatEngine()
{
var engine = new PhysicsEngine();
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
var terrain = new TerrainSurface(heights, heightTable);
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
return engine;
}
private static PlayerMovementController MakeControllerWithRealSink(out AnimationSequencer seq)
{
var controller = new PlayerMovementController(MakeFlatEngine());
seq = MakeSequencer();
// The full W6 GameWindow bind set (EnterPlayerModeNow equivalent) —
// sink binds BEFORE SetPosition, matching the R4-V5 stall-fix order
// (SetPosition → StopCompletely needs the sink for its type-5
// dispatch, else its A9 pending_motions node is orphaned).
controller.Motion.DefaultSink = new MotionTableDispatchSink(seq);
var s = seq;
// #174: production wiring — HandleEnterWorld (strip + drain), not
// the bare sequence strip (which orphaned pending manager nodes).
controller.Motion.RemoveLinkAnimations = () => s.Manager.HandleEnterWorld();
controller.Motion.InitializeMotionTables = () => s.Manager.InitializeState();
controller.Motion.CheckForCompletedMotions = s.Manager.CheckForCompletedMotions;
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
return controller;
}
/// <summary>
/// The full apply pass the W6b live bug rode in on. Pre-R4-V5 the
/// trigger was <c>ApplyServerRunRate</c> (the ACE autonomous-echo tap);
/// V5's P1 gate drops that echo before it reaches the player, and the
/// tap is deleted — but the regression these tests pin lives in
/// <c>ApplyInterpretedMovement</c>'s pass-params state protection
/// (ModifyInterpretedState=false since #161), which any
/// apply_current_movement pass (HitGround re-apply, future R6 per-tick
/// order) still exercises. Same two statements the deleted tap ran.
/// </summary>
private static void RunApplyPass(PlayerMovementController controller, float forwardSpeed)
{
controller.Motion.InterpretedState.ForwardSpeed = forwardSpeed;
controller.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
}
[Fact]
public void ApplyPass_WithRealSink_ForwardSelfHeals()
{
// The distilled bug: a full apply pass (style dispatch included)
// against the REAL sink must leave the interpreted forward exactly
// where it started — the style apply's Ready reset is re-applied
// over by the entry-cached fwd dispatch (retail self-heal).
var controller = MakeControllerWithRealSink(out _);
var input = new MovementInput { Forward = true, Run = true };
controller.Update(1f / 60f, input); // W press edge -> RunForward
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
// The live killer: a full apply pass mid-hold (was the ~10Hz
// UM-echo tap pre-V5; see RunApplyPass).
RunApplyPass(controller, 4.5f);
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
Assert.True(controller.Motion.get_state_velocity().Length() > 1f,
"state velocity must survive the apply pass");
}
[Fact]
public void HoldW_WithRealSink_AndEchoes_BodyKeepsMoving()
{
var controller = MakeControllerWithRealSink(out _);
var input = new MovementInput { Forward = true, Run = true };
float startX = 96f;
Vector3 pos = new(startX, 96f, 50f);
for (int f = 0; f < 120; f++)
{
if (f % 6 == 3)
RunApplyPass(controller, 4.5f); // ex-ACE-echo cadence
pos = controller.Update(1f / 60f, input).Position;
}
// 2 seconds of held-W running (post-fix ~9.5 m/s) must cover
// meters, not centimeters. Pre-fix this stalled at ~one tick of
// travel (the echo pass reset forward to Ready).
Assert.True(pos.X - startX > 5f,
$"expected sustained forward motion, got {pos.X - startX:F2} m");
}
[Fact]
public void ShiftToggle_MidHold_WalkRunTransitionSurvivesEcho()
{
var controller = MakeControllerWithRealSink(out _);
// Hold W at run for 30 frames.
for (int f = 0; f < 30; f++)
controller.Update(1f / 60f, new MovementInput { Forward = true, Run = true });
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
// Shift pressed (walk) — the set_hold_run edge demotes to walk.
for (int f = 0; f < 30; f++)
{
if (f == 10) RunApplyPass(controller, 1.0f); // apply pass mid-walk
controller.Update(1f / 60f, new MovementInput { Forward = true, Run = false });
}
Assert.Equal(Walk, controller.Motion.InterpretedState.ForwardCommand);
// Shift released — promote back to run; survives another echo.
for (int f = 0; f < 30; f++)
{
if (f == 10) RunApplyPass(controller, 4.5f);
controller.Update(1f / 60f, new MovementInput { Forward = true, Run = true });
}
Assert.Equal(Run, controller.Motion.InterpretedState.ForwardCommand);
}
}

View file

@ -1,3 +1,4 @@
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Lighting;
using Xunit;
@ -6,7 +7,7 @@ namespace AcDream.Core.Tests.Lighting;
public sealed class LightManagerTests
{
private static LightSource MakePoint(Vector3 pos, float range, uint ownerId = 0, bool lit = true)
private static LightSource MakePoint(Vector3 pos, float range, uint ownerId = 0, bool lit = true, uint cellId = 0)
=> new LightSource
{
Kind = LightKind.Point,
@ -14,6 +15,18 @@ public sealed class LightManagerTests
Range = range,
IsLit = lit,
OwnerId = ownerId,
CellId = cellId,
};
private static LightSource MakeDynamic(Vector3 pos, float range, uint cellId = 0)
=> new LightSource
{
Kind = LightKind.Point,
WorldPosition = pos,
Range = range,
IsLit = true,
IsDynamic = true,
CellId = cellId,
};
[Fact]
@ -176,6 +189,148 @@ public sealed class LightManagerTests
Assert.Equal(1f, mgr.PointSnapshot[1].WorldPosition.X, 3);
}
// ── Resident collection (#176 corrected reading, 2026-07-06) ───────────────
// Retail collects the pool from ALL RESIDENT EnvCells each frame:
// CEnvCell::add_dynamic_lights (0x0052d410) walks the WHOLE static
// CEnvCell::visible_cell_table — the loaded-cell registry add_visible_cell
// (0x0052de40) fills from each activated cell + its dat visible-cell list. It
// is NOT the per-frame portal flood; camera gaze cannot change the pool. The
// earlier flood-scoped port (c500912b) made the under-room portal purples
// enter/leave the pool as the camera turned — the #176 seam-floor blink.
[Fact]
public void PointSnapshot_ResidentCollection_CellTagDoesNotFilter()
{
var mgr = new LightManager();
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0xAAAA0101u)); // "visible" room
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xAAAA0102u)); // under-room
mgr.Register(MakePoint(new Vector3(3, 0, 0), 5f, cellId: 0u)); // cell-less (viewer fill)
mgr.BuildPointLightSnapshot(Vector3.Zero);
// ALL resident lights are candidates. The under-room portal light reaching
// the corridor's pool is retail-correct — the live cdb capture
// (tools/cdb/issue176-floor-light.cdb) showed retail applying the
// intensity-100 purples to EVERY Hub cell; the faceted purple wedge is
// faithful, only its gaze-coupled blinking was ours.
Assert.Equal(3, mgr.PointSnapshot.Count);
}
[Fact]
public void PointSnapshot_OverCap_DynamicsNeverEvictedByNearerStatics()
{
var mgr = new LightManager();
// More statics than the cap, ALL nearer the player than every dynamic.
for (int i = 0; i < LightManager.MaxGlobalLights + 20; i++)
mgr.Register(MakePoint(new Vector3(i * 0.01f, 0, 0), 5f, ownerId: (uint)(i + 1)));
// 7 dynamics farther out (retail's dynamics live in their own 7-slot pool —
// Render::add_dynamic_light 0x0054d420 — statics can never crowd them out).
var dyns = new LightSource[7];
for (int i = 0; i < dyns.Length; i++)
{
dyns[i] = MakeDynamic(new Vector3(50f + i, 0, 0), range: 9f);
mgr.Register(dyns[i]);
}
mgr.BuildPointLightSnapshot(Vector3.Zero);
Assert.Equal(LightManager.MaxGlobalLights, mgr.PointSnapshot.Count);
foreach (var d in dyns)
Assert.Contains(d, mgr.PointSnapshot);
}
[Fact]
public void PointSnapshot_OverCap_KeepsNearestThePlayer()
{
var mgr = new LightManager();
// A big cluster far from the player (where a chase camera might sit) and
// one torch beside the player. Retail sorts by distance to
// Render::player_pos (insert_light 0x0054d1b0) — the near-player torch
// must survive the cap no matter how many far lights exist.
for (int i = 0; i < LightManager.MaxGlobalLights + 50; i++)
mgr.Register(MakePoint(new Vector3(200f + i * 0.05f, 0, 0), 5f, ownerId: (uint)(i + 1)));
var torch = MakePoint(new Vector3(2f, 0, 0), range: 15f, ownerId: 0xF00Du);
mgr.Register(torch);
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero);
Assert.Contains(torch, mgr.PointSnapshot);
}
// ── Visible-cell scoping (A7.L1, 2026-07-09 — the Town Network starvation fix) ──
// BuildPointLightSnapshot's player-nearest cap sorts by raw Euclidean distance,
// which is not a reliable proxy for "same room" in a dense, maze-like hub: a
// fixture on the other side of a wall can be geometrically closer than the
// player's own room's torches. The Town Network fountain room (463 registered
// fixtures, cap 128) went dark because far-denser, closer-in-a-straight-line
// corridor fixtures won the cap over the room's own lights. Filtering candidacy
// by the frame's actual visible-cell set (the render already computes this)
// fixes it without touching the distance-sort anchor (still the PLAYER, per the
// #176 correction — camera anchoring is what caused the earlier flicker).
[Fact]
public void BuildPointLightSnapshot_VisibleCellScoping_RoomLightsSurviveOverEuclideanCloserInvisibleCell()
{
var mgr = new LightManager();
// A different, NOT-visible cell packed with fixtures that are, in raw
// straight-line distance, closer to the player than the room's own
// torches (e.g. a corridor on the other side of a wall).
const uint otherCellId = 0xAAAA0102u;
for (int i = 0; i < LightManager.MaxGlobalLights + 50; i++)
mgr.Register(MakePoint(new Vector3(1f + i * 0.001f, 1f, 0), range: 5f, ownerId: (uint)(i + 1), cellId: otherCellId));
// The player's own room: a handful of torches, each FARTHER in raw
// distance than every "other cell" fixture above, but the only cell
// actually visible from the player's viewpoint this frame.
const uint roomCellId = 0xAAAA0101u;
var roomTorches = new LightSource[5];
for (int i = 0; i < roomTorches.Length; i++)
{
roomTorches[i] = MakePoint(new Vector3(50f + i, 0, 0), range: 15f, cellId: roomCellId);
mgr.Register(roomTorches[i]);
}
var visibleCells = new HashSet<uint> { roomCellId };
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero, visibleCells);
foreach (var torch in roomTorches)
Assert.Contains(torch, mgr.PointSnapshot);
}
[Fact]
public void BuildPointLightSnapshot_VisibleCellScoping_CellLessLightAlwaysIncluded()
{
// The viewer fill light (CellId==0) must survive scoping unconditionally —
// retail's per-frame add_dynamic_light(&viewer_light, ...) is unconditional
// (LightManager.UpdateViewerLight's doc comment).
var mgr = new LightManager();
var viewerFill = MakePoint(new Vector3(0, 0, 2), range: 15f, cellId: 0u);
mgr.Register(viewerFill);
var otherRoom = MakePoint(new Vector3(2, 0, 0), range: 5f, cellId: 0xBEEFu);
mgr.Register(otherRoom);
var visibleCells = new HashSet<uint> { 0xF00Du }; // neither light's cell
mgr.BuildPointLightSnapshot(Vector3.Zero, visibleCells);
Assert.Contains(viewerFill, mgr.PointSnapshot);
Assert.DoesNotContain(otherRoom, mgr.PointSnapshot);
}
[Fact]
public void BuildPointLightSnapshot_NoVisibleCellsArg_UnscopedLegacyBehavior()
{
// Outdoor / no-clipRoot callers omit visibleCells — every registered lit
// light stays a candidate, exactly the pre-A7.L1 behavior.
var mgr = new LightManager();
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0xAAAAu));
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xBBBBu));
mgr.BuildPointLightSnapshot(Vector3.Zero);
Assert.Equal(2, mgr.PointSnapshot.Count);
}
[Fact]
public void SelectForObject_EmptySnapshot_ReturnsZero()
{
@ -256,4 +411,117 @@ public sealed class LightManagerTests
Assert.Equal(na, nb);
Assert.Equal(a[0], b[0]);
}
// ── SelectForCell — retail minimize_envcell_lighting (all dynamics on every cell) ──
[Fact]
public void SelectForCell_AppliesAllDynamicLights_EvenOutOfReach()
{
// Retail enables the WHOLE dynamic subset for every cell (cdb-verified: the same
// portal lights on every Facility Hub cell) — including ones that don't reach it,
// since the shader's range cutoff zeroes those. Static lights still cull by reach.
var snapshot = new[]
{
MakePoint(new Vector3(1, 0, 0), range: 5f), // 0: static, reaches
MakeDynamic(new Vector3(100, 0, 0), range: 5f), // 1: dynamic, FAR (out of reach)
MakeDynamic(new Vector3(2, 0, 0), range: 5f), // 2: dynamic, near
MakePoint(new Vector3(50, 0, 0), range: 5f), // 3: static, far (out of reach)
};
Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
int n = LightManager.SelectForCell(snapshot, Vector3.Zero, radius: 1f, sel);
bool d1 = false, d2 = false, s0 = false, s3 = false;
for (int i = 0; i < n; i++)
{
if (sel[i] == 1) d1 = true;
if (sel[i] == 2) d2 = true;
if (sel[i] == 0) s0 = true;
if (sel[i] == 3) s3 = true;
}
Assert.True(d1, "the FAR dynamic light must still be applied — retail enables all dynamics");
Assert.True(d2, "the near dynamic light is applied");
Assert.True(s0, "the near static light reaches the cell → selected");
Assert.False(s3, "the far static light doesn't reach → not selected");
}
[Fact]
public void SelectForCell_SameDynamicSet_ForCellsFarApart_NoFlap()
{
// The stability retail has and we lacked: two cells far apart get the SAME dynamic
// set. A per-cell sphere-overlap cull of dynamics (the old SelectForObject path) let
// that set differ/flip as the flood shifted → the floor lighting FLAPPED (#176).
var snapshot = new[]
{
MakeDynamic(new Vector3(0, 0, 0), range: 5f),
MakeDynamic(new Vector3(100, 0, 0), range: 5f),
};
Span<int> a = stackalloc int[8];
Span<int> b = stackalloc int[8];
int na = LightManager.SelectForCell(snapshot, new Vector3(0, 0, 0), 1f, a);
int nb = LightManager.SelectForCell(snapshot, new Vector3(500, 0, 0), 1f, b);
Assert.Equal(2, na); // both dynamics on the near cell
Assert.Equal(2, nb); // both dynamics on the far cell too — identical, no flap
}
/// <summary>
/// #176/#177 (2026-07-06, corrected same day) — the end-state pin. The pool is
/// retail's RESIDENT collection anchored at the PLAYER: a light in range of an
/// object near the player is selected no matter where a chase camera sits,
/// because the camera is not an input to <c>BuildPointLightSnapshot</c> at all
/// (the two prior camera-coupled pools — nearest-camera cap, then frame-flood
/// scoping <c>c500912b</c> — were each a #176 flicker mechanism). Here the
/// player stands by the torch while 400 fixtures cluster 200 m away where a
/// camera might look: the torch must always survive the cap and light the
/// object. See <c>docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md</c>
/// (corrected §1.3) — <c>CEnvCell::visible_cell_table</c> is the resident-cell
/// registry, and <c>Render::insert_light</c> (0x0054d1b0) sorts by distance to
/// <c>Render::player_pos</c>.
/// </summary>
[Fact]
public void PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant()
{
var mgr = new LightManager();
// 400 fixtures clustered far away (in the direction a camera might sit),
// all in another cell. Under either old camera-coupled pool these could
// displace or gate the player-side torch; under the player anchor they are
// simply the farthest candidates.
const uint farRoom = 0xAAAA0102u;
for (int i = 0; i < 400; i++)
mgr.Register(MakePoint(new Vector3(200f + i * 0.05f, 0, 0), range: 5f, ownerId: (uint)(i + 1), cellId: farRoom));
// The target torch: beside the player, in the player's room.
const uint playerRoom = 0xAAAA0101u;
var torch = MakePoint(new Vector3(2f, 0, 0), range: 15f, ownerId: 0xF00DF00Du, cellId: playerRoom);
mgr.Register(torch);
Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
// The player (the ONLY positional input) stands at the origin. Rebuild
// twice to mirror consecutive frames of a rotating camera — the pool and
// the selection must be identical (no camera input exists to vary).
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero);
int n1 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(0f, 0, 0), 6f, sel);
bool torchSelected1 = SelectedContains(mgr.PointSnapshot, sel, n1, torch);
mgr.BuildPointLightSnapshot(playerWorldPos: Vector3.Zero);
int n2 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(0f, 0, 0), 6f, sel);
bool torchSelected2 = SelectedContains(mgr.PointSnapshot, sel, n2, torch);
Assert.True(torchSelected1,
"an in-range light beside the player was evicted from the pool — " +
"per-cell lighting would pop (the #176/#177 mechanism)");
Assert.True(torchSelected2, "consecutive same-player builds must select identically");
Assert.Equal(LightManager.MaxGlobalLights, mgr.PointSnapshot.Count); // cap applied to the far cluster
static bool SelectedContains(
System.Collections.Generic.IReadOnlyList<LightSource> snapshot,
Span<int> indices, int count, LightSource target)
{
for (int i = 0; i < count; i++)
if (ReferenceEquals(snapshot[indices[i]], target)) return true;
return false;
}
}
}

View file

@ -0,0 +1,38 @@
using AcDream.Core.Meshing;
using Xunit;
namespace AcDream.Core.Tests.Meshing;
/// <summary>
/// #79/#93 (2026-07-09) — the Town Network fountain room's only dat-authored
/// light (Setup 0x02000365, a ceiling fixture) never registered: its sole
/// visual part is a #136-class runtime-hidden marker, so it flattens to zero
/// mesh refs, and GameWindow.cs's hydration loop dropped the ENTIRE entity —
/// light included — whenever meshRefs was empty. Retail's light registration
/// (CObjCell::add_light, CEnvCell::UnPack) is entirely independent of a
/// fixture's own mesh visibility; the mesh-empty gate must not also swallow
/// a Setup's Lights.
/// </summary>
public class EntityHydrationRulesTests
{
[Fact]
public void ShouldKeepEntity_NoMeshNoLights_False()
{
Assert.False(EntityHydrationRules.ShouldKeepEntity(meshRefCount: 0, setupLightCount: 0));
}
[Fact]
public void ShouldKeepEntity_NoMeshWithLights_True()
{
// The exact fountain-room case: a mesh-less "light attach point" must
// still survive hydration so its Lights can be registered.
Assert.True(EntityHydrationRules.ShouldKeepEntity(meshRefCount: 0, setupLightCount: 1));
}
[Fact]
public void ShouldKeepEntity_HasMesh_TrueRegardlessOfLights()
{
Assert.True(EntityHydrationRules.ShouldKeepEntity(meshRefCount: 1, setupLightCount: 0));
Assert.True(EntityHydrationRules.ShouldKeepEntity(meshRefCount: 3, setupLightCount: 2));
}
}

View file

@ -1,5 +1,6 @@
using AcDream.Core.Physics;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using Xunit;
namespace AcDream.Core.Tests.Physics;
@ -24,7 +25,13 @@ public sealed class AnimationCommandRouterTests
[Fact]
public void RouteWireCommand_SubState_UsesSetCycle()
{
var seq = MakeEmptySequencer();
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0)
// — GetObjectSequence also refuses substate==0, so the MotionTable
// needs both a StyleDefaults entry AND cycles for the style's default
// substate (Ready, installed by initialize_state) and for the routed
// Dead substate, or the whole dispatch chain silently no-ops and
// CurrentStyle/CurrentMotion stay at their zero defaults.
var seq = MakeRoutableSequencer();
var route = AnimationCommandRouter.RouteWireCommand(seq, NonCombat, 0x0011);
@ -59,8 +66,66 @@ public sealed class AnimationCommandRouterTests
return new AnimationSequencer(new Setup(), new MotionTable(), new NullAnimationLoader());
}
/// <summary>
/// R2-Q4: a MotionTable that can actually complete a SubState dispatch —
/// StyleDefaults[NonCombat]=Ready (required by initialize_state's
/// SetDefaultState) plus cycles for both Ready (the installed baseline)
/// and Dead (the substate this test routes to). One shared part/anim is
/// enough; RouteWireCommand only inspects CurrentStyle/CurrentMotion.
/// </summary>
private static AnimationSequencer MakeRoutableSequencer()
{
const uint Ready = 0x41000003u;
const uint Dead = 0x40000011u;
const uint AnimId = 0x03000001u;
var setup = new Setup();
setup.Parts.Add(0x01000000u);
setup.DefaultScale.Add(System.Numerics.Vector3.One);
var mt = new MotionTable
{
DefaultStyle = (DatReaderWriter.Enums.MotionCommand)NonCombat,
};
mt.StyleDefaults[(DatReaderWriter.Enums.MotionCommand)NonCombat] =
(DatReaderWriter.Enums.MotionCommand)Ready;
int ReadyKey = (int)((NonCombat << 16) | (Ready & 0xFFFFFFu));
int DeadKey = (int)((NonCombat << 16) | (Dead & 0xFFFFFFu));
mt.Cycles[ReadyKey] = MakeMotionData(AnimId);
mt.Cycles[DeadKey] = MakeMotionData(AnimId);
var loader = new NullAnimationLoader();
loader.Register(AnimId, MakeAnim());
return new AnimationSequencer(setup, mt, loader);
}
private static MotionData MakeMotionData(uint animId)
{
var md = new MotionData();
QualifiedDataId<Animation> qid = animId;
md.Anims.Add(new AnimData { AnimId = qid, LowFrame = 0, HighFrame = -1, Framerate = 30f });
return md;
}
private static Animation MakeAnim()
{
var anim = new Animation();
var pf = new AnimationFrame(1);
pf.Frames.Add(new Frame
{
Origin = System.Numerics.Vector3.Zero,
Orientation = System.Numerics.Quaternion.Identity,
});
anim.PartFrames.Add(pf);
return anim;
}
private sealed class NullAnimationLoader : IAnimationLoader
{
public Animation? LoadAnimation(uint id) => null;
private readonly System.Collections.Generic.Dictionary<uint, Animation> _anims = new();
public void Register(uint id, Animation anim) => _anims[id] = anim;
public Animation? LoadAnimation(uint id) => _anims.TryGetValue(id, out var a) ? a : null;
}
}

View file

@ -0,0 +1,388 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Text;
using AcDream.Core.Physics;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using Xunit;
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
namespace AcDream.Core.Tests.Physics;
// ─────────────────────────────────────────────────────────────────────────────
// R2-Q4 adapter-cutover trace conformance (r2-port-plan.md §3 Q4).
//
// These scenarios were CAPTURED against the PRE-cutover adapter (the legacy
// SetCycle/PlayAction with the fast-path, Fix B, stop-anim fallback, and G17
// gate) at commit aa65990a, then replayed against the PerformMovement-hosted
// adapter. Golden strings assert the post-Q4 behavior; every place the cutover
// INTENTIONALLY changed the outcome carries an `EXPECTED-DIFF(Q4)` comment
// with the pre-cutover value and the retail rationale. Everything without an
// annotation is byte-identical across the cutover — that is the parity bar.
//
// Snapshot format (Describe): comma-joined node list in queue order, each node
// `<animIdHex>@<framerate:F1>` with suffix `*` = first_cyclic, `^` = curr_anim;
// then ` | frame=<F1> vel=(x,y,z F2) om=(x,y,z F2) style=<X8> motion=<X8>
// mod=<F2>`.
// ─────────────────────────────────────────────────────────────────────────────
internal sealed class TraceLoader : IAnimationLoader
{
private readonly Dictionary<uint, Animation> _anims = new();
private readonly Dictionary<Animation, uint> _ids = new();
public void Register(uint id, Animation anim)
{
_anims[id] = anim;
_ids[anim] = id;
}
public Animation? LoadAnimation(uint id) =>
_anims.TryGetValue(id, out var a) ? a : null;
public uint IdOf(Animation anim) => _ids.TryGetValue(anim, out var id) ? id : 0;
}
public sealed class AnimationSequencerCutoverTraceTests
{
// Styles (FULL command words, as GameWindow passes them).
private const uint NC = 0x8000003Du; // NonCombat
private const uint Style2 = 0x8000004Cu; // synthetic second style
// Substates / cycles.
private const uint Ready = 0x41000003u;
private const uint Walk = 0x45000005u;
private const uint WalkBack = 0x45000006u;
private const uint Run = 0x44000007u;
private const uint Falling = 0x40000015u;
// Action / modifier class ids.
private const uint EmoteAction = 0x10000062u;
private const uint TurnMod = 0x6500000Du;
// Anim resource ids.
private const uint ReadyAnim = 0x100u; // 4 frames
private const uint WalkAnim = 0x101u; // 6 frames
private const uint RunAnim = 0x102u; // 6 frames
private const uint ReadyToWalkLink = 0x103u; // 2 frames
private const uint ReadyToRunLink = 0x104u; // 2 frames
private const uint WalkToReadyLink = 0x105u; // 3 frames
private const uint RunToReadyLink = 0x108u; // 3 frames
private const uint TurnModAnim = 0x109u; // 2 frames
private const uint ReadyToStyle2Link = 0x10Au; // 2 frames
private const uint ReadyToEmoteLink = 0x10Bu; // 5 frames
private const uint FallAnim = 0x10Cu; // 4 frames
private const uint Style2ReadyAnim = 0x107u; // 4 frames
private static Animation MakeAnim(int numFrames, int numParts = 1)
{
var anim = new Animation();
for (int f = 0; f < numFrames; f++)
{
var pf = new AnimationFrame((uint)numParts);
for (int p = 0; p < numParts; p++)
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
anim.PartFrames.Add(pf);
}
return anim;
}
private static MotionData MakeMd(uint animId, float framerate = 30f,
Vector3? velocity = null, Vector3? omega = null)
{
var md = new MotionData();
QualifiedDataId<Animation> qid = animId;
md.Anims.Add(new AnimData
{
AnimId = qid,
LowFrame = 0,
HighFrame = -1,
Framerate = framerate,
});
if (velocity is { } v)
{
md.Velocity = v;
md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasVelocity;
}
if (omega is { } o)
{
md.Omega = o;
md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasOmega;
}
return md;
}
private static void AddLink(MotionTable mt, uint style, uint from, uint to, MotionData md)
{
int outer = (int)((style << 16) | (from & 0xFFFFFFu));
if (!mt.Links.TryGetValue(outer, out var cmd))
{
cmd = new MotionCommandData();
mt.Links[outer] = cmd;
}
cmd.MotionData[(int)to] = md;
}
private static (Setup, MotionTable, TraceLoader) BuildFixture()
{
var setup = new Setup();
setup.Parts.Add(0x01000000u);
setup.DefaultScale.Add(Vector3.One);
var loader = new TraceLoader();
loader.Register(ReadyAnim, MakeAnim(4));
loader.Register(WalkAnim, MakeAnim(6));
loader.Register(RunAnim, MakeAnim(6));
loader.Register(ReadyToWalkLink, MakeAnim(2));
loader.Register(ReadyToRunLink, MakeAnim(2));
loader.Register(WalkToReadyLink, MakeAnim(3));
loader.Register(RunToReadyLink, MakeAnim(3));
loader.Register(TurnModAnim, MakeAnim(2));
loader.Register(ReadyToStyle2Link, MakeAnim(2));
loader.Register(ReadyToEmoteLink, MakeAnim(5));
loader.Register(FallAnim, MakeAnim(4));
loader.Register(Style2ReadyAnim, MakeAnim(4));
var mt = new MotionTable
{
DefaultStyle = (DRWMotionCommand)NC,
};
mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
mt.StyleDefaults[(DRWMotionCommand)Style2] = (DRWMotionCommand)Ready;
int CycleKey(uint style, uint substate) => (int)((style << 16) | (substate & 0xFFFFFFu));
mt.Cycles[CycleKey(NC, Ready)] = MakeMd(ReadyAnim);
mt.Cycles[CycleKey(NC, Walk)] = MakeMd(WalkAnim, velocity: new Vector3(0f, 3.12f, 0f));
mt.Cycles[CycleKey(NC, Run)] = MakeMd(RunAnim, velocity: new Vector3(0f, 4.0f, 0f));
mt.Cycles[CycleKey(NC, Falling)] = MakeMd(FallAnim);
mt.Cycles[CycleKey(Style2, Ready)] = MakeMd(Style2ReadyAnim);
AddLink(mt, NC, Ready, Walk, MakeMd(ReadyToWalkLink));
AddLink(mt, NC, Ready, Run, MakeMd(ReadyToRunLink));
AddLink(mt, NC, Walk, Ready, MakeMd(WalkToReadyLink));
AddLink(mt, NC, Run, Ready, MakeMd(RunToReadyLink));
AddLink(mt, NC, Ready, EmoteAction, MakeMd(ReadyToEmoteLink));
AddLink(mt, NC, Ready, Style2, MakeMd(ReadyToStyle2Link));
// Modifier: styled key (styleMasked<<16 | low24).
int modKey = (int)((NC << 16) | (TurnMod & 0xFFFFFFu));
mt.Modifiers[modKey] = MakeMd(TurnModAnim, omega: new Vector3(0f, 0f, 1.5f));
return (setup, mt, loader);
}
private static string Describe(AnimationSequencer seq, TraceLoader loader)
{
var core = seq.Core;
var sb = new StringBuilder();
bool first = true;
for (var n = core.AnimList.First; n is not null; n = n.Next)
{
if (!first) sb.Append(',');
first = false;
uint id = n.Value.Anim is null ? 0u : loader.IdOf(n.Value.Anim);
sb.Append($"{id:X}@{n.Value.Framerate:F1}");
if (ReferenceEquals(n, core.FirstCyclicNode)) sb.Append('*');
if (ReferenceEquals(n, core.CurrAnimNode)) sb.Append('^');
}
var v = core.Velocity;
var o = core.Omega;
sb.Append($" | frame={core.FrameNumber:F1}");
sb.Append($" vel=({v.X:F2},{v.Y:F2},{v.Z:F2})");
sb.Append($" om=({o.X:F2},{o.Y:F2},{o.Z:F2})");
sb.Append($" style={seq.CurrentStyle:X8} motion={seq.CurrentMotion:X8} mod={seq.CurrentSpeedMod:F2}");
return sb.ToString();
}
private static AnimationSequencer NewSeq(out TraceLoader loader)
{
var (setup, mt, l) = BuildFixture();
loader = l;
return new AnimationSequencer(setup, mt, l);
}
// ── Scenarios ───────────────────────────────────────────────────────────
[Fact]
public void S1_SpawnIdle()
{
var seq = NewSeq(out var loader);
seq.SetCycle(NC, Ready);
Assert.Equal(
"100@30.0*^ | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
Describe(seq, loader));
}
[Fact]
public void S2_IdleToWalk_LinkThenCycle()
{
var seq = NewSeq(out var loader);
seq.SetCycle(NC, Ready);
seq.SetCycle(NC, Walk, 1.0f);
Assert.Equal(
"103@30.0^,101@30.0* | frame=0.0 vel=(0.00,3.12,0.00) om=(0.00,0.00,0.00) style=8000003D motion=45000005 mod=1.00",
Describe(seq, loader));
}
[Fact]
public void S2b_LinkDrain_FiresOneAnimDoneSentinel()
{
var seq = NewSeq(out var loader);
seq.SetCycle(NC, Ready);
seq.SetCycle(NC, Walk, 1.0f);
// Drain the 2-frame link at fr=30: 2 frames / 30fps < 0.1s. Advance
// enough to cross into the cycle.
int animDone = 0;
for (int i = 0; i < 10; i++)
{
seq.Advance(0.02f);
foreach (var h in seq.ConsumePendingHooks())
if (h is DatReaderWriter.Types.AnimationDoneHook)
animDone++;
}
Assert.Equal(1, animDone);
}
[Fact]
public void S3_WalkToRun_CyclicToCyclic()
{
var seq = NewSeq(out var loader);
seq.SetCycle(NC, Ready);
seq.SetCycle(NC, Walk, 1.0f);
seq.SetCycle(NC, Run, 2.0f);
// EXPECTED-DIFF(Q4): pre-cutover Fix B stripped every link leaving
// "102@60.0*^". The verbatim GetObjectSequence (Branch 2, no direct
// Walk->Run link in this fixture) routes the DOUBLE-HOP: Walk->Ready
// settle (105 at the OLD substate mod) + Ready->Run windup (104 at
// the new speed) + the Run cycle; the old Ready->Walk link (103)
// keeps draining first (pending-queue discipline). Rapid same-motion
// re-issues now collapse via remove_redundant_links (the retail
// Fix B), not an adapter locomotion special case.
Assert.Equal(
"103@30.0^,105@30.0,104@60.0,102@60.0* | frame=0.0 vel=(0.00,8.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=44000007 mod=2.00",
Describe(seq, loader));
}
[Fact]
public void S4_RunReSpeed_FastPath()
{
var seq = NewSeq(out var loader);
seq.SetCycle(NC, Ready);
seq.SetCycle(NC, Walk, 1.0f);
seq.SetCycle(NC, Run, 2.0f);
seq.SetCycle(NC, Run, 2.5f);
// EXPECTED-DIFF(Q4): inherits S3's double-hop list; the re-speed
// itself is the verbatim Branch-2 fast path (change_cycle_speed
// scales ONLY first_cyclic..tail: 102 60->75; links untouched;
// velocity via subtract_motion(2.0)+combine_motion(2.5)).
Assert.Equal(
"103@30.0^,105@30.0,104@60.0,102@75.0* | frame=0.0 vel=(0.00,10.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=44000007 mod=2.50",
Describe(seq, loader));
}
[Fact]
public void S5_WalkBackward_RemapNegativeSpeed()
{
var seq = NewSeq(out var loader);
seq.SetCycle(NC, Ready);
seq.SetCycle(NC, WalkBack, 1.0f);
// Node list BYTE-IDENTICAL to pre-cutover: the reversed-key get_link
// resolves the Walk->Ready link (0x105) played in reverse (fr=-19.5 =
// 30 x -0.65 BackwardsFactor); cursor at the reverse starting frame
// (HighFrame+1 = 3).
// EXPECTED-DIFF(Q4), mirrors only: CurrentMotion now reads the
// POST-adjust_motion substate (45000005, was 45000006) and
// CurrentSpeedMod the signed mod (-0.65, was 1.00) - MotionState owns
// the state and retail's interpreted state is post-adjustment. The
// om=(-0.00,...) is IEEE negative zero from add_motion's
// zero-omega x negative-speed multiply (numerically equal to 0).
Assert.Equal(
"105@-19.5^,101@-19.5* | frame=3.0 vel=(0.00,-2.03,0.00) om=(-0.00,-0.00,-0.00) style=8000003D motion=45000005 mod=-0.65",
Describe(seq, loader));
}
[Fact]
public void S6_WalkBackToReady_StopSettleFallback()
{
var seq = NewSeq(out var loader);
seq.SetCycle(NC, Ready);
seq.SetCycle(NC, WalkBack, 1.0f);
seq.SetCycle(NC, Ready, 1.0f);
// EXPECTED-DIFF(Q4): pre-cutover the stop-anim low-byte fallback
// re-keyed the settle as 105@30 (forward). The verbatim get_link
// (SubstateMod=-0.65 routes the REVERSED-key branch) resolves the
// Ready->Walk windup (103) played in REVERSE (fr=-30) - retail's
// actual backward-walk settle. The old reversed link (105@-19.5,
// mid-drain) still drains first, unchanged from pre-cutover.
Assert.Equal(
"105@-19.5^,103@-30.0,100@30.0* | frame=3.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
Describe(seq, loader));
}
[Fact]
public void S7_EmoteAction_MidReady()
{
var seq = NewSeq(out var loader);
seq.SetCycle(NC, Ready);
seq.PlayAction(EmoteAction, 1.0f);
Assert.Equal(
"10B@30.0^,100@30.0* | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
Describe(seq, loader));
}
[Fact]
public void S8_LeaveGroundLinkStrip_FallingEngagesInstantly()
{
// EXPECTED-DIFF(R3-W4): the K-fix18 skipTransitionLink flag is
// DELETED. The instant-Falling engage is retail's own mechanism:
// MotionInterpreter.LeaveGround (0x00528b00) fires the
// RemoveLinkAnimations seam — bound to this sequencer's
// RemoveAllLinkAnimations (CPhysicsObj::RemoveLinkAnimations
// 0x0050fe20 → CSequence::remove_all_link_animations) — after the
// Falling dispatch. Same final state the flag produced.
var seq = NewSeq(out var loader);
seq.SetCycle(NC, Ready);
seq.SetCycle(NC, Walk, 1.0f);
seq.SetCycle(NC, Falling, 1.0f);
seq.RemoveAllLinkAnimations(); // = LeaveGround's seam firing
Assert.Equal(
"10C@30.0*^ | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=40000015 mod=1.00",
Describe(seq, loader));
}
[Fact]
public void S9_TurnModifier()
{
var seq = NewSeq(out var loader);
seq.SetCycle(NC, Ready);
seq.SetCycle(NC, Walk, 1.0f);
seq.PlayAction(TurnMod, 1.0f);
// EXPECTED-DIFF(Q4): pre-cutover PlayAction INSERTED the modifier's
// anim (109) before the cyclic tail - an acdream invention. Retail
// Branch 4 is PHYSICS-ONLY combine_motion (the AP-73 mechanism): the
// walk cycle's frames are untouched, the modifier contributes omega
// (0,0,1.5) and is tracked on the MotionState modifier stack.
Assert.Equal(
"103@30.0^,101@30.0* | frame=0.0 vel=(0.00,3.12,0.00) om=(0.00,0.00,1.50) style=8000003D motion=45000005 mod=1.00",
Describe(seq, loader));
}
[Fact]
public void S10_StyleChange()
{
var seq = NewSeq(out var loader);
seq.SetCycle(NC, Ready);
seq.SetCycle(Style2, Ready, 1.0f);
// EXPECTED-DIFF(Q4): pre-cutover switched cycles bare ("107@30.0*^").
// GetObjectSequence Branch 1 (style-change) plays the cross-style
// entry link (10A = Ready->Style2) before the target style's default
// cycle - retail's stance-transition animation.
Assert.Equal(
"10A@30.0^,107@30.0* | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000004C motion=41000003 mod=1.00",
Describe(seq, loader));
}
}

View file

@ -224,32 +224,16 @@ public sealed class AnimationSequencerTests
}
[Fact]
public void HasCycle_PresentInTable_ReturnsTrue()
public void SetCycle_MissingCycle_LeavesSequenceAndStateUntouched()
{
// Phase L.1c followup (2026-04-28): regression guard for
// "torso on the ground" — caller (GameWindow MoveTo path) needs
// to query the table before SetCycle to avoid the
// ClearCyclicTail wipe on a missing cycle.
const uint Style = 0x003Cu; // HandCombat
const uint Motion = 0x0003u; // Ready
const uint AnimId = 0x03000001u;
var setup = Fixtures.MakeSetup(2);
var mt = Fixtures.MakeMtable(Style, Motion, AnimId);
var loader = new FakeLoader();
loader.Register(AnimId, Fixtures.MakeTwoFrameAnim(2, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity));
var seq = new AnimationSequencer(setup, mt, loader);
// Caller passes the SAME shape SetCycle expects: full style with
// class byte (0x80000000) and full motion (0x40000000 / 0x10000000).
Assert.True(seq.HasCycle(0x8000003Cu, 0x41000003u));
}
[Fact]
public void HasCycle_MissingFromTable_ReturnsFalse()
{
const uint Style = 0x003Cu;
const uint ReadyMotion = 0x0003u;
// R2-Q5: HasCycle + the caller-side fallback chains are DELETED.
// The retail mechanism replacing the L.1c "torso on the ground"
// guard: GetObjectSequence (0x00522860) checks the cycle BEFORE any
// list surgery — a missing cycle leaves the sequence AND MotionState
// untouched, so whatever was playing (here the initialize_state
// default) keeps playing.
const uint Style = 0x8000003Cu; // HandCombat (full command)
const uint ReadyMotion = 0x41000003u;
const uint AnimId = 0x03000001u;
var setup = Fixtures.MakeSetup(2);
@ -258,9 +242,17 @@ public sealed class AnimationSequencerTests
loader.Register(AnimId, Fixtures.MakeTwoFrameAnim(2, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity));
var seq = new AnimationSequencer(setup, mt, loader);
// RunForward (0x44000007) is NOT in the table — caller should
// see false and fall back to a known motion (WalkForward / Ready).
Assert.False(seq.HasCycle(0x8000003Cu, 0x44000007u));
seq.InitializeState();
Assert.Equal(ReadyMotion, seq.CurrentMotion);
int nodesBefore = seq.QueueCount;
// RunForward (0x44000007) is NOT in the table — the dispatch fails
// and nothing changes (no cyclic-tail wipe, no state overwrite).
seq.SetCycle(Style, 0x44000007u);
Assert.Equal(ReadyMotion, seq.CurrentMotion);
Assert.Equal(nodesBefore, seq.QueueCount);
Assert.True(seq.HasCurrentNode);
}
[Fact]
@ -333,13 +325,21 @@ public sealed class AnimationSequencerTests
[Fact]
public void SetCycle_WithTransitionLink_PrependLinkFrames()
{
// Two animations: link (2 frames at Y=1) and cycle (4 frames at X=1).
const uint Style = 0x003Du;
const uint IdleMotion = 0x0003u;
const uint WalkMotion = 0x0005u;
// R2-Q4: GetObjectSequence gates Branch 2 (cyclic substates) on the
// 0x40000000 class bit and Branch 1 (style change) on the top bit —
// bare low-word ids like the pre-cutover 0x0003/0x0005 never satisfy
// those gates and the dispatch silently fails. Tag Style/IdleMotion/
// WalkMotion with their class bits (masking to the low 24 bits for
// the cycle/link key hash is unaffected — CMotionTable keys on
// `id & 0xFFFFFF`).
const uint Style = 0x8000003Du;
const uint IdleMotion = 0x40000003u;
const uint WalkMotion = 0x40000005u;
const uint IdleAnim = 0x03000012u;
const uint CycleAnim = 0x03000010u;
const uint LinkAnim = 0x03000011u;
var idleAnim = Fixtures.MakeAnim(1, 1, Vector3.Zero, Quaternion.Identity);
var cycleAnim = Fixtures.MakeAnim(4, 1, new Vector3(1, 0, 0), Quaternion.Identity);
var linkAnim = Fixtures.MakeAnim(2, 1, new Vector3(0, 1, 0), Quaternion.Identity);
@ -352,15 +352,26 @@ public sealed class AnimationSequencerTests
fromMotion: IdleMotion,
toMotion: WalkMotion,
linkAnimId: LinkAnim);
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0) —
// route it at IdleMotion (the state this test "was already playing"
// before priming) and give IdleMotion its own cycle so the real
// SetCycle(Style, IdleMotion) priming call below actually dispatches.
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
int idleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
mt.Cycles[idleKey] = Fixtures.MakeMotionData(IdleAnim, framerate: 30f);
var loader = new FakeLoader();
loader.Register(IdleAnim, idleAnim);
loader.Register(CycleAnim, cycleAnim);
loader.Register(LinkAnim, linkAnim);
var seq = new AnimationSequencer(setup, mt, loader);
// Prime the sequencer as if it was already playing IdleMotion.
SetCurrentMotion(seq, Style, IdleMotion);
// Prime the sequencer as if it was already playing IdleMotion — a
// real SetCycle call now that CurrentStyle/CurrentMotion are
// read-only mirrors of MotionState (R2-Q4; reflection SetValue no
// longer works, "Property set method not found").
seq.SetCycle(Style, IdleMotion);
seq.SetCycle(Style, WalkMotion);
@ -382,9 +393,13 @@ public sealed class AnimationSequencerTests
// link's starting pose at the link→cycle boundary. Symptoms: door
// swing-open flap (frame 0 = closed); player run-stop twitch
// (frame 0 = mid-stride).
const uint Style = 0x003Du;
const uint IdleMotion = 0x0003u;
const uint WalkMotion = 0x0005u;
// R2-Q4: class-bit-tagged ids (GetObjectSequence gates Branch 1/2 on
// the 0x80000000/0x40000000 bits) — masking to the low 24 bits for
// the cycle/link key hash is unaffected.
const uint Style = 0x8000003Du;
const uint IdleMotion = 0x40000003u;
const uint WalkMotion = 0x40000005u;
const uint IdleAnim = 0x03000082u;
const uint CycleAnim = 0x03000080u;
const uint LinkAnim = 0x03000081u;
@ -402,6 +417,7 @@ public sealed class AnimationSequencerTests
// Cycle anim: single frame at Y=0 (the "open" / "idle" rest pose).
var cycleAnim = Fixtures.MakeAnim(1, 1, new Vector3(0, 0, 0), Quaternion.Identity);
var idleAnim = Fixtures.MakeAnim(1, 1, Vector3.Zero, Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
var mt = Fixtures.MakeMtable(
@ -412,13 +428,23 @@ public sealed class AnimationSequencerTests
toMotion: WalkMotion,
linkAnimId: LinkAnim,
framerate: 30f);
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0)
// — route it at IdleMotion (the state we prime through below) with
// its own cycle so the priming SetCycle call actually dispatches.
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
int idleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
mt.Cycles[idleKey] = Fixtures.MakeMotionData(IdleAnim, framerate: 30f);
var loader = new FakeLoader();
loader.Register(IdleAnim, idleAnim);
loader.Register(CycleAnim, cycleAnim);
loader.Register(LinkAnim, linkAnim);
var seq = new AnimationSequencer(setup, mt, loader);
SetCurrentMotion(seq, Style, IdleMotion);
// Prime the sequencer as if it was already playing IdleMotion — a
// real SetCycle call (reflection SetValue no longer works against
// the now-read-only CurrentStyle/CurrentMotion mirrors).
seq.SetCycle(Style, IdleMotion);
seq.SetCycle(Style, WalkMotion);
// Advance to _framePosition ≈ 2.5 — past the last integer frame (2)
@ -440,53 +466,71 @@ public sealed class AnimationSequencerTests
[Fact]
public void SetCycle_StopFromWalkBackward_FallsBackToWalkForwardStopLink()
{
// Stop-anim asymmetry: the Humanoid motion table only authors a
// "stop walking" link under WalkForward (low byte 0x05). Stopping
// from WalkBackward (0x06) without a fallback returns null linkData
// and the cycle snaps to Ready with no settle blend. Fix: when the
// primary GetLink lookup fails, retry with WalkBackward's low byte
// remapped to WalkForward.
const uint Style = 0x003Du;
const uint WalkForwardCmd = 0x0005u;
const uint WalkBackCmd = 0x0006u;
const uint ReadyCmd = 0x0003u;
// R2-Q4 EXPECTED-DIFF (mirrors AnimationSequencerCutoverTraceTests.
// S6_WalkBackToReady_StopSettleFallback): the pre-cutover adapter had
// an invented "stop-anim low-byte fallback" that re-keyed a
// WalkForward->Ready link when a WalkBackward->Ready lookup missed.
// Retail has no such fallback — CMotionTable.GetLink's verbatim
// reversed-key branch (Q0-pins A1) does the real job: adjust_motion
// remaps WalkBackward to WalkForward with a NEGATIVE SubstateMod, so
// stopping from it drives GetLink's "either speed negative -> swapped
// keys" path, which resolves the link stored FROM the style default
// (Ready) TO WalkForward and plays it IN REVERSE (the Ready->Walk
// windup run backward as a settle). The fixture below stores that
// link under Links[(style,Ready)][WalkForward] — the opposite
// direction from the old WalkForward->Ready fallback entry — because
// that's the key GetLink's reversed branch actually probes.
const uint Style = 0x8000003Du;
const uint WalkForwardCmd = 0x40000005u;
const uint WalkBackCmd = 0x40000006u;
const uint ReadyCmd = 0x40000003u;
const uint CycleAnim = 0x03000090u; // Ready cycle (Y=0)
const uint LinkAnim = 0x03000091u; // stop-link (Y=7)
const uint LinkAnim = 0x03000091u; // Ready->Walk windup (Y=7), played reversed as the settle
var cycleAnim = Fixtures.MakeAnim(1, 1, new Vector3(0, 0, 0), Quaternion.Identity);
var linkAnim = Fixtures.MakeAnim(4, 1, new Vector3(0, 7, 0), Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
// Table: Ready cycle + WalkForward→Ready link. NO WalkBackward→Ready link.
// Table: Ready cycle + Ready->WalkForward windup link (probed
// REVERSED by GetLink's swapped-key branch when settling out of a
// negative-SubstateMod substate). No forward WalkBackward cycle is
// needed — adjust_motion remaps WalkBackward to WalkForward with a
// negated + BackwardsFactor-scaled speed before dispatch ever sees it.
var mt = Fixtures.MakeMtable(
style: Style,
motion: ReadyCmd,
cycleAnimId: CycleAnim,
fromMotion: WalkForwardCmd,
toMotion: ReadyCmd,
fromMotion: ReadyCmd,
toMotion: WalkForwardCmd,
linkAnimId: LinkAnim,
framerate: 30f);
// WalkForward also needs a cycle — adjust_motion's WalkBackward remap
// dispatches WalkForward's cycle (with the negated/scaled speed) as
// part of entering "backward" motion below.
int walkKey = (int)((Style << 16) | (WalkForwardCmd & 0xFFFFFFu));
mt.Cycles[walkKey] = Fixtures.MakeMotionData(CycleAnim, framerate: 30f);
var loader = new FakeLoader();
loader.Register(CycleAnim, cycleAnim);
loader.Register(LinkAnim, linkAnim);
var seq = new AnimationSequencer(setup, mt, loader);
// Simulate "we were walking backward" — substate = WalkBackward,
// substateSpeed = +1 (the original speedMod stored by SetCycle).
SetCurrentMotion(seq, Style, WalkBackCmd);
// Enter WalkBackward for real — SetCycle's adjust_motion head remaps
// this to WalkForward with SubstateMod = -0.65 (BackwardsFactor),
// which is what makes the SUBSEQUENT stop-to-Ready call route
// GetLink's reversed-key branch.
seq.SetCycle(Style, WalkBackCmd, 1.0f);
seq.SetCycle(Style, ReadyCmd);
// Advance a tiny dt — should land on link frame 0 (Y=7), not the
// cycle (Y=0). Without the fallback, linkData is null, only the
// Ready cycle is enqueued, and we read Y=0 immediately.
// Advance a tiny dt — should land on the reversed windup link
// (Y=7), not the Ready cycle (Y=0).
var transforms = seq.Advance(0.001f);
Assert.Single(transforms);
Assert.True(transforms[0].Origin.Y > 5f,
$"Stop-from-backward should fall back to WalkForward→Ready link "
+ $"(expect Y≈7 from link); got Y={transforms[0].Origin.Y} "
+ "(Y=0 means linkData was null and we snapped to Ready cycle).");
$"Stop-from-backward should resolve GetLink's reversed-key branch "
+ $"(expect Y≈7 from the reversed windup link); got Y={transforms[0].Origin.Y} "
+ "(Y=0 means the link didn't resolve and we snapped to the Ready cycle).");
}
[Fact]
@ -581,10 +625,14 @@ public sealed class AnimationSequencerTests
// with negated speed, so the animation plays in reverse.
// We verify this by checking CurrentMotion is still TurnLeft (the
// original command), but the sequencer internally uses TurnRight's anim.
// R2-Q4: Style needs the 0x80000000 top bit and TurnRight/TurnLeft the
// 0x40000000 cycle-class bit — GetObjectSequence's entry/branch gates
// (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity) test the
// FULL command word, not just the low 16 bits adjust_motion remaps.
const uint Style = 0x003Du; // NonCombat
const uint TurnRight = 0x0045000Du; // bit pattern for TurnRight in NonCombat
const uint TurnLeft = 0x0045000Eu; // bit pattern for TurnLeft
const uint Style = 0x8000003Du; // NonCombat
const uint TurnRight = 0x4045000Du; // bit pattern for TurnRight in NonCombat
const uint TurnLeft = 0x4045000Eu; // bit pattern for TurnLeft
const uint AnimId = 0x03000050u;
// 4-frame animation; each frame has a distinct Z-origin so we can tell
@ -600,6 +648,11 @@ public sealed class AnimationSequencerTests
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0)
// — route the default straight at TurnRight (the only cycle this
// fixture defines) so initialize_state's baseline install succeeds
// and state.Style/Substate are non-zero before the explicit dispatch.
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)TurnRight;
// Register TurnRight cycle (adjusted motion, not TurnLeft).
int cycleKey = (int)((Style << 16) | (TurnRight & 0xFFFFFFu));
@ -611,29 +664,47 @@ public sealed class AnimationSequencerTests
var seq = new AnimationSequencer(setup, mt, loader);
seq.SetCycle(Style, TurnLeft, speedMod: 1f);
// CurrentMotion should record the original TurnLeft command.
Assert.Equal(TurnLeft, seq.CurrentMotion);
// R2-Q4 EXPECTED-DIFF (mirrors AnimationSequencerCutoverTraceTests.
// S5_WalkBackward_RemapNegativeSpeed's "mirrors only" diff):
// CurrentMotion is now a GET-ONLY mirror of MotionState.Substate,
// and MotionState owns the POST-adjust_motion substate — retail's
// interpreted state IS the adjusted one (TurnRight played reversed),
// not the raw TurnLeft the caller passed in. Pre-cutover the adapter
// kept its own separate CurrentMotion field and never overwrote it
// with the adjusted id; that field no longer exists.
Assert.Equal(TurnRight, seq.CurrentMotion);
Assert.Equal(-1f, seq.CurrentSpeedMod, 3);
// Without swap: StartFrame=0, EndFrame=3 (original range preserved).
// GetStartFramePosition for negative speed = (EndFrame+1)-eps = (3+1)-eps ≈ 3.99999.
// The cursor starts near the HIGH end and counts DOWN toward StartFrame(=0).
// R1-P5 (2026-07-02): pre-cutover this pinned the ACE-fabricated
// epsilon boundary ((EndFrame+1)-eps ~= 3.99999). Retail's
// AnimSequenceNode.GetStartingFrame (0x00525c80) returns a BARE INT
// for reverse playback: HighFrame + 1 (gap map G1 — "NO epsilon").
// LowFrame=0, HighFrame=3 (no swap at append time; the swap only
// happens inside MultiplyFramerate for an in-place resign, which
// this path doesn't take), so the retail-exact start position is
// exactly 4.0, not "near but under" 4.0. The cursor starts at the
// boundary and counts DOWN toward LowFrame(=0) on the next Advance.
double pos = GetFramePosition(seq);
Assert.True(pos > 3.9 && pos < 4.0,
$"Expected framePosition near 3.99999 (reverse start near EndFrame+1) but got {pos}");
Assert.True(pos == 4.0,
$"Expected framePosition == 4 (bare-int reverse start = HighFrame+1, "
+ $"retail AnimSequenceNode.GetStartingFrame 0x00525c80 has NO epsilon — G1); got {pos}");
}
[Fact]
public void Advance_NegativeSpeed_FramePositionDecreases()
{
// Verify that a cycle loaded with negative framerate counts downward.
const uint Style = 0x003Du;
const uint Motion = 0x0003u;
// R2-Q4: retail-mandatory StyleDefaults + the 0x40000000 cycle-class
// bit on Motion (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
const uint Style = 0x8000003Du;
const uint Motion = 0x40000003u;
const uint AnimId = 0x03000060u;
var anim = Fixtures.MakeAnim(8, 1, Vector3.Zero, Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
// Register cycle with NEGATIVE framerate to simulate reverse playback.
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
@ -719,9 +790,11 @@ public sealed class AnimationSequencerTests
{
// Queue: [linkNode (2 frames, 10fps, non-looping)] → [cycleNode (4 frames, looping)]
// Advance enough to exhaust the link node, then verify we're in the cycle.
const uint Style = 0x003Du;
const uint IdleMotion = 0x0003u;
const uint WalkMotion = 0x0005u;
// R2-Q4: class-bit-tagged ids (see SetCycle_WithTransitionLink_PrependLinkFrames).
const uint Style = 0x8000003Du;
const uint IdleMotion = 0x40000003u;
const uint WalkMotion = 0x40000005u;
const uint IdleAnim = 0x03000082u;
const uint CycleAnim = 0x03000080u;
const uint LinkAnim = 0x03000081u;
@ -729,6 +802,7 @@ public sealed class AnimationSequencerTests
var linkAnim = Fixtures.MakeAnim(2, 1, new Vector3(0, 5, 0), Quaternion.Identity);
// Cycle anim: 4 frames, X=9 (distinct marker).
var cycleAnim = Fixtures.MakeAnim(4, 1, new Vector3(9, 0, 0), Quaternion.Identity);
var idleAnim = Fixtures.MakeAnim(1, 1, Vector3.Zero, Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
var mt = Fixtures.MakeMtable(
@ -739,13 +813,22 @@ public sealed class AnimationSequencerTests
toMotion: WalkMotion,
linkAnimId: LinkAnim,
framerate: 10f);
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0)
// — route it at IdleMotion with its own cycle so the priming
// SetCycle call below actually dispatches.
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
int idleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
mt.Cycles[idleKey] = Fixtures.MakeMotionData(IdleAnim, framerate: 10f);
var loader = new FakeLoader();
loader.Register(IdleAnim, idleAnim);
loader.Register(CycleAnim, cycleAnim);
loader.Register(LinkAnim, linkAnim);
var seq = new AnimationSequencer(setup, mt, loader);
SetCurrentMotion(seq, Style, IdleMotion);
// Prime as if already playing IdleMotion — real SetCycle call
// (reflection SetValue no longer works, see WithTransitionLink test).
seq.SetCycle(Style, IdleMotion);
seq.SetCycle(Style, WalkMotion);
// Link node is 2 frames at 10fps → 0.2s to exhaust.
@ -916,8 +999,11 @@ public sealed class AnimationSequencerTests
public void Advance_ForwardHookDoesNotFire_OnReversePlayback()
{
// A hook tagged Direction.Forward should NOT fire when playback is reversed.
const uint Style = 0x003Du;
const uint Motion = 0x0003u;
// R2-Q4: class-bit-tagged ids + retail-mandatory StyleDefaults — the bare
// ids made this test pass VACUOUSLY (dispatch silently failed, no anim
// played, so "hook did not fire" held for the wrong reason).
const uint Style = 0x8000003Du;
const uint Motion = 0x40000003u;
const uint AnimId = 0x03000103u;
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
@ -930,6 +1016,7 @@ public sealed class AnimationSequencerTests
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
var md = new MotionData();
QualifiedDataId<Animation> qid = AnimId;
@ -944,7 +1031,10 @@ public sealed class AnimationSequencerTests
seq.ConsumePendingHooks();
// Reverse playback: cursor starts near frame 4 and counts down.
seq.Advance(0.15f);
// 0.25s at -10fps = -2.5 frames → crosses the 3→2 boundary, so the
// hooked frame IS reached (same advance as the Backward sibling test
// — the direction filter, not distance, is what's under test).
seq.Advance(0.25f);
var hooks = seq.ConsumePendingHooks();
// Forward-only hook on frame 2 should NOT fire on reverse playback.
@ -954,8 +1044,10 @@ public sealed class AnimationSequencerTests
[Fact]
public void Advance_BackwardHook_FiresOnReversePlayback()
{
const uint Style = 0x003Du;
const uint Motion = 0x0003u;
// R2-Q4: retail-mandatory StyleDefaults + the 0x40000000 cycle-class
// bit on Motion (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
const uint Style = 0x8000003Du;
const uint Motion = 0x40000003u;
const uint AnimId = 0x03000104u;
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
@ -968,6 +1060,7 @@ public sealed class AnimationSequencerTests
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
var md = new MotionData();
QualifiedDataId<Animation> qid = AnimId;
@ -990,13 +1083,17 @@ public sealed class AnimationSequencerTests
Assert.Contains(hooks, h => h is SoundHook sh && (uint)sh.Id == 0x0A000005u);
}
// ── PosFrames root motion (Phase E.1) ────────────────────────────────────
// ── PosFrames root motion (R1-P6: the wired Frame path, gap map G7) ───────
[Fact]
public void Advance_WithPosFrames_AccumulatesRootMotion()
public void Advance_WithRootMotionFrame_AccumulatesPosFrameDeltas()
{
// Animation with PosFrames flag and per-frame origin deltas should
// surface a non-zero root motion delta after Advance.
// R1-P6 (2026-07-02): root motion flows through retail's actual
// contract — CSequence::update(quantum, Frame*) (0x00525b80):
// every crossed integer frame combines the node's pos_frame into
// the caller-supplied Frame (update_internal 0x005255d0). The old
// adapter-side accumulator (ConsumeRootMotionDelta) is DELETED —
// this is the seam R6's per-tick order consumes.
const uint Style = 0x003Du;
const uint Motion = 0x0003u;
const uint AnimId = 0x03000110u;
@ -1020,27 +1117,27 @@ public sealed class AnimationSequencerTests
var seq = new AnimationSequencer(setup, mt, loader);
seq.SetCycle(Style, Motion);
seq.ConsumeRootMotionDelta(); // clear
// Advance 0.25s → 2.5 frames → 2 crossings (0→1, 1→2) → 2 posFrame deltas applied.
seq.Advance(0.25f);
var (pos, _) = seq.ConsumeRootMotionDelta();
// Advance 0.25s @10fps → 2.5 frames → 2 crossings (0→1, 1→2), each
// combining +1 X of pos_frame origin into the supplied Frame.
var rootFrame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
seq.Advance(0.25f, rootFrame);
// Each crossing adds +X origin → total X should be 2.
Assert.True(pos.X >= 1.8f && pos.X <= 2.2f,
$"Expected ~2.0 root motion X after 2 crossings, got {pos.X}");
// A subsequent consume with no advance should return zero (drained).
var (pos2, _) = seq.ConsumeRootMotionDelta();
Assert.Equal(Vector3.Zero, pos2);
Assert.True(rootFrame.Origin.X >= 1.8f && rootFrame.Origin.X <= 2.2f,
$"Expected ~2.0 root motion X after 2 crossings via the wired Frame, got {rootFrame.Origin.X}");
}
[Fact]
public void CurrentVelocity_ExposedFromMotionData_WhenHasVelocity()
{
// MotionData with HasVelocity flag should surface via CurrentVelocity.
const uint Style = 0x003Du;
const uint Motion = 0x0003u;
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0) —
// without it, initialize_state's SetDefaultState fails, state.Style
// stays 0, and GetObjectSequence's entry guard rejects every
// dispatch. Route the default straight at Motion (the cycle this
// test cares about).
const uint Style = 0x8000003Du;
const uint Motion = 0x40000003u;
const uint AnimId = 0x03000120u;
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
@ -1048,6 +1145,7 @@ public sealed class AnimationSequencerTests
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
var md = new MotionData
{
@ -1071,8 +1169,12 @@ public sealed class AnimationSequencerTests
[Fact]
public void CurrentVelocity_ScaledBySpeedMod()
{
const uint Style = 0x003Du;
const uint Motion = 0x0003u;
// R2-Q4: retail-mandatory StyleDefaults, and Motion needs its
// 0x40000000 cycle-class bit — the same-motion re-speed fast path
// (Branch 2, target==substate) still requires the class-bit gate to
// be reached in the first place.
const uint Style = 0x8000003Du;
const uint Motion = 0x40000003u;
const uint AnimId = 0x03000121u;
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
@ -1080,6 +1182,7 @@ public sealed class AnimationSequencerTests
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
var md = new MotionData
{
@ -1106,27 +1209,37 @@ public sealed class AnimationSequencerTests
// When a non-cyclic link node exhausts and we advance_to_next_animation,
// an AnimationDoneHook should be queued so consumers can react (e.g. UI
// wake-on-idle-complete).
const uint Style = 0x003Du;
const uint IdleMotion = 0x0003u;
const uint WalkMotion = 0x0005u;
// R2-Q4: class-bit-tagged ids (see SetCycle_WithTransitionLink_PrependLinkFrames).
const uint Style = 0x8000003Du;
const uint IdleMotion = 0x40000003u;
const uint WalkMotion = 0x40000005u;
const uint IdleAnim = 0x03000132u;
const uint CycleAnim = 0x03000130u;
const uint LinkAnim = 0x03000131u;
var linkAnim = Fixtures.MakeAnim(2, 1, Vector3.Zero, Quaternion.Identity);
var cycleAnim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
var idleAnim = Fixtures.MakeAnim(1, 1, Vector3.Zero, Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
var mt = Fixtures.MakeMtable(
style: Style, motion: WalkMotion, cycleAnimId: CycleAnim,
fromMotion: IdleMotion, toMotion: WalkMotion, linkAnimId: LinkAnim,
framerate: 10f);
// R2-Q4: retail-mandatory StyleDefaults — route it at IdleMotion with
// its own cycle so the priming SetCycle call below actually dispatches.
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
int idleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
mt.Cycles[idleKey] = Fixtures.MakeMotionData(IdleAnim, framerate: 10f);
var loader = new FakeLoader();
loader.Register(IdleAnim, idleAnim);
loader.Register(CycleAnim, cycleAnim);
loader.Register(LinkAnim, linkAnim);
var seq = new AnimationSequencer(setup, mt, loader);
SetCurrentMotion(seq, Style, IdleMotion);
// Prime as if already playing IdleMotion — real SetCycle call.
seq.SetCycle(Style, IdleMotion);
seq.SetCycle(Style, WalkMotion);
seq.ConsumePendingHooks();
@ -1144,8 +1257,11 @@ public sealed class AnimationSequencerTests
{
// A 10-frame cycle at 10 fps = 1.0s per loop. If we halve the playback
// rate (factor 0.5), advancing 1.0s should produce half a loop (5 frames).
const uint Style = 0x003Du;
const uint Motion = 0x0007u; // RunForward
// R2-Q4: Motion needs the 0x40000000 cycle-class bit — GetObjectSequence
// Branch 2 (and its same-motion fast re-speed path) never triggers on
// a bare low-word id (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
const uint Style = 0x8000003Du;
const uint Motion = 0x40000007u; // RunForward
const uint AnimId = 0x03000401u;
// Unique per-frame Z so we can tell where the cursor lands.
@ -1171,6 +1287,11 @@ public sealed class AnimationSequencerTests
Framerate = 10f,
});
mt.Cycles[cycleKey] = md;
// R2-Q4: the dispatch stack needs the retail-mandatory StyleDefaults
// entry (SetDefaultState 0x005230a0 requires StyleDefaults[DefaultStyle];
// GetObjectSequence refuses a zero style/substate). Real dat tables
// always carry it.
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
var loader = new FakeLoader();
loader.Register(AnimId, anim);
@ -1178,8 +1299,11 @@ public sealed class AnimationSequencerTests
var seq = new AnimationSequencer(setup, mt, loader);
seq.SetCycle(Style, Motion, speedMod: 1f);
// Halve the playback rate.
seq.MultiplyCyclicFramerate(0.5f);
// R2-Q4: halve the playback rate via the retail same-motion re-speed
// (GetObjectSequence Branch-2 fast path: change_cycle_speed +
// subtract_motion(old) + combine_motion(new), decomp §5) — the old
// MultiplyCyclicFramerate adapter composite is deleted.
seq.SetCycle(Style, Motion, speedMod: 0.5f);
// 10 frames at 5 fps = 2.0s per loop. Advance 1.0s → cursor ~= frame 5.
seq.Advance(1.0f);
@ -1187,7 +1311,8 @@ public sealed class AnimationSequencerTests
Assert.Single(frames);
Assert.InRange(frames[0].Origin.Z, 4f, 6f);
// Velocity also scales: originally (0,4,0), now (0,2,0).
// Velocity also scales: originally (0,4,0), now (0,2,0)
// (subtract_motion(1.0) + combine_motion(0.5) = ×0.5 net).
Assert.Equal(2f, seq.CurrentVelocity.Y, 1);
}
@ -1196,8 +1321,11 @@ public sealed class AnimationSequencerTests
{
// Changing speed mid-cycle must NOT reset the frame cursor — the
// animation keeps playing from where it was, just faster/slower.
const uint Style = 0x003Du;
const uint Motion = 0x0007u;
// R2-Q4: class-bit-tagged ids — the bare ids made this test pass
// VACUOUSLY (dispatch silently failed; "cursor unchanged" held
// because nothing moved at all).
const uint Style = 0x8000003Du;
const uint Motion = 0x40000007u;
const uint AnimId = 0x03000402u;
var anim = new Animation();
@ -1213,6 +1341,9 @@ public sealed class AnimationSequencerTests
mt.DefaultStyle = (DRWMotionCommand)Style;
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
mt.Cycles[cycleKey] = Fixtures.MakeMotionData(AnimId, framerate: 10f);
// R2-Q4: retail-mandatory StyleDefaults entry (see
// MultiplyCyclicFramerate_HalvesPlaybackRate).
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
var loader = new FakeLoader();
loader.Register(AnimId, anim);
@ -1222,7 +1353,9 @@ public sealed class AnimationSequencerTests
seq.Advance(0.3f); // cursor ~ frame 3
double before = GetFramePosition(seq);
seq.MultiplyCyclicFramerate(2.0f);
// R2-Q4: mid-cycle re-speed via the retail Branch-2 fast path — must
// not touch the cursor (change_cycle_speed scales framerates only).
seq.SetCycle(Style, Motion, speedMod: 2.0f);
double after = GetFramePosition(seq);
Assert.Equal(before, after, 5);
@ -1235,8 +1368,10 @@ public sealed class AnimationSequencerTests
// NOT reset the cursor — it should call MultiplyCyclicFramerate to
// keep the run loop smooth (retail behavior for a mid-run RunRate
// broadcast). Mirror of ACE MotionTable.cs:132-139 fast-path.
const uint Style = 0x003Du;
const uint Motion = 0x0007u;
// R2-Q4: Motion needs the 0x40000000 cycle-class bit — see
// CurrentVelocity_ExposedFromMotionData_WhenHasVelocity.
const uint Style = 0x8000003Du;
const uint Motion = 0x40000007u;
const uint AnimId = 0x03000403u;
var anim = Fixtures.MakeAnim(10, 1, Vector3.Zero, Quaternion.Identity);
@ -1267,14 +1402,17 @@ public sealed class AnimationSequencerTests
// surface as (0,4,0) at speedMod=1.0, (0,6,0) at 1.5×, (0,2,0) at
// 0.5×. The dead-reckoning integrator in TickAnimations reads
// CurrentVelocity each tick, so this has to be accurate.
const uint Style = 0x003Du;
const uint Motion = 0x0007u;
// R2-Q4: retail-mandatory StyleDefaults + the 0x40000000 cycle-class
// bit on Motion (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
const uint Style = 0x8000003Du;
const uint Motion = 0x40000007u;
const uint AnimId = 0x03000405u;
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
var md = new MotionData { Flags = MotionDataFlags.HasVelocity, Velocity = new Vector3(0, 4, 0) };
@ -1310,8 +1448,10 @@ public sealed class AnimationSequencerTests
{
// Guard: the new speed-path must not break the classic
// "identical call = no state change" behavior.
const uint Style = 0x003Du;
const uint Motion = 0x0007u;
// R2-Q4: Motion needs the 0x40000000 cycle-class bit — see
// CurrentVelocity_ExposedFromMotionData_WhenHasVelocity.
const uint Style = 0x8000003Du;
const uint Motion = 0x40000007u;
const uint AnimId = 0x03000404u;
var anim = Fixtures.MakeAnim(10, 1, Vector3.Zero, Quaternion.Identity);
@ -1338,14 +1478,17 @@ public sealed class AnimationSequencerTests
// A turn cycle with MotionData.Omega = (0, 0, 1) rad/sec (yaw)
// should surface as CurrentOmega = (0, 0, 1) after SetCycle.
// Scales with speedMod exactly like Velocity.
const uint Style = 0x003Du;
const uint Motion = 0x000Du; // TurnRight
// R2-Q4: retail-mandatory StyleDefaults + the 0x40000000 cycle-class
// bit on Motion (see CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
const uint Style = 0x8000003Du;
const uint Motion = 0x4000000Du; // TurnRight
const uint AnimId = 0x03000701u;
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
var md = new MotionData { Flags = MotionDataFlags.HasOmega, Omega = new Vector3(0, 0, 1.0f) };
@ -1374,19 +1517,27 @@ public sealed class AnimationSequencerTests
// reads the cycle's run-speed and moves the entity smoothly.
// Crucial: otherwise remote entities would stutter at every stance
// transition while the link plays.
const uint Style = 0x003Du;
const uint IdleMotion = 0x0003u;
const uint WalkMotion = 0x0005u;
// R2-Q4: class-bit-tagged ids (see SetCycle_WithTransitionLink_PrependLinkFrames).
const uint Style = 0x8000003Du;
const uint IdleMotion = 0x40000003u;
const uint WalkMotion = 0x40000005u;
const uint IdleAnim = 0x03000603u;
const uint CycleAnim = 0x03000601u;
const uint LinkAnim = 0x03000602u;
var cycleAnim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
var linkAnim = Fixtures.MakeAnim(2, 1, Vector3.Zero, Quaternion.Identity);
var idleAnim = Fixtures.MakeAnim(1, 1, Vector3.Zero, Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)WalkMotion;
// R2-Q4: retail-mandatory StyleDefaults (SetDefaultState 0x005230a0)
// — route it at IdleMotion (the state we prime through below).
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
int idleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
mt.Cycles[idleKey] = Fixtures.MakeMotionData(IdleAnim, framerate: 10f);
int cycleKey = (int)((Style << 16) | (WalkMotion & 0xFFFFFFu));
var cycleMd = new MotionData { Flags = MotionDataFlags.HasVelocity, Velocity = new Vector3(0, 3.12f, 0) };
@ -1404,11 +1555,13 @@ public sealed class AnimationSequencerTests
mt.Links[linkOuter] = linkCmdData;
var loader = new FakeLoader();
loader.Register(IdleAnim, idleAnim);
loader.Register(CycleAnim, cycleAnim);
loader.Register(LinkAnim, linkAnim);
var seq = new AnimationSequencer(setup, mt, loader);
SetCurrentMotion(seq, Style, IdleMotion);
// Prime as if already playing IdleMotion — real SetCycle call.
seq.SetCycle(Style, IdleMotion);
seq.SetCycle(Style, WalkMotion);
// We just enqueued [link(0)][cycle(3.12 forward)]. Current node is
@ -1432,7 +1585,11 @@ public sealed class AnimationSequencerTests
// An Action-class command (mask 0x10) resolves via the Links dict
// keyed by (style, currentSubstate) → motion. Example: a ThrustMed
// attack while in SwordCombat stance.
const uint Style = 0x003Eu; // SwordCombat
// R2-Q4: Style needs the 0x80000000 top bit + a StyleDefaults entry
// (SetDefaultState 0x005230a0 is retail-mandatory — GetObjectSequence
// refuses style==0/substate==0, see
// CurrentVelocity_ExposedFromMotionData_WhenHasVelocity).
const uint Style = 0x8000003Eu; // SwordCombat
const uint IdleMotion = 0x41000003u; // Ready
const uint ActionMotion = 0x10000058u; // ThrustMed (Action class)
const uint IdleAnimId = 0x03000501u;
@ -1445,6 +1602,7 @@ public sealed class AnimationSequencerTests
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
int cycleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
mt.Cycles[cycleKey] = Fixtures.MakeMotionData(IdleAnimId, framerate: 10f);
@ -1478,7 +1636,9 @@ public sealed class AnimationSequencerTests
// values followed by Ready. Retail keeps currState.Substate at Ready
// while the action link drains, so the Ready echo must not abort the
// in-flight swing.
const uint Style = 0x003Du;
// R2-Q4: Style needs the 0x80000000 top bit + a StyleDefaults entry
// (see PlayAction_Action_ResolvesFromLinksDict).
const uint Style = 0x8000003Du;
const uint IdleMotion = 0x41000003u;
const uint AttackMotion = 0x10000052u;
const uint IdleAnimId = 0x03000503u;
@ -1486,6 +1646,7 @@ public sealed class AnimationSequencerTests
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)Style };
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
int cycleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
mt.Cycles[cycleKey] = Fixtures.MakeMotionData(IdleAnimId, framerate: 10f);
@ -1513,11 +1674,19 @@ public sealed class AnimationSequencerTests
[Fact]
public void PlayAction_Modifier_ResolvesFromModifiersDict()
{
// A Modifier-class command (mask 0x20) — like Jump (0x2500003B) —
// resolves from the Modifiers dict, first with style-specific key
// then with unstyled fallback. Empirically: the modifier's anim
// plays on top of the current cycle.
const uint Style = 0x003Du;
// R2-Q4 EXPECTED-DIFF (mirrors AnimationSequencerCutoverTraceTests.
// S9_TurnModifier): a Modifier-class command (mask 0x20) — like Jump
// (0x2500003B) or a turn-while-moving overlay — resolves from the
// Modifiers dict, first with style-specific key then with unstyled
// fallback (CMotionTable.GetObjectSequence Branch 4). Pre-cutover the
// adapter INSERTED the modifier's anim before the cyclic tail — an
// acdream invention. Retail Branch 4 is PHYSICS-ONLY combine_motion:
// the base cycle's anim list is untouched (no new nodes), and the
// modifier contributes velocity/omega on top of the cycle's own,
// tracked on the MotionState modifier stack (AP-73 mechanism).
// R2-Q4: Style needs the 0x80000000 top bit + a StyleDefaults entry
// (see PlayAction_Action_ResolvesFromLinksDict).
const uint Style = 0x8000003Du;
const uint IdleMotion = 0x41000003u;
const uint JumpMotion = 0x2500003Bu; // Modifier class
const uint IdleAnimId = 0x03000510u;
@ -1529,12 +1698,18 @@ public sealed class AnimationSequencerTests
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
int cycleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
mt.Cycles[cycleKey] = Fixtures.MakeMotionData(IdleAnimId, framerate: 10f);
// Modifier: (Style, Jump)
// Modifier: (Style, Jump) — carries an omega contribution (a jump
// kick's angular nudge) rather than an anim payload, since Branch 4
// never touches the anim list.
int modKey = (int)((Style << 16) | (JumpMotion & 0xFFFFFFu));
mt.Modifiers[modKey] = Fixtures.MakeMotionData(JumpAnimId, framerate: 10f);
var jumpMd = Fixtures.MakeMotionData(JumpAnimId, framerate: 10f);
jumpMd.Flags = MotionDataFlags.HasOmega;
jumpMd.Omega = new Vector3(0f, 0f, 2.5f);
mt.Modifiers[modKey] = jumpMd;
var loader = new FakeLoader();
loader.Register(IdleAnimId, idleAnim);
@ -1542,12 +1717,15 @@ public sealed class AnimationSequencerTests
var seq = new AnimationSequencer(setup, mt, loader);
seq.SetCycle(Style, IdleMotion);
int queueBefore = seq.QueueCount;
seq.PlayAction(JumpMotion);
var fr = seq.Advance(0.01f);
Assert.Single(fr);
Assert.Equal(77f, fr[0].Origin.Z, 1);
// No anim nodes inserted — the queue is unchanged from before the
// modifier fired.
Assert.Equal(queueBefore, seq.QueueCount);
// The modifier's omega is combined onto the sequence's physics.
Assert.Equal(2.5f, seq.CurrentOmega.Z, 3);
}
[Fact]
@ -1557,7 +1735,9 @@ public sealed class AnimationSequencerTests
// Action(0x10) | ChatEmote(0x02) | Mappable(0x01). Because the
// Action bit is set, they route through the Links-dict lookup just
// like attacks. Verifies the class-bit math.
const uint Style = 0x003Du;
// R2-Q4: Style needs the 0x80000000 top bit + a StyleDefaults entry
// (see PlayAction_Action_ResolvesFromLinksDict).
const uint Style = 0x8000003Du;
const uint IdleMotion = 0x41000003u;
const uint WaveMotion = 0x13000087u;
const uint IdleAnimId = 0x03000520u;
@ -1569,6 +1749,7 @@ public sealed class AnimationSequencerTests
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)IdleMotion;
int cycleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
mt.Cycles[cycleKey] = Fixtures.MakeMotionData(IdleAnimId, framerate: 10f);
@ -1624,14 +1805,27 @@ public sealed class AnimationSequencerTests
// ── Helpers ──────────────────────────────────────────────────────────────
/// <summary>Expose _framePosition (double) via reflection (test-only).</summary>
/// <summary>
/// Expose the core CSequence's FrameNumber via reflection (test-only).
/// R1-P5 rehost (2026-07-02): _framePosition lived directly on
/// AnimationSequencer pre-cutover; it now lives on the private _core
/// (CSequence) field as the public FrameNumber. Two-hop reflection:
/// grab _core, then its FrameNumber field.
/// </summary>
private static double GetFramePosition(AnimationSequencer seq)
{
var field = typeof(AnimationSequencer)
.GetField("_framePosition",
var coreField = typeof(AnimationSequencer)
.GetField("_core",
System.Reflection.BindingFlags.NonPublic |
System.Reflection.BindingFlags.Instance);
return field is null ? -1.0 : (double)field.GetValue(seq)!;
var core = coreField?.GetValue(seq);
if (core is null) return -1.0;
var frameNumberField = core.GetType()
.GetField("FrameNumber",
System.Reflection.BindingFlags.Public |
System.Reflection.BindingFlags.Instance);
return frameNumberField is null ? -1.0 : (double)frameNumberField.GetValue(core)!;
}
/// <summary>

View file

@ -699,8 +699,13 @@ public class BSPQueryTests
// Regression guard for the FULL-HIT case in the same Path 5 branch.
// Sphere overlaps wall AND moves INTO it: moveDot < 0, cull does NOT
// reject, pos_hits_sphere returns 1, Path 5 takes the `if (hit0)`
// branch. With engine=null we fall through to the slide fallback
// (SetCollisionNormal + SetSlidingNormal + return Slid).
// branch. With engine=null we fall through to the real slide
// (CSphere::slide_sphere via Transition.SlideSphereInternal). No
// contact plane is seeded on this bare Transition, so the slide takes
// the wall-only branch (project out the into-wall displacement,
// return Slid) — and per retail it must NOT write the sliding normal
// (#137 mechanism 2; validate_transition 0x0050ac21 is the only
// in-transition writer).
var (root, resolved) = BuildSingleWallBsp();
var transition = new Transition();
@ -731,6 +736,9 @@ public class BSPQueryTests
Assert.Equal(TransitionState.Slid, state);
Assert.True(transition.CollisionInfo.CollisionNormalValid,
"Full hit should set the collision normal (slide fallback).");
Assert.False(transition.CollisionInfo.SlidingNormalValid,
"find_collisions must not write the sliding normal — retail's " +
"only in-transition writer is validate_transition (#137).");
Assert.False(transition.SpherePath.NegPolyHit,
"Full hit should NOT also fire NegPolyHit — that's the near-miss " +
"path only. Retail at acclient_2013_pseudo_c.txt:0053a647 returns " +

View file

@ -0,0 +1,287 @@
using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
using Plane = System.Numerics.Plane;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Conformance tests for the retail <c>CCylSphere</c> collision family port
/// (2026-07-05) — dispatcher <c>0x0053b440</c> + <c>step_sphere_down</c>
/// <c>0x0053a9b0</c> + <c>step_sphere_up</c> <c>0x0053b310</c> +
/// <c>land_on_cylinder</c> <c>0x0053b3d0</c>. Pseudocode:
/// docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md.
///
/// <para>
/// The driving repro: the Holtburg town-network portal platform (stab
/// 0xC0A9B465, Setup 0x020019E3) registers a WIDE LOW cylinder
/// (r=2.597 m, h=0.256 m). Retail steps a grounded player UP ONTO its flat
/// top; the pre-port approximation could only radial-slide, so the player
/// orbited the rim forever (launch-137-repro.log, 2026-07-05). These tests
/// pin the three retail behaviors the family provides: grounded
/// step-up-onto-top, too-tall side slide, and the airborne top landing.
/// Synthetic cylinders only — no dat dependency.
/// </para>
/// </summary>
public class CylSphereFamilyTests
{
private readonly ITestOutputHelper _out;
public CylSphereFamilyTests(ITestOutputHelper output) => _out = output;
private const uint TestLandblockId = 0xA9B40000u;
private const uint TestCellId = TestLandblockId | 0x0001u; // landcell (0,0)
private const float SphereRadius = 0.48f; // retail player capsule radius
private const float SphereHeight = 1.20f;
private const float StepUpHeight = 0.60f;
private const float StepDownHeight = 0.04f;
// The live platform's registered shape ([cyl-test] launch-137-repro.log).
private const float PlatformRadius = 2.597f;
private const float PlatformHeight = 0.256f;
/// <summary>
/// The portal-platform repro: a grounded player walking into the wide low
/// cylinder must STEP UP onto its flat top (retail
/// grounded branch → step_sphere_up → CTransition::step_up, whose
/// step-down probe lands via step_sphere_down's top-disc contact plane) —
/// not slide around the rim.
/// </summary>
[Fact]
public void Grounded_WalkIntoWideLowCylinder_StepsUpOntoTop()
{
var engine = BuildEngine(out _);
RegisterCylinder(engine, entityId: 0xCAFEu,
worldPos: new Vector3(12f, 14f, 0f),
radius: PlatformRadius, height: PlatformHeight);
var body = MakeGroundedBody(new Vector3(12f, 10.4f, 0f));
Vector3 pos = body.Position;
uint cellId = TestCellId;
bool grounded = true;
var perTick = new Vector3(0f, 0.10f, 0f);
for (int tick = 0; tick < 40; tick++)
{
var result = engine.ResolveWithTransition(
pos, pos + perTick, cellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
grounded,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
body.Position = result.Position;
pos = result.Position;
cellId = result.CellId;
grounded = result.IsOnGround;
}
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) grounded={grounded}");
// Rim contact is at Y ≈ 14 2.597 0.48 = 10.92. Pre-port the player
// pinned there (Z stayed 0, Y never passed the rim). Post-port the
// player must be standing ON the platform top.
Assert.True(pos.Y > 11.5f,
$"Player must advance past the rim contact (pre-port it pinned at Y≈10.9); got Y={pos.Y:F3}");
Assert.True(MathF.Abs(pos.Z - PlatformHeight) < 0.05f,
$"Player must stand ON the platform top (Z≈{PlatformHeight:F3}); got Z={pos.Z:F3}");
Assert.True(grounded, "Player must remain grounded after stepping onto the platform");
}
/// <summary>
/// A tall thin cylinder (the Holtburg torch shape, r=0.2 h=2.2 — #149)
/// exceeds step_up_height: the grounded dead-center approach must NOT
/// step up and must NOT pass through — retail slides (dead-center the
/// crease projection degenerates to a hard stop).
/// </summary>
[Fact]
public void Grounded_WalkIntoTallCylinder_BlocksBeforeAxis()
{
var engine = BuildEngine(out _);
RegisterCylinder(engine, entityId: 0xF00Du,
worldPos: new Vector3(12f, 14f, 0f),
radius: 0.2f, height: 2.2f);
var body = MakeGroundedBody(new Vector3(12f, 12.6f, 0f));
Vector3 pos = body.Position;
uint cellId = TestCellId;
bool grounded = true;
var perTick = new Vector3(0f, 0.10f, 0f);
for (int tick = 0; tick < 30; tick++)
{
var result = engine.ResolveWithTransition(
pos, pos + perTick, cellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
grounded,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
body.Position = result.Position;
pos = result.Position;
cellId = result.CellId;
grounded = result.IsOnGround;
}
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) grounded={grounded}");
// Surface contact at Y = 14 0.2 0.48 = 13.32.
Assert.True(pos.Y < 13.4f,
$"Tall cylinder must block the dead-center approach; got Y={pos.Y:F3}");
Assert.True(pos.Z < 0.5f,
$"Player must NOT end up on top of a 2.2 m cylinder; got Z={pos.Z:F3}");
}
/// <summary>
/// Airborne landing: a falling sphere over the platform center must land
/// ON the flat top (land_on_cylinder → Collide re-test → branch-5
/// exact-TOI rest + top-disc contact plane), not fall through to the
/// terrain inside the footprint.
/// </summary>
[Fact]
public void Airborne_FallOntoWideCylinder_LandsOnTop()
{
var engine = BuildEngine(out _);
RegisterCylinder(engine, entityId: 0xCAFEu,
worldPos: new Vector3(12f, 14f, 0f),
radius: PlatformRadius, height: PlatformHeight);
Vector3 pos = new(12f, 14f, 1.0f); // 1 m above the base, over the center
uint cellId = TestCellId;
bool grounded = false;
var perTick = new Vector3(0f, 0f, -0.25f);
int landedTick = -1;
for (int tick = 0; tick < 20; tick++)
{
var result = engine.ResolveWithTransition(
pos, pos + perTick, cellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
grounded,
body: null,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
pos = result.Position;
cellId = result.CellId;
grounded = result.IsOnGround;
if (grounded) { landedTick = tick; break; }
}
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) grounded={grounded} landedTick={landedTick}");
Assert.True(grounded, "Falling sphere must land (ground) on the platform top");
Assert.True(MathF.Abs(pos.Z - PlatformHeight) < 0.05f,
$"Landing must rest on the top disc (Z≈{PlatformHeight:F3}), not the terrain " +
$"(Z=0) inside the footprint; got Z={pos.Z:F3}");
}
/// <summary>
/// Ethereal cylinders stay fully passable through the caller's Layer-2
/// override (pc:276961-276989) — branch 1 detects, the override clears.
/// Guards the #150 door behavior against the branch-1 change from the
/// old early-OK consume.
/// </summary>
[Fact]
public void Grounded_EtherealCylinder_IsFullyPassable()
{
var engine = BuildEngine(out _);
RegisterCylinder(engine, entityId: 0xE7E7u,
worldPos: new Vector3(12f, 14f, 0f),
radius: 0.2f, height: 2.2f,
state: 0x4u); // ETHEREAL_PS, non-static
var body = MakeGroundedBody(new Vector3(12f, 12.6f, 0f));
Vector3 pos = body.Position;
uint cellId = TestCellId;
bool grounded = true;
var perTick = new Vector3(0f, 0.10f, 0f);
for (int tick = 0; tick < 30; tick++)
{
var result = engine.ResolveWithTransition(
pos, pos + perTick, cellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
grounded,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
body.Position = result.Position;
pos = result.Position;
cellId = result.CellId;
grounded = result.IsOnGround;
}
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3})");
Assert.True(pos.Y > 14.5f,
$"Ethereal cylinder must not block (walked from 12.6 to past the axis); got Y={pos.Y:F3}");
}
// ───────────────────────────────────────────────────────────────
// Harness
// ───────────────────────────────────────────────────────────────
private static PhysicsEngine BuildEngine(out PhysicsDataCache cache)
{
cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
// Flat terrain at Z=0 across the whole landblock.
var heights = new byte[81];
var heightTable = new float[256]; // all zero → terrain Z = 0
engine.AddLandblock(
landblockId: TestLandblockId,
terrain: new TerrainSurface(heights, heightTable),
cells: Array.Empty<CellSurface>(),
portals: Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
return engine;
}
private static void RegisterCylinder(PhysicsEngine engine, uint entityId,
Vector3 worldPos, float radius, float height, uint state = 0u)
{
engine.ShadowObjects.Register(
entityId, gfxObjId: 0u,
worldPos, Quaternion.Identity, radius,
worldOffsetX: 0f, worldOffsetY: 0f, landblockId: TestLandblockId,
collisionType: ShadowCollisionType.Cylinder,
cylHeight: height,
state: state);
}
private static PhysicsBody MakeGroundedBody(Vector3 position)
{
var floorPlane = new Plane(Vector3.UnitZ, 0f);
var floorVerts = new[]
{
new Vector3(-100f, -100f, 0f),
new Vector3( 100f, -100f, 0f),
new Vector3( 100f, 100f, 0f),
new Vector3(-100f, 100f, 0f),
};
return new PhysicsBody
{
Position = position,
Orientation = Quaternion.Identity,
ContactPlaneValid = true,
ContactPlane = floorPlane,
ContactPlaneCellId = TestCellId,
WalkablePolygonValid = true,
WalkablePlane = floorPlane,
WalkableVertices = floorVerts,
WalkableUp = Vector3.UnitZ,
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
};
}
}

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using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Conformance tests for the retail frames_stationary_fall (fsf) round-trip
/// (validate_transition 0x0050aa70 pc:272625-656; transition seed pc:280940-947;
/// ACE Transition.cs:1029-1061). Retires the TS-3 stub.
///
/// <para>
/// The ladder detects a gravity mover that CANNOT advance for successive frames — the
/// #182 airborne "stuck in the falling animation" wedge (a jump into a monster crowd
/// where the near-horizontal creature normal blocks upward motion). fsf escalates
/// 0→1→2→3 while blocked and resets to 0 the moment the mover advances; at fsf≥3 an
/// upward contact plane is manufactured so the mover stands on the obstacle. The counter
/// round-trips across frames through the Stationary* transient bits (seed→ladder→writeback).
/// The velocity "bleed on block" (fsf>1 → v=0) lives in handle_all_collisions (see
/// <see cref="HandleAllCollisionsTests"/>); this file proves the counter itself.
/// </para>
/// </summary>
public class FramesStationaryFallTests
{
private readonly ITestOutputHelper _out;
public FramesStationaryFallTests(ITestOutputHelper output) => _out = output;
private const uint Lb = 0xA9B40000u;
private const uint Cell = Lb | 0x0001u;
private const float R = 0.48f, H = 1.835f, StepUp = 0.60f, StepDown = 0.04f;
private static PhysicsEngine BuildEngine()
{
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
engine.AddLandblock(
landblockId: Lb,
terrain: new TerrainSurface(new byte[81], new float[256]), // flat terrain at Z=0
cells: Array.Empty<CellSurface>(),
portals: Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
return engine;
}
// A creature body sphere at an ARBITRARY height (elevated well above the terrain so the
// airborne player never finds a floor and stays airborne — the crowd-jump geometry).
private static void RegisterCreatureAt(PhysicsEngine e, uint id, Vector3 center, float radius = R)
{
e.ShadowObjects.Register(
id, gfxObjId: 0u, center, Quaternion.Identity, radius,
worldOffsetX: 0f, worldOffsetY: 0f, landblockId: Lb,
collisionType: ShadowCollisionType.Sphere,
cylHeight: 0f, scale: 1f, state: 0u,
flags: EntityCollisionFlags.IsCreature, isStatic: false);
}
private static PhysicsBody AirborneBody(Vector3 pos) => new PhysicsBody
{
Position = pos,
Orientation = Quaternion.Identity,
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
TransientState = TransientStateFlags.None, // airborne: no Contact / no OnWalkable
};
private ResolveResult Push(PhysicsEngine engine, PhysicsBody body, Vector3 delta, uint cell)
=> engine.ResolveWithTransition(
body.Position, body.Position + delta, cell,
R, H, StepUp, StepDown, isOnGround: false, body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
[Fact]
public void AirborneJumpBlockedOverhead_FsfClimbsTo3_ThenResetsWhenAdvancing()
{
// The #182 airborne-stuck geometry, distilled: an airborne mover with a persistent
// UPWARD intent (a jump) into a creature directly overhead. The collision normal is
// vertical, so — unlike a purely-horizontal push, whose sliding normal absorbs the
// whole offset and aborts the sweep before the ladder — the up-intent survives every
// frame, the sweep runs, and fsf escalates 0→1→2→3 via the Stationary* bit round-trip.
var engine = BuildEngine();
RegisterCreatureAt(engine, 0xC0B0u, new Vector3(12f, 10f, 4.5f)); // directly overhead
// Start BELOW the creature so the first frames rise freely (fsf stays 0), then wedge.
var body = AirborneBody(new Vector3(12f, 10f, 1f));
uint cell = Cell;
var up = new Vector3(0f, 0f, 0.6f); // persistent jump intent
int firstFrameFsf = -1, maxFsf = 0;
for (int i = 0; i < 14; i++)
{
var r = Push(engine, body, up, cell);
body.Position = r.Position; cell = r.CellId;
if (i == 0) firstFrameFsf = body.FramesStationaryFall;
maxFsf = Math.Max(maxFsf, body.FramesStationaryFall);
_out.WriteLine($"frame{i,2}: z={body.Position.Z:F3} fsf={body.FramesStationaryFall} " +
$"ts=0x{(uint)body.TransientState:X} onGround={r.IsOnGround}");
}
// The first frame rose freely (well below the creature) — advancing keeps fsf at 0.
Assert.Equal(0, firstFrameFsf);
// Once wedged under the creature, fsf escalated to 3.
Assert.True(maxFsf == 3, $"fsf must escalate to 3 while the jump is blocked overhead; got {maxFsf}");
// At fsf 3 the ladder manufactured an upward contact plane → grounded on the obstacle
// (the retail "glide onto the crowd top").
Assert.True(body.ContactPlaneValid, "fsf≥3 should manufacture a contact plane");
Assert.True(body.ContactPlane.Normal.Z > 0.99f, "manufactured contact plane points up");
}
[Fact]
public void GroundedWallSlide_DoesNotAccumulateFsf()
{
// A GROUNDED mover pushed into an obstacle is not a "stuck fall" — retail keeps fsf=0
// (ACE _redo=1 via the OnWalkable path), so a grounded crowd-jam slides rather than
// getting its velocity zeroed. Guards against the fsf-zero breaking grounded wall-slide.
var engine = BuildEngine();
RegisterCreatureAt(engine, 0xC0C0u, new Vector3(12f, 11.5f, R)); // foot-height creature
var floor = new Plane(Vector3.UnitZ, 0f);
var verts = new[]
{
new Vector3(-100f, -100f, 0f), new Vector3(100f, -100f, 0f),
new Vector3(100f, 100f, 0f), new Vector3(-100f, 100f, 0f),
};
var body = new PhysicsBody
{
Position = new Vector3(12f, 10f, 0f),
Orientation = Quaternion.Identity,
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
ContactPlaneValid = true, ContactPlane = floor, ContactPlaneCellId = Cell,
WalkablePolygonValid = true, WalkablePlane = floor, WalkableVertices = verts,
WalkableUp = Vector3.UnitZ,
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
};
uint cell = Cell;
int maxFsf = 0;
for (int i = 0; i < 40; i++)
{
var r = engine.ResolveWithTransition(
body.Position, body.Position + new Vector3(0f, 0.08f, 0f), cell,
R, H, StepUp, StepDown, isOnGround: true, body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
body.Position = r.Position; cell = r.CellId;
maxFsf = Math.Max(maxFsf, body.FramesStationaryFall);
}
_out.WriteLine($"grounded push maxFsf={maxFsf}");
Assert.Equal(0, maxFsf); // a grounded mover never accumulates a stuck-fall
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Conformance tests for <see cref="PhysicsObjUpdate.HandleAllCollisions"/> — the port of
/// retail <c>CPhysicsObj::handle_all_collisions</c> (0x00514780, pc:282647). This is the
/// velocity "bleed on block" decision: reflect (fsf≤1) vs zero (fsf&gt;1).
/// </summary>
public class HandleAllCollisionsTests
{
private static PhysicsBody Airborne(Vector3 v, int fsf = 0) => new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
TransientState = TransientStateFlags.None,
Velocity = v,
FramesStationaryFall = fsf,
};
[Fact]
public void Fsf0_AirborneWallHit_ReflectsIntoWallComponent()
{
var b = Airborne(new Vector3(3f, 0f, 0f)); // moving +X into a wall whose outward normal is -X
var n = new Vector3(-1f, 0f, 0f);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
// dot = 3*-1 = -3 < 0 → k = -(-3*(0.05+1)) = 3.15 → v += (-1,0,0)*3.15 → x = 3 - 3.15 = -0.15
Assert.Equal(-0.15f, b.Velocity.X, precision: 3);
}
[Fact]
public void Fsf0_MovingAwayFromSurface_DoesNotReflect()
{
var b = Airborne(new Vector3(0f, 0f, 2f)); // moving up, normal also up (already separating)
var n = new Vector3(0f, 0f, 1f);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
Assert.Equal(2f, b.Velocity.Z); // dot = +2 >= 0 → no reflection
}
[Fact]
public void Fsf2_ZeroesVelocity_TheAirborneStuckBleed()
{
// The #182 case: a straight-up jump blocked by a near-horizontal creature normal.
// At fsf>1 the whole velocity is zeroed so gravity resumes → the player falls/glides off.
var b = Airborne(new Vector3(0f, 0f, 18f), fsf: 2);
var n = new Vector3(-0.96f, -0.25f, -0.15f);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
Assert.Equal(Vector3.Zero, b.Velocity);
}
[Fact]
public void Fsf3_ZeroesVelocity_EvenWithoutCollisionNormal()
{
var b = Airborne(new Vector3(1f, 2f, 18f), fsf: 3);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: false, collisionNormal: default,
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
Assert.Equal(Vector3.Zero, b.Velocity);
}
[Fact]
public void StayingOnWalkable_DoesNotReflect_CorridorWallSlidePreserved()
{
// Grounded before AND after → should_reflect is false → the tangential wall-slide
// velocity is preserved (retail's rule; the corridor shuffle, not a sticky bounce).
var b = new PhysicsBody
{
Velocity = new Vector3(3f, 0f, 0f),
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
FramesStationaryFall = 0,
};
var n = new Vector3(-1f, 0f, 0f);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: true, prevOnWalkable: true, nowOnWalkable: true);
Assert.Equal(3f, b.Velocity.X);
}
[Fact]
public void Inelastic_ZeroesInsteadOfReflecting()
{
var b = Airborne(new Vector3(3f, 0f, 0f));
b.State |= PhysicsStateFlags.Inelastic; // spell projectile / missile
var n = new Vector3(-1f, 0f, 0f);
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: false, prevOnWalkable: false, nowOnWalkable: false);
Assert.Equal(Vector3.Zero, b.Velocity);
}
[Fact]
public void LandingReflects_RetailRuleRestored_NotSuppressed()
{
// prev airborne → now grounded (a landing). Retail reflects here too (AD-25 retired);
// at elasticity 0.05 the effect is a tiny, imperceptible deflection.
var b = Airborne(new Vector3(0f, 0f, -5f)); // falling
var n = new Vector3(0f, 0f, 1f); // floor normal up
PhysicsObjUpdate.HandleAllCollisions(b,
collisionNormalValid: true, collisionNormal: n,
prevContact: false, prevOnWalkable: false, nowOnWalkable: true);
// dot = -5 < 0 → k = -(-5*1.05) = 5.25 → v.z = -5 + 5.25 = 0.25 (tiny bounce)
Assert.Equal(0.25f, b.Velocity.Z, precision: 3);
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// R4-V5 door-swing fix (2026-07-03, register TS-40): CMotionInterp's
/// dispatch tails strip link animations for DETACHED objects only (retail
/// <c>if (physics_obj->cell == 0) RemoveLinkAnimations</c>, raw @305627).
/// The old proxy (<c>CellPosition.ObjCellId == 0</c>) was seeded only by
/// the local player's SnapToCell, so every REMOTE body read "detached" and
/// every dispatched transition link (door open/close swings, remote
/// walk↔run links) was stripped the same tick it was appended — the pose
/// snapped straight to the new cycle. These pin the corrected
/// <see cref="PhysicsBody.InWorld"/> guard polarity.
/// </summary>
public class InWorldLinkGuardTests
{
[Fact]
public void InWorldBody_DispatchKeepsTransitionLinks()
{
var body = new PhysicsBody
{
InWorld = true,
TransientState = TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active,
};
var interp = new MotionInterpreter(body);
int strips = 0;
interp.RemoveLinkAnimations = () => strips++;
interp.DoInterpretedMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(0, strips);
}
[Fact]
public void DetachedBody_DispatchStripsLinks_RetailGuard()
{
var body = new PhysicsBody
{
// InWorld left false — retail's pre-enter_world detached state.
TransientState = TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active,
};
var interp = new MotionInterpreter(body);
int strips = 0;
interp.RemoveLinkAnimations = () => strips++;
interp.DoInterpretedMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(1, strips);
}
[Fact]
public void RemoteShapedBody_StopCompletely_KeepsLinksToo()
{
// The other two guard sites (StopCompletely / StopInterpretedMotion)
// share the same InWorld polarity.
var body = new PhysicsBody
{
InWorld = true,
TransientState = TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active,
};
var interp = new MotionInterpreter(body);
int strips = 0;
interp.RemoveLinkAnimations = () => strips++;
interp.StopCompletely();
Assert.Equal(0, strips);
}
}

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using System;
using System.IO;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #137 corridor-seam inspection (2026-07-05, Facility Hub). Live probe
/// evidence (launch-175-verify2.log:42858): crossing corridor cells
/// 0x8A02016E → 0x8A02017A at world x≈85.25 records a wall hit with normal
/// (1,0,0) — pointing straight back against the movement — after which the
/// stale sliding normal wedges all forward motion (ok=False hit=no, offset
/// projected to zero). Question this dump answers: does cell 0x8A02017A's
/// PHYSICS polygon set contain a portal-spanning polygon at its entry plane
/// (normal ≈ ±X at the portal's local X) — i.e., are portal-sealing polys in
/// our collision set where retail filters them?
/// </summary>
public class Issue137CorridorSeamInspectionTests
{
private readonly ITestOutputHelper _out;
public Issue137CorridorSeamInspectionTests(ITestOutputHelper output) => _out = output;
[Theory]
[InlineData(0x8A02016Eu)]
[InlineData(0x8A02017Au)]
[InlineData(0x8A02011Eu)] // the under-floor room the corridor's floor-portals lead to
[InlineData(0x8A020179u)] // the ramp corridor cell with the window (the #137 window-climb repro)
[InlineData(0x8A02017Eu)] // the cell beyond the window the player climbed into
public void CorridorCell_PhysicsPolysAndPortals_DatInspection(uint envCellId)
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var envCell = dats.Get<EnvCell>(envCellId);
Assert.NotNull(envCell);
_out.WriteLine($"=== EnvCell 0x{envCellId:X8} ===");
_out.WriteLine($" pos=({envCell!.Position.Origin.X:F2},{envCell.Position.Origin.Y:F2},{envCell.Position.Origin.Z:F2}) " +
$"rot=({envCell.Position.Orientation.X:F3},{envCell.Position.Orientation.Y:F3},{envCell.Position.Orientation.Z:F3},{envCell.Position.Orientation.W:F3})");
_out.WriteLine($" EnvironmentId=0x{envCell.EnvironmentId:X4} CellStructure={envCell.CellStructure}");
_out.WriteLine($" CellPortals={envCell.CellPortals.Count}");
foreach (var p in envCell.CellPortals)
_out.WriteLine($" portal poly={p.PolygonId} other=0x{p.OtherCellId:X4} flags={p.Flags}");
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
Assert.NotNull(environment);
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
_out.WriteLine($" PhysicsPolygons={cs!.PhysicsPolygons.Count} (portal-relevant normals below)");
foreach (var (id, poly) in cs.PhysicsPolygons)
{
// Compute the face normal from the vertex fan (same math as
// PhysicsDataCache.ResolvePolygons).
var verts = poly.VertexIds;
if (verts.Count < 3) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[0], out var v0)) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[1], out var v1)) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[2], out var v2)) continue;
var n = System.Numerics.Vector3.Normalize(System.Numerics.Vector3.Cross(
v1.Origin - v0.Origin, v2.Origin - v0.Origin));
// Only print near-horizontal-normal polys (walls) — the seam wall
// candidates; floors/ceilings are noise here.
if (MathF.Abs(n.Z) > 0.3f) continue;
_out.WriteLine($" poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) v0=({v0.Origin.X:F2},{v0.Origin.Y:F2},{v0.Origin.Z:F2}) verts={verts.Count} sides={poly.SidesType} stip={poly.Stippling}");
}
// The portal polygons live in the VISUAL polygon set — print their
// ids so overlap with the physics set (same id space?) is visible.
_out.WriteLine($" VisualPolygons={cs.Polygons.Count}");
foreach (var p in envCell.CellPortals)
{
if (cs.Polygons.TryGetValue((ushort)p.PolygonId, out var vp))
{
_out.WriteLine($" portal-poly {p.PolygonId} IS in the visual set (verts={vp.VertexIds.Count})");
bool inPhysics = cs.PhysicsPolygons.ContainsKey((ushort)p.PolygonId);
_out.WriteLine($" portal-poly {p.PolygonId} in PHYSICS set: {inPhysics}");
}
}
}
/// <summary>
/// Mechanism-1 follow-up (2026-07-06): being in the CellStruct's
/// <c>PhysicsPolygons</c> TABLE does not mean the physics BSP ever tests a
/// polygon — retail's <c>BSPLEAF::sphere_intersects_poly</c> (0x0053d580)
/// iterates the LEAF's <c>in_polys</c> index list (leaf construction
/// 0x0053d4a0: <c>in_polys[i] = &amp;pack_poly[index]</c>), and our
/// BSPQuery walks the dat's PhysicsBSP leaves the same way. This dump
/// answers: do the physics-BSP LEAVES of the corridor cells reference the
/// portal polygons? If yes, retail's own BSP query would test them too
/// (→ the passable mechanism must be transit/approach-side — the cdb
/// question). If no, our collision is testing polys retail never reaches
/// (→ a desk-fixable acdream divergence).
/// </summary>
[Theory]
[InlineData(0x8A02016Eu)]
[InlineData(0x8A02017Au)]
public void CorridorCell_PhysicsBspLeafMembership_OfPortalPolys(uint envCellId)
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var envCell = dats.Get<EnvCell>(envCellId);
Assert.NotNull(envCell);
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell!.EnvironmentId);
Assert.NotNull(environment);
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
var portalPolyIds = new System.Collections.Generic.HashSet<ushort>();
foreach (var p in envCell.CellPortals)
portalPolyIds.Add((ushort)p.PolygonId);
_out.WriteLine($"=== EnvCell 0x{envCellId:X8} — physics BSP leaf membership ===");
_out.WriteLine($" Env=0x{envCell.EnvironmentId:X4} struct={envCell.CellStructure} " +
$"portalPolyIds=[{string.Join(",", portalPolyIds)}] " +
$"physicsTable=[{string.Join(",", cs!.PhysicsPolygons.Keys)}]");
var root = cs.PhysicsBSP?.Root;
Assert.NotNull(root);
int leafCount = 0;
var leafPolyIds = new System.Collections.Generic.HashSet<ushort>();
var portalPolyLeafHits = new System.Collections.Generic.List<string>();
var stack = new System.Collections.Generic.Stack<(DatReaderWriter.Types.PhysicsBSPNode Node, string Path)>();
stack.Push((root!, "R"));
while (stack.Count > 0)
{
var (n, path) = stack.Pop();
if (n.Polygons is { Count: > 0 })
{
leafCount++;
foreach (var pid in n.Polygons)
{
leafPolyIds.Add(pid);
if (portalPolyIds.Contains(pid))
portalPolyLeafHits.Add($"poly {pid} in leaf@{path} (type={n.Type}, polys=[{string.Join(",", n.Polygons)}])");
}
}
if (n.PosNode is not null) stack.Push((n.PosNode, path + "+"));
if (n.NegNode is not null) stack.Push((n.NegNode, path + "-"));
}
_out.WriteLine($" BSP leaves-with-polys={leafCount} distinctLeafPolyIds=[{string.Join(",", leafPolyIds)}]");
var tableNotInLeaves = new System.Collections.Generic.List<ushort>();
foreach (var pid in cs.PhysicsPolygons.Keys)
if (!leafPolyIds.Contains(pid))
tableNotInLeaves.Add(pid);
_out.WriteLine($" physics-table polys NOT referenced by any BSP leaf: [{string.Join(",", tableNotInLeaves)}]");
if (portalPolyLeafHits.Count == 0)
{
_out.WriteLine(" >>> NO portal polygon is referenced by any physics-BSP leaf — " +
"retail's sphere_intersects_poly never tests them from this cell's BSP.");
}
else
{
foreach (var hit in portalPolyLeafHits)
_out.WriteLine($" >>> PORTAL POLY IN PHYSICS LEAF: {hit}");
}
}
/// <summary>
/// #137 window climb: the dat truth for the player's collision spheres.
/// Our InitPath places the head sphere at (sphereHeight radius) = 0.72
/// (capsule top 1.2 m); retail collides with the Setup's SPHERE LIST
/// verbatim (CPhysicsObj::transition → init_sphere(GetNumSphere,
/// GetSphere, scale)). Print human Setup 0x02000001's spheres.
/// </summary>
[Fact]
public void HumanSetup_CollisionSpheres_DatTruth()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var setup = dats.Get<DatReaderWriter.DBObjs.Setup>(0x02000001u);
Assert.NotNull(setup);
_out.WriteLine($"Setup 0x02000001: Height={setup!.Height:F3} Radius={setup.Radius:F3} " +
$"StepUp={setup.StepUpHeight:F3} StepDown={setup.StepDownHeight:F3}");
_out.WriteLine($"Spheres ({setup.Spheres.Count}):");
foreach (var s in setup.Spheres)
_out.WriteLine($" origin=({s.Origin.X:F3},{s.Origin.Y:F3},{s.Origin.Z:F3}) r={s.Radius:F3}");
_out.WriteLine($"CylSpheres ({setup.CylSpheres.Count}):");
foreach (var c in setup.CylSpheres)
_out.WriteLine($" origin=({c.Origin.X:F3},{c.Origin.Y:F3},{c.Origin.Z:F3}) r={c.Radius:F3} h={c.Height:F3}");
}
/// <summary>
/// #137 window-climb geometry (2026-07-06): full world-space vertex dump
/// of the shaft cell 0x8A02017E (all physics polys) and 0x8A020179's
/// south-wall family — the opening's lintel/ceiling spans decide where
/// retail blocks the head.
/// </summary>
[Fact]
public void WindowShaft_FullPolyDump()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
foreach (var cellId in new[] { 0x8A02017Eu, 0x8A020179u })
{
var envCell = dats.Get<EnvCell>(cellId);
Assert.NotNull(envCell);
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell!.EnvironmentId);
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
var rot = new System.Numerics.Quaternion(
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
var world = System.Numerics.Matrix4x4.CreateFromQuaternion(rot)
* System.Numerics.Matrix4x4.CreateTranslation(
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
_out.WriteLine($"=== 0x{cellId:X8} full physics polys (world verts) ===");
foreach (var (id, poly) in cs!.PhysicsPolygons)
{
var verts = poly.VertexIds;
if (verts.Count < 3) continue;
var w = new System.Collections.Generic.List<System.Numerics.Vector3>();
foreach (var vid in verts)
if (cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var v))
w.Add(System.Numerics.Vector3.Transform(v.Origin, world));
var n = System.Numerics.Vector3.Normalize(
System.Numerics.Vector3.Cross(w[1] - w[0], w[2] - w[0]));
// 017E: everything. 0179: south-wall family + ceilings only.
if (cellId == 0x8A020179u && MathF.Abs(n.Y) < 0.3f && n.Z > -0.3f) continue;
var vs = string.Join(" ", w.ConvertAll(p => $"({p.X:F2},{p.Y:F2},{p.Z:F2})"));
_out.WriteLine($" poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) verts={vs}");
}
}
}
/// <summary>
/// Mechanism-1 re-characterization (2026-07-06): the live hit normal
/// (1.00, 0.03, 0.03) at world (85.253, 39.776, 5.992) matches NO
/// physics polygon of either corridor cell — 0x8A02016E (identity
/// rotation) and 0x8A02017A (180° Z) both have only ±Y-normal wall polys,
/// and the PortalSide portals to 0x011E (polys 1/3/5) are ±Y planes
/// 1.4 m north of the player's track, perpendicular to the +X run — the
/// pos_hits_sphere directional cull rejects them for this movement. This
/// sweep hunts the ACTUAL culprit: every physics poly of the seam cell +
/// all portal-adjacent neighbors, world-transformed, scored against the
/// hit point + normal.
/// </summary>
[Fact]
public void CorridorSeam_FindPolygonMatchingLiveHit()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
// Live evidence (launch-175-verify2.log:42858).
var hitPoint = new System.Numerics.Vector3(85.253f, -39.776f, -5.992f);
var hitNormal = new System.Numerics.Vector3(-1.00f, 0.03f, -0.03f);
hitNormal = System.Numerics.Vector3.Normalize(hitNormal);
const float sphereRadius = 0.48f;
// Seam cells + every portal-adjacent neighbor of both.
var cellIds = new System.Collections.Generic.HashSet<uint>
{
0x8A02016Eu, 0x8A02017Au,
};
foreach (var seed in new[] { 0x8A02016Eu, 0x8A02017Au })
{
var seedCell = dats.Get<EnvCell>(seed);
if (seedCell is null) continue;
foreach (var p in seedCell.CellPortals)
cellIds.Add(0x8A020000u | p.OtherCellId);
}
foreach (var cellId in cellIds)
{
var envCell = dats.Get<EnvCell>(cellId);
if (envCell is null) { _out.WriteLine($"cell 0x{cellId:X8}: NOT FOUND"); continue; }
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
if (environment is null || !environment.Cells.TryGetValue(envCell.CellStructure, out var cs))
continue;
var rot = new System.Numerics.Quaternion(
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
var world = System.Numerics.Matrix4x4.CreateFromQuaternion(rot)
* System.Numerics.Matrix4x4.CreateTranslation(
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
var portalPolyIds = new System.Collections.Generic.HashSet<ushort>();
foreach (var p in envCell.CellPortals) portalPolyIds.Add((ushort)p.PolygonId);
foreach (var (id, poly) in cs!.PhysicsPolygons)
{
var verts = poly.VertexIds;
if (verts.Count < 3) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[0], out var v0)) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[1], out var v1)) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[2], out var v2)) continue;
var w0 = System.Numerics.Vector3.Transform(v0.Origin, world);
var w1 = System.Numerics.Vector3.Transform(v1.Origin, world);
var w2 = System.Numerics.Vector3.Transform(v2.Origin, world);
var n = System.Numerics.Vector3.Normalize(
System.Numerics.Vector3.Cross(w1 - w0, w2 - w0));
float align = System.Numerics.Vector3.Dot(n, hitNormal);
// |align|: the vertex-fan winding convention can flip the
// computed normal vs the physics plane's true facing — accept
// both signs (2026-07-06 sweep flaw fix).
if (MathF.Abs(align) < 0.95f) continue; // within ~18° of the recorded normal
// Plane distance from the hit point.
float d = -System.Numerics.Vector3.Dot(n, w0);
float dist = System.Numerics.Vector3.Dot(n, hitPoint) + d;
if (MathF.Abs(dist) > sphereRadius + 0.1f) continue;
// Rough proximity: hit point near the polygon's vertex span.
float minX = MathF.Min(w0.X, MathF.Min(w1.X, w2.X)) - 1f;
float maxX = MathF.Max(w0.X, MathF.Max(w1.X, w2.X)) + 1f;
float minY = MathF.Min(w0.Y, MathF.Min(w1.Y, w2.Y)) - 1f;
float maxY = MathF.Max(w0.Y, MathF.Max(w1.Y, w2.Y)) + 1f;
if (hitPoint.X < minX || hitPoint.X > maxX ||
hitPoint.Y < minY || hitPoint.Y > maxY) continue;
_out.WriteLine(
$">>> CANDIDATE cell=0x{cellId:X8} poly={id} " +
$"worldN=({n.X:F3},{n.Y:F3},{n.Z:F3}) align={align:F3} planeDist={dist:F3} " +
$"isPortalPoly={portalPolyIds.Contains(id)} " +
$"w0=({w0.X:F2},{w0.Y:F2},{w0.Z:F2}) w1=({w1.X:F2},{w1.Y:F2},{w1.Z:F2}) w2=({w2.X:F2},{w2.Y:F2},{w2.Z:F2}) " +
$"verts={verts.Count} sides={poly.SidesType} stip={poly.Stippling}");
}
}
_out.WriteLine("(sweep complete)");
}
/// <summary>
/// Entry-poly hunt: the synthetic reversed-movement collision normal is
/// produced by slide_sphere's opposing-normals branch, which needs an
/// INPUT collision normal anti-parallel to the grounded contact plane —
/// i.e., a DOWNWARD-facing polygon (lintel / arch underside). Those were
/// filtered out of the wall dump (|n.Z| &gt; 0.3). Sweep both corridor
/// cells for downward polys near the seam column and print where their
/// planes sit relative to the player's head sphere.
/// </summary>
[Fact]
public void CorridorSeam_DownwardPolysNearSeam()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
foreach (var cellId in new[] { 0x8A02016Eu, 0x8A02017Au })
{
var envCell = dats.Get<EnvCell>(cellId);
Assert.NotNull(envCell);
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell!.EnvironmentId);
Assert.NotNull(environment);
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
var rot = new System.Numerics.Quaternion(
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
var world = System.Numerics.Matrix4x4.CreateFromQuaternion(rot)
* System.Numerics.Matrix4x4.CreateTranslation(
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
_out.WriteLine($"=== 0x{cellId:X8} downward physics polys (n.Z < -0.3) ===");
foreach (var (id, poly) in cs!.PhysicsPolygons)
{
var verts = poly.VertexIds;
if (verts.Count < 3) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[0], out var v0)) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[1], out var v1)) continue;
if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[2], out var v2)) continue;
var w0 = System.Numerics.Vector3.Transform(v0.Origin, world);
var w1 = System.Numerics.Vector3.Transform(v1.Origin, world);
var w2 = System.Numerics.Vector3.Transform(v2.Origin, world);
var n = System.Numerics.Vector3.Normalize(
System.Numerics.Vector3.Cross(w1 - w0, w2 - w0));
if (n.Z > -0.3f) continue;
// Only near the seam column the player crossed.
float minX = MathF.Min(w0.X, MathF.Min(w1.X, w2.X));
float maxX = MathF.Max(w0.X, MathF.Max(w1.X, w2.X));
if (maxX < 83.5f || minX > 87.0f) continue;
var allW = new System.Collections.Generic.List<System.Numerics.Vector3>();
foreach (var vid in verts)
if (cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var vv))
allW.Add(System.Numerics.Vector3.Transform(vv.Origin, world));
float minZ = float.MaxValue, maxZ = float.MinValue, minY = float.MaxValue, maxY = float.MinValue;
foreach (var w in allW)
{
minZ = MathF.Min(minZ, w.Z); maxZ = MathF.Max(maxZ, w.Z);
minY = MathF.Min(minY, w.Y); maxY = MathF.Max(maxY, w.Y);
}
_out.WriteLine(
$" poly {id}: worldN=({n.X:F2},{n.Y:F2},{n.Z:F2}) x=[{minX:F2},{maxX:F2}] " +
$"y=[{minY:F2},{maxY:F2}] z=[{minZ:F2},{maxZ:F2}] verts={verts.Count} " +
$"sides={poly.SidesType} stip={poly.Stippling}");
}
}
_out.WriteLine("(downward sweep complete)");
}
/// <summary>
/// 2026-07-06 gate-session follow-up: seam crossings SUCCEED at
/// y≈40.8..41.2 and BLOCK at y≈39.5..39.8 (cell-transit log,
/// launch-137-corridor-gate.log). A y-dependent boundary with no physics
/// polygon culprit points at the PORTAL POLYGONS — if the doorway
/// openings don't span the full corridor width, the transit/membership
/// machinery only hands the sphere to the neighbor inside the portal
/// poly's span. Dump every portal polygon's world-space vertex extent.
/// </summary>
[Theory]
[InlineData(0x8A02016Eu)]
[InlineData(0x8A02017Au)]
public void CorridorCell_PortalPolygonWorldSpans(uint envCellId)
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var envCell = dats.Get<EnvCell>(envCellId);
Assert.NotNull(envCell);
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell!.EnvironmentId);
Assert.NotNull(environment);
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
var rot = new System.Numerics.Quaternion(
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
var world = System.Numerics.Matrix4x4.CreateFromQuaternion(rot)
* System.Numerics.Matrix4x4.CreateTranslation(
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
_out.WriteLine($"=== 0x{envCellId:X8} portal polygons (world spans) ===");
foreach (var p in envCell.CellPortals)
{
if (!cs!.Polygons.TryGetValue((ushort)p.PolygonId, out var poly))
{
_out.WriteLine($" portal poly {p.PolygonId} -> 0x{p.OtherCellId:X4} {p.Flags}: NOT in visual set");
continue;
}
var min = new System.Numerics.Vector3(float.MaxValue);
var max = new System.Numerics.Vector3(float.MinValue);
foreach (var vid in poly.VertexIds)
{
if (!cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var v)) continue;
var w = System.Numerics.Vector3.Transform(v.Origin, world);
min = System.Numerics.Vector3.Min(min, w);
max = System.Numerics.Vector3.Max(max, w);
}
_out.WriteLine(
$" portal poly {p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] " +
$"x=[{min.X:F2},{max.X:F2}] y=[{min.Y:F2},{max.Y:F2}] z=[{min.Z:F2},{max.Z:F2}] " +
$"verts={poly.VertexIds.Count}");
}
}
}

View file

@ -0,0 +1,500 @@
using System;
using System.IO;
using System.Numerics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
using Plane = System.Numerics.Plane;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #137 corridor-seam replay (2026-07-06) — dat-backed reproduction of the
/// Facility Hub phantom hit (launch-175-verify2.log:42858): running +X down
/// the corridor, crossing 0x8A02016E → 0x8A02017A at x≈85.25, the live
/// client recorded `ok=True hit=yes n=(1.00,0.03,0.03)` with full advance,
/// persisted the sliding normal, and every later forward resolve absorbed to
/// zero (`ok=False hit=no`).
///
/// <para>
/// Dat facts pinned by <see cref="Issue137CorridorSeamInspectionTests"/>:
/// neither corridor cell (nor any portal-adjacent neighbor) has a physics
/// polygon whose plane matches that normal near the hit point — the recorded
/// normal is SYNTHETIC (the negated movement direction), which is exactly
/// what slide_sphere's opposing-normals branch records. Retail
/// (<c>CSphere::slide_sphere</c> 0x00537440 @0x0053762c) returns
/// COLLIDED_TS from that branch; our port returned OK — letting the step
/// complete with full advance and the synthetic normal persisted.
/// </para>
///
/// <para>
/// This replay drives the real engine over the real dat cells with the
/// live-log positions and player dimensions, and pins: the seam crossing
/// must complete WITHOUT persisting a sliding normal, and continued forward
/// running must keep advancing (no absorbing wedge).
/// </para>
/// </summary>
public class Issue137CorridorSeamReplayTests
{
private readonly ITestOutputHelper _out;
public Issue137CorridorSeamReplayTests(ITestOutputHelper output) => _out = output;
private const uint SeamCellWest = 0x8A02016Eu;
private const uint SeamCellEast = 0x8A02017Au;
private static string? FindDatDir()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
return Directory.Exists(datDir) ? datDir : null;
}
/// <summary>
/// Hydrate the two seam cells + every portal-adjacent neighbor into a
/// PhysicsEngine, exactly as the streaming path does (CacheCellStruct
/// with the dat world transform).
/// </summary>
private static PhysicsEngine BuildCorridorEngine(DatCollection dats)
{
var engine = new PhysicsEngine();
engine.DataCache = new PhysicsDataCache();
var toLoad = new System.Collections.Generic.HashSet<uint> { SeamCellWest, SeamCellEast };
foreach (var seed in new[] { SeamCellWest, SeamCellEast })
{
var seedCell = dats.Get<EnvCell>(seed);
Assert.NotNull(seedCell);
foreach (var p in seedCell!.CellPortals)
toLoad.Add(0x8A020000u | p.OtherCellId);
}
// Expand three portal rings — the live collision cell array reaches
// cells three hops out (0x8A020166, the under-ramp room whose ceiling
// is the ramp slab's underside, is ring-3 in the 2026-07-06
// seam-shake trace; with only two rings the offline flood can never
// add it and the shake does not reproduce).
for (int ring = 0; ring < 3; ring++)
{
foreach (var known in new System.Collections.Generic.List<uint>(toLoad))
{
var cell = dats.Get<EnvCell>(known);
if (cell is null) continue;
foreach (var p in cell.CellPortals)
toLoad.Add(0x8A020000u | p.OtherCellId);
}
}
foreach (var cellId in toLoad)
{
var envCell = dats.Get<EnvCell>(cellId);
if (envCell is null) continue;
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
if (environment is null) continue;
if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cs)) continue;
var rot = new Quaternion(
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
var world = Matrix4x4.CreateFromQuaternion(rot)
* Matrix4x4.CreateTranslation(
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
engine.DataCache.CacheCellStruct(cellId, envCell, cs!, world);
}
return engine;
}
private static PhysicsBody GroundedBody()
{
var body = new PhysicsBody();
body.ContactPlaneValid = true;
// Corridor floor at world z = 6 → n·p + d = 0 with n = +Z, d = 6.
body.ContactPlane = new Plane(Vector3.UnitZ, 6f);
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
// The live session carried a walkable polygon (walkable=True on every
// [resolve] line) — seed the corridor floor slab so the transition's
// SetWalkable path runs like live.
body.WalkablePolygonValid = true;
body.WalkablePlane = new Plane(Vector3.UnitZ, 6f);
body.WalkableUp = Vector3.UnitZ;
body.WalkableVertices = new[]
{
new Vector3(75f, -41.67f, -6f),
new Vector3(85f, -41.67f, -6f),
new Vector3(85f, -38.33f, -6f),
new Vector3(75f, -38.33f, -6f),
};
return body;
}
private ResolveResult Resolve(PhysicsEngine engine, PhysicsBody body,
Vector3 from, Vector3 to, uint cellId)
=> engine.ResolveWithTransition(
currentPos: from,
targetPos: to,
cellId: cellId,
sphereRadius: 0.48f, // human player, PlayerMovementController:885
sphereHeight: 1.2f, // human player, PlayerMovementController:886
stepUpHeight: 0.4f, // PlayerMovementController defaults
stepDownHeight: 0.4f,
isOnGround: true,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
/// <summary>
/// 2026-07-06 seam-shake repro, snapshot-exact (probe session
/// launch-137-seam-probes.log + resolve-137-seam-capture.jsonl tick 4101,
/// repeated ×46): running WEST across the x=75 boundary
/// (0x8A02016E → 0x8A020165, the ramp cell) from (75.287, 40.035, 6)
/// toward (74.685, 39.988, 6), the resolve blocks with the SYNTHETIC
/// reversed-movement normal (0.997, 0.078, 0.002) and out==in — every
/// frame — the "shaking at the seam" report.
///
/// <para>
/// Probe-traced chain: the foot sphere (tangent to the floor) crosses
/// onto 0165's ramp floor; the ramp slab is double-faced and the
/// UNDERSIDE face (poly 0, n=(0.03,0,1)) grazes the sphere within the
/// hit threshold → recorded as a foot near-miss → neg-poly step-up
/// dispatch with a downward normal → the nested step-up's walkable probe
/// rejects the exactly-tangent ramp floor ([walkable-nearest]
/// gap=0.0000 overlapsSphere=False) → StepUpSlide →
/// slide_sphere(downward normal vs up-facing contact plane) → the
/// opposing-normals branch → Collided → revert. Repeat.
/// </para>
/// </summary>
[Fact]
public void SeamShake_WestBoundary_SnapshotExact_Advances()
{
var datDir = FindDatDir();
if (datDir is null)
{
_out.WriteLine("SKIP: dat directory not found");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var engine = BuildCorridorEngine(dats);
// Body seeded EXACTLY from the capture's bodyBefore (tick 4101).
var body = new PhysicsBody();
body.ContactPlaneValid = true;
body.ContactPlane = new Plane(Vector3.UnitZ, 6f);
body.ContactPlaneCellId = SeamCellWest;
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
body.WalkablePolygonValid = true;
body.WalkablePlane = new Plane(Vector3.UnitZ, 6f);
body.WalkableUp = Vector3.UnitZ;
body.WalkableVertices = new[]
{
new Vector3(75f, -38.33333f, -6f),
new Vector3(75f, -41.66667f, -6f),
new Vector3(78.33333f, -41.66667f, -6f),
new Vector3(78.33333f, -38.33333f, -6f),
};
var from = new Vector3(75.28674f, -40.03537f, -6f);
var to = new Vector3(74.6854f, -39.988018f, -6f);
// Emit the same step-level probes the live session logged so the
// offline trace can be line-diffed against launch-137-seam-probes.log
// — the first divergent line names the state the replay is missing.
var probeBuffer = new System.IO.StringWriter();
var prevOut = Console.Out;
ResolveResult r1;
try
{
Console.SetOut(probeBuffer);
PhysicsDiagnostics.ProbeStepWalkEnabled = true;
PhysicsDiagnostics.ProbePushBackEnabled = true;
PhysicsDiagnostics.ProbeIndoorBspEnabled = true;
r1 = engine.ResolveWithTransition(
currentPos: from,
targetPos: to,
cellId: SeamCellWest,
sphereRadius: 0.48f,
sphereHeight: 1.2f,
stepUpHeight: 0.6f, // live Setup values from the capture
stepDownHeight: 1.5f,
isOnGround: true,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
}
finally
{
PhysicsDiagnostics.ProbeStepWalkEnabled = false;
PhysicsDiagnostics.ProbePushBackEnabled = false;
PhysicsDiagnostics.ProbeIndoorBspEnabled = false;
Console.SetOut(prevOut);
}
_out.WriteLine(probeBuffer.ToString());
_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)}");
Assert.True(r1.Position.X < from.X - 0.3f,
$"The westward boundary crossing onto the ramp must advance " +
$"({from.X:F3} → {r1.Position.X:F3}, target {to.X:F3}); zero " +
$"advance with the reversed-movement normal = the seam shake.");
}
/// <summary>
/// #137 window-climb repro (2026-07-06 gate 2, launch-137-gate2.log):
/// running from the ramp top in 0x8A020179 into the corridor-end opening
/// (the portal to the 0x8A02017E shaft, wall plane world y=41.67), the
/// player stepped INTO the niche — `in=(89.531,41.506,5.112) →
/// out=(90.209,41.774,5.209) cell=0x8A02017E` — ending with the head
/// (and camera) through the opening's roof. The opening is ~1.3 m tall
/// (z 5.2..3.9); a 1.68 m character cannot fit — retail blocks entry
/// (the raised probe's HEAD sphere hits the lintel/ceiling). User axiom:
/// "should not be able to run into it".
/// </summary>
[Fact]
public void WindowOpening_HeadCannotFit_EntryBlocked()
{
var datDir = FindDatDir();
if (datDir is null)
{
_out.WriteLine("SKIP: dat directory not found");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var engine = BuildCorridorEngine(dats);
var body = new PhysicsBody();
body.ContactPlaneValid = true;
body.ContactPlane = new Plane(Vector3.UnitZ, 5.112f); // ramp-top level
body.ContactPlaneCellId = 0x8A020179u;
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
// Walk the live approach (ramp-top toward the corridor-end opening)
// so the engine self-accumulates its contact-plane/walkable state,
// then push into the opening for several held-key frames (the live
// climb happened under a held key, not a single resolve).
var pos = new Vector3(88.60f, -41.10f, -5.05f);
uint cell = 0x8A020179u;
ResolveResult r = default;
bool probeFrames = Env.GetEnvironmentVariable("ACDREAM_TEST_WINDOW_PROBE") == "1";
for (int i = 0; i < 22; i++)
{
var dir = Vector3.Normalize(new Vector3(90.209f, -41.809f, 0f) - new Vector3(pos.X, pos.Y, 0f));
var step = new Vector3(dir.X, dir.Y, 0f) * 0.13f;
var probeBuffer = new System.IO.StringWriter();
var prevOut = Console.Out;
try
{
if (probeFrames && i >= 9)
{
Console.SetOut(probeBuffer);
PhysicsDiagnostics.ProbeStepWalkEnabled = true;
PhysicsDiagnostics.ProbeIndoorBspEnabled = true;
}
r = engine.ResolveWithTransition(
currentPos: pos,
targetPos: pos + step,
cellId: cell,
sphereRadius: 0.48f,
// #137: the corrected capsule top (dat Setup 0x02000001,
// head sphere center 1.350 → top 1.830; Height 1.835).
// The live climb happened under the old 1.2f (head top
// 1.2 m — no head collision at the lintel).
sphereHeight: 1.835f,
stepUpHeight: 0.6f,
stepDownHeight: 1.5f,
isOnGround: true,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
}
finally
{
if (probeFrames && i >= 9)
{
PhysicsDiagnostics.ProbeStepWalkEnabled = false;
PhysicsDiagnostics.ProbeIndoorBspEnabled = false;
Console.SetOut(prevOut);
}
}
if (probeFrames && i >= 9 && i <= 10)
_out.WriteLine(probeBuffer.ToString());
_out.WriteLine($"r{i}: ok={r.Ok} out=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) " +
$"cell=0x{r.CellId:X8} hit={r.CollisionNormalValid} " +
$"n=({r.CollisionNormal.X:F2},{r.CollisionNormal.Y:F2},{r.CollisionNormal.Z:F2})");
pos = r.Position;
cell = r.CellId;
Assert.NotEqual(0x8A02017Eu, r.CellId);
Assert.True(r.Position.Y > -41.6f,
$"A 1.68 m character must not enter the 1.3 m-tall opening " +
$"(wall plane y=41.67); frame {i} got Y={r.Position.Y:F3} " +
$"cell=0x{r.CellId:X8} (live bug: ended at 41.774 inside " +
$"0x8A02017E, head through the roof).");
}
}
/// <summary>
/// The window-climb's placement half, pinned at the exact site: at the
/// step-up's raised position on the alcove sill (foot 5.019), the HEAD
/// sphere (center 3.339, span 3.82..2.86) pokes ~6 cm past the south
/// wall plane into the SOLID rock above the alcove ceiling (0x8A020179's
/// lintel band, polys 14/15 at y=41.67 z∈[3.90,3.00]). Retail's
/// step-down placement insert (CTransition::step_down 0x0050b3b3 →
/// placement transitional_insert → BSPTREE::sphere_intersects_solid
/// 0x0053d5f0) REJECTS — that's what makes the 0.7 m sill unclimbable.
/// Our placement passed (the live + offline climb), so our Path-1 solid
/// test misses the head-vs-solid overlap.
/// </summary>
[Fact]
public void WindowAlcove_RaisedPlacement_HeadInLintelSolid_Collides()
{
var datDir = FindDatDir();
if (datDir is null)
{
_out.WriteLine("SKIP: dat directory not found");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var engine = BuildCorridorEngine(dats);
var cell = engine.DataCache!.GetCellStruct(0x8A020179u);
Assert.NotNull(cell);
Assert.NotNull(cell!.BSP?.Root);
// The raised (post-sill-climb) pose from the offline repro's r9.
var footWorld = new Vector3(89.683f, -41.247f, -4.539f); // foot sphere CENTER
var headWorld = new Vector3(89.683f, -41.247f, -3.339f); // head sphere CENTER
var footLocal = Vector3.Transform(footWorld, cell.InverseWorldTransform);
var headLocal = Vector3.Transform(headWorld, cell.InverseWorldTransform);
var t = new Transition();
t.SpherePath.InitPath(
new Vector3(89.683f, -41.247f, -5.019f),
new Vector3(89.683f, -41.247f, -5.019f),
0x8A020179u, 0.48f, 1.2f);
t.SpherePath.InsertType = InsertType.Placement;
Matrix4x4.Decompose(cell.WorldTransform, out _, out var cellRot, out var cellOrigin);
var result = BSPQuery.FindCollisions(
cell.BSP!.Root,
cell.Resolved,
t,
new DatReaderWriter.Types.Sphere { Origin = footLocal, Radius = 0.48f },
new DatReaderWriter.Types.Sphere { Origin = headLocal, Radius = 0.48f },
footLocal,
Vector3.UnitZ,
1.0f,
cellRot,
engine,
worldOrigin: cellOrigin);
_out.WriteLine($"placement result={result} footLocal=({footLocal.X:F3},{footLocal.Y:F3},{footLocal.Z:F3}) " +
$"headLocal=({headLocal.X:F3},{headLocal.Y:F3},{headLocal.Z:F3})");
Assert.Equal(TransitionState.Collided, result);
}
/// <summary>
/// 2026-07-06 gate session repro (launch-137-corridor-gate.log): standing
/// at (84.851, 39.764, 6.000) — the foot sphere already straddling the
/// x=85 cell boundary by 0.33 m — the first move attempt toward
/// (85.453, 39.782) blocked with the synthetic reversed-movement normal
/// (1.00, 0.03, 0.02), out==in, cp lost (cp=none), and repeated every
/// frame (the "shaking at the seam" report). The deeper straddle start is
/// what the original replay frame (84.638 → 85.253) didn't cover.
/// </summary>
[Fact]
public void SeamCrossing_FromDeepStraddleStart_Advances()
{
var datDir = FindDatDir();
if (datDir is null)
{
_out.WriteLine("SKIP: dat directory not found");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var engine = BuildCorridorEngine(dats);
var body = GroundedBody();
var from = new Vector3(84.851f, -39.764f, -6.000f);
var to = new Vector3(85.453f, -39.782f, -6.000f);
var r1 = Resolve(engine, body, from, to, SeamCellWest);
_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " +
$"bodyCpValid={body.ContactPlaneValid}");
Assert.True(r1.Position.X > from.X + 0.2f,
$"The straddling-start seam crossing must advance " +
$"({from.X:F3} → {r1.Position.X:F3}); zero advance with a " +
$"reversed-movement normal = the 2026-07-06 seam shake.");
}
[Fact]
public void SeamCrossing_DoesNotPersistSyntheticSlidingNormal_AndRunContinues()
{
var datDir = FindDatDir();
if (datDir is null)
{
_out.WriteLine("SKIP: dat directory not found");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var engine = BuildCorridorEngine(dats);
var body = GroundedBody();
// ── The live hit frame verbatim (launch-175-verify2.log:42858) ──
var from = new Vector3(84.638f, -39.758f, -6.000f);
var to = new Vector3(85.253f, -39.776f, -6.000f);
var r1 = Resolve(engine, body, from, to, SeamCellWest);
_out.WriteLine($"r1: ok={r1.Ok} out=({r1.Position.X:F3},{r1.Position.Y:F3},{r1.Position.Z:F3}) " +
$"cell=0x{r1.CellId:X8} hit={r1.CollisionNormalValid} " +
$"n=({r1.CollisionNormal.X:F2},{r1.CollisionNormal.Y:F2},{r1.CollisionNormal.Z:F2}) " +
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " +
$"slidingN=({body.SlidingNormal.X:F2},{body.SlidingNormal.Y:F2},{body.SlidingNormal.Z:F2})");
// The corridor is straight and open: the crossing must not leave the
// body carrying a sliding normal (there is no wall to slide on —
// Issue137CorridorSeamInspectionTests proved no polygon matches the
// live-recorded normal; retail's slide_sphere opposing branch returns
// COLLIDED and its validate handling never lets a synthetic
// reversed-movement normal survive a clean corridor run).
Assert.False(body.TransientState.HasFlag(TransientStateFlags.Sliding),
"Crossing the open corridor seam must not persist a sliding " +
"normal — the live wedge's entry state (#137 mechanism 2).");
// ── Keep running +X (the live session's held-W frames) ──────────
var pos = r1.Position;
var cell = r1.CellId;
for (int i = 0; i < 6; i++)
{
var step = new Vector3(0.13f, -0.004f, 0f); // ~run speed per tick, same heading
var r = Resolve(engine, body, pos, pos + step, cell);
_out.WriteLine($"r{i + 2}: ok={r.Ok} out=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) " +
$"cell=0x{r.CellId:X8} hit={r.CollisionNormalValid} " +
$"bodySliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)}");
Assert.True(r.Position.X > pos.X + 0.05f,
$"Forward run must keep advancing through the open corridor " +
$"(frame {i + 2}: {pos.X:F3} → {r.Position.X:F3}) — zero advance " +
$"= the #137 absorbing wedge.");
pos = r.Position;
cell = r.CellId;
}
}
}

View file

@ -0,0 +1,343 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using AcDream.Core.Physics;
using Xunit;
using Plane = System.Numerics.Plane;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #137 mechanism 2 — the sliding-normal absorbing wedge (2026-07-06).
///
/// <para>
/// Retail's in-transition <c>collision_info.sliding_normal</c> has exactly ONE
/// writer besides the per-frame seed: <c>CTransition::validate_transition</c>
/// (0x0050ac21-ac30, "if collision_normal_valid → set_sliding_normal"). The
/// BSP collision layer NEVER writes it — <c>BSPTREE::find_collisions</c>'
/// Contact branch dispatches full hits to <c>step_sphere_up</c> (foot,
/// 0x0053a719) / <c>BSPTREE::slide_sphere</c> (head, 0x0053a697), and
/// <c>CSphere::slide_sphere</c> (0x00537440) slides IN-FRAME via
/// <c>add_offset_to_check_pos</c> without touching sliding_normal
/// (grep-verified: zero sliding_normal references between 0x005155 and
/// 0x00841f in acclient_2013_pseudo_c.txt). ACE mirrors this: the only
/// SetSlidingNormal call sites are CollisionInfo.cs:58 (the setter) and
/// Transition.cs:1027 (validate). The body-side persistence
/// (<c>CPhysicsObj::SetPositionInternal</c> 0x005154c2, SLIDING_TS bit-4 sync
/// at 0x005154e1) runs only on transition SUCCESS.
/// </para>
///
/// <para>
/// acdream's BSPQuery Contact branch carried stub fallbacks
/// (SetCollisionNormal + SetSlidingNormal + return Slid) instead of the real
/// slide. The leaked sliding normal survived to the transition end, the
/// unconditional body writeback persisted it, and the next frame's seed
/// projected an exactly-anti-parallel push to zero — aborting at step 0
/// BEFORE any collision test could refresh the state. Live shape: the
/// Facility Hub corridor phantom (launch-175-verify2.log:42858 — one wall
/// hit at the 0x8A02016E→0x8A02017A seam, then endless ok=False hit=no
/// zero-advance resolves; strafe escapes).
/// </para>
/// </summary>
public class Issue137SlidingNormalLifecycleTests
{
// =========================================================================
// Site-level pins — BSPQuery.FindCollisions Contact branch must not write
// the transition's sliding normal (retail: only validate_transition does).
// =========================================================================
/// <summary>
/// Contact foot-sphere FULL HIT with the step-up recursion unavailable
/// (engine=null / step-up already in progress) must dispatch the real
/// sphere slide — never the SetSlidingNormal stub.
///
/// <para>
/// Retail: a blocked step-up funnels to <c>SPHEREPATH::step_up_slide</c> →
/// <c>CSphere::slide_sphere</c> (ACE SpherePath.cs:316 → Sphere.cs:558) —
/// in-frame slide, no sliding_normal write. Face-on into a vertical wall
/// while grounded: the crease projection (cross(wallN, floorN)) has no
/// component along the movement, the slide offset is degenerate
/// (&lt; F_EPSILON), and slide_sphere returns COLLIDED_TS (0x00537735).
/// </para>
/// </summary>
[Fact]
public void ContactFootFullHit_StepUpUnavailable_RealSlide_NoSlidingNormalWrite()
{
var (root, resolved) = BSPStepUpFixtures.TallWall();
// Grounded mover pushing face-on (+X) into the 5 m wall at x=0.5
// (normal X). Sphere center reach 0.35+0.2=0.55 penetrates the wall.
var from = new Vector3(0.10f, 0f, BSPStepUpFixtures.SphereRadius);
var to = new Vector3(0.35f, 0f, BSPStepUpFixtures.SphereRadius);
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to);
var localSphere = new DatReaderWriter.Types.Sphere
{
Origin = to,
Radius = BSPStepUpFixtures.SphereRadius,
};
var result = BSPQuery.FindCollisions(
root, resolved, t, localSphere, null,
from, Vector3.UnitZ, 1.0f);
Assert.False(t.CollisionInfo.SlidingNormalValid,
"find_collisions must not write collision_info.sliding_normal — " +
"retail's only in-transition writer is validate_transition " +
"(0x0050ac21). A sliding normal leaked here survives to the body " +
"writeback and absorbs the next frame's forward offset (#137).");
Assert.True(t.CollisionInfo.CollisionNormalValid,
"The real slide records the collision normal (CSphere::slide_sphere " +
"→ set_collision_normal).");
Assert.Equal(TransitionState.Collided, result);
}
/// <summary>
/// Contact HEAD-sphere FULL HIT must dispatch <c>BSPTREE::slide_sphere</c>
/// (retail 0x0053a697; ACE BSPTree.cs:202 → 310-316: the real
/// <c>Sphere.SlideSphere</c> on GlobalSphere[0]) — never the stub.
/// The corridor phantom's portal-side polys span head height; this is the
/// path that recorded the (1,0,0) normal the wedge absorbed on.
/// </summary>
[Fact]
public void ContactHeadFullHit_RealSlide_NoSlidingNormalWrite()
{
// Raised wall: z ∈ [0.6, 5] at x=0.5, normal X. The foot sphere
// (center z=0.2, r=0.2 → z-span [0, 0.4]) passes under it; the head
// sphere (center z=0.8 → z-span [0.6, 1.0]) fully hits it.
var resolved = new Dictionary<ushort, ResolvedPolygon>();
var floorVerts = new[]
{
new Vector3(-2f, -1f, 0f), new Vector3(2f, -1f, 0f),
new Vector3(2f, 1f, 0f), new Vector3(-2f, 1f, 0f),
};
resolved[1] = new ResolvedPolygon
{
Vertices = floorVerts,
Plane = new Plane(Vector3.UnitZ, 0f),
NumPoints = 4,
SidesType = CullMode.None,
};
var wallNormal = new Vector3(-1f, 0f, 0f);
var wallVerts = new[]
{
new Vector3(0.5f, -1f, 0.6f),
new Vector3(0.5f, -1f, 5f),
new Vector3(0.5f, 1f, 5f),
new Vector3(0.5f, 1f, 0.6f),
};
resolved[2] = new ResolvedPolygon
{
Vertices = wallVerts,
Plane = new Plane(wallNormal, 0.5f), // n·p + d = 0 at x=0.5
NumPoints = 4,
SidesType = CullMode.None,
};
var leaf = new PhysicsBSPNode
{
Type = BSPNodeType.Leaf,
BoundingSphere = new DatReaderWriter.Types.Sphere { Origin = new Vector3(0f, 0f, 2.5f), Radius = 10f },
};
leaf.Polygons.Add(1);
leaf.Polygons.Add(2);
var from = new Vector3(0.10f, 0f, BSPStepUpFixtures.SphereRadius);
var to = new Vector3(0.35f, 0f, BSPStepUpFixtures.SphereRadius);
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to);
var footSphere = new DatReaderWriter.Types.Sphere
{
Origin = to,
Radius = BSPStepUpFixtures.SphereRadius,
};
var headSphere = new DatReaderWriter.Types.Sphere
{
Origin = new Vector3(to.X, to.Y, 0.8f),
Radius = BSPStepUpFixtures.SphereRadius,
};
var result = BSPQuery.FindCollisions(
leaf, resolved, t, footSphere, headSphere,
from, Vector3.UnitZ, 1.0f);
Assert.False(t.CollisionInfo.SlidingNormalValid,
"Head full hit must go through the real BSPTREE::slide_sphere — " +
"no sliding_normal write at the BSP layer (retail 0x0053a697).");
Assert.True(t.CollisionInfo.CollisionNormalValid);
Assert.Equal(TransitionState.Collided, result);
}
/// <summary>
/// <c>CSphere::slide_sphere</c>'s opposing-normals branch (collision
/// normal anti-parallel to the contact plane — e.g. a ceiling-facing
/// normal while grounded) records the REVERSED displacement as the
/// collision normal and returns <b>COLLIDED_TS</b> — retail 0x00537440
/// @0x005375d7-0x0053762c: <c>*normal = gDelta; normalize;
/// set_collision_normal; return 2</c>. Our port returned OK (its comment
/// even claimed "retail returns OK here"), letting the step complete
/// as-is with a synthetic reversed-movement collision normal — the exact
/// signature of the live corridor hit (`hit=yes n=(1.00,0.03,0.03)` =
/// the negated run direction, matching NO dat polygon).
/// </summary>
[Fact]
public void SlideSphere_OpposingNormals_ReturnsCollided_WithReversedDisplacementNormal()
{
var t = new Transition();
t.SpherePath.InitPath(
new Vector3(0f, 0f, 0.2f), new Vector3(0.3f, 0f, 0.2f),
0xA9B40001u, BSPStepUpFixtures.SphereRadius);
t.CollisionInfo.SetContactPlane(new Plane(Vector3.UnitZ, 0f), 0xA9B40001u, false);
// Make gDelta exactly (0.4, 0, 0): currPos = check sphere (0.4,0,0).
var currPos = t.SpherePath.GlobalSphere[0].Origin - new Vector3(0.4f, 0f, 0f);
// Downward collision normal vs the +Z contact plane → cross ≈ 0
// (parallel), dot = 1 < 0 (opposing) → the reverse branch.
var result = t.SlideSphereInternal(new Vector3(0f, 0f, -1f), currPos);
Assert.Equal(TransitionState.Collided, result);
Assert.True(t.CollisionInfo.CollisionNormalValid);
Assert.True(t.CollisionInfo.CollisionNormal.X < -0.99f,
$"Collision normal must be the normalized reversed displacement " +
$"(1,0,0); got ({t.CollisionInfo.CollisionNormal.X:F3}," +
$"{t.CollisionInfo.CollisionNormal.Y:F3},{t.CollisionInfo.CollisionNormal.Z:F3}).");
}
// =========================================================================
// Engine-level lifecycle pin — the retail persist/absorb/clear cycle at a
// REAL wall. Guards the fix against regressing wall behavior, and
// documents where retail CLEARS the body's sliding state (the successful
// transition's writeback, when no step re-records a collision).
// =========================================================================
private const uint CellId = 0xA9B40157u;
private static PhysicsEngine BuildWallEngine()
{
var (wallRoot, wallResolved) = BSPStepUpFixtures.TallWall();
var cell = new CellPhysics
{
BSP = new PhysicsBSPTree { Root = wallRoot },
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
Resolved = wallResolved,
CellBSP = new CellBSPTree
{
Root = new CellBSPNode { Type = BSPNodeType.Leaf },
},
};
var engine = new PhysicsEngine();
engine.DataCache = new PhysicsDataCache();
// Flat terrain strip so the outdoor fall-through has something to
// sample if it ever fires (same shape as FindEnvCollisionsMultiCellTests).
var heights = new byte[81];
Array.Fill(heights, (byte)0);
engine.AddLandblock(0xA9B4FFFFu, new TerrainSurface(heights, BuildHeightTable()),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
engine.DataCache.RegisterCellStructForTest(CellId, cell);
return engine;
}
private static float[] BuildHeightTable()
{
var ht = new float[256];
for (int i = 0; i < 256; i++) ht[i] = i * 1.0f;
return ht;
}
private static PhysicsBody GroundedBody()
{
var body = new PhysicsBody();
body.ContactPlaneValid = true;
body.ContactPlane = new Plane(Vector3.UnitZ, 0f);
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
return body;
}
private ResolveResult ResolveForward(PhysicsEngine engine, PhysicsBody body,
Vector3 from, Vector3 to)
=> engine.ResolveWithTransition(
currentPos: from,
targetPos: to,
cellId: CellId,
sphereRadius: BSPStepUpFixtures.SphereRadius,
sphereHeight: 0f, // single sphere — keeps the scenario deterministic
stepUpHeight: 0.04f, // cannot scale the 5 m wall
stepDownHeight: 0.04f,
isOnGround: true,
body: body);
/// <summary>
/// The full retail lifecycle at a real wall:
/// (1) a blocked face-on push persists the validate-recorded sliding
/// normal via the SUCCESS writeback (SetPositionInternal bit-4 sync,
/// 0x005154e1);
/// (2) the next exactly-anti-parallel push is absorbed by the seed
/// (get_object_info 0x00511d44 → adjust_offset projects to zero →
/// find_transitional_position's step-0 small-offset abort) — the
/// retail cache semantics: "still pressed against this wall";
/// (3) an oblique push escapes along the wall tangent, the step runs
/// without re-recording a collision, and the successful writeback
/// CLEARS the body's sliding state (sliding_normal_valid==0 → bit
/// 4 cleared).
/// </summary>
[Fact]
public void WallLifecycle_PersistOnBlock_AbsorbExactAntiParallel_ClearOnEscape()
{
var engine = BuildWallEngine();
var body = GroundedBody();
// ── 1. Face-on +X into the wall at x=0.5 (normal X) ─────────────
var r1 = ResolveForward(engine, body,
from: new Vector3(0.10f, 0f, 0f),
to: new Vector3(0.35f, 0f, 0f));
Assert.True(body.TransientState.HasFlag(TransientStateFlags.Sliding),
"A blocked push must persist the validate-recorded sliding normal " +
"(retail SetPositionInternal 0x005154c2 on transition success).");
Assert.True(body.SlidingNormal.X < -0.9f,
$"Persisted normal should face the mover (X); got {body.SlidingNormal}.");
Assert.True(r1.Position.X + BSPStepUpFixtures.SphereRadius
<= 0.5f + PhysicsGlobals.EPSILON * 20f,
$"The 5 m wall must block the sphere; reach={r1.Position.X + BSPStepUpFixtures.SphereRadius:F4}.");
// ── 2. Exactly-anti-parallel push again: absorbed frame ──────────
var r2 = ResolveForward(engine, body,
from: r1.Position,
to: r1.Position + new Vector3(0.15f, 0f, 0f));
Assert.False(r2.Ok,
"The seeded sliding normal projects the exactly-anti-parallel " +
"offset to zero → step-0 abort (retail find_transitional_position " +
"0050bfb7/0050c0ef). Faithful absorbed frame at a REAL wall.");
Assert.True(body.TransientState.HasFlag(TransientStateFlags.Sliding),
"A failed transition leaves the body's sliding state untouched " +
"(retail: SetPositionInternal never runs on failure).");
// ── 3. Oblique push escapes and CLEARS the persisted state ───────
var r3 = ResolveForward(engine, body,
from: r2.Position,
to: r2.Position + new Vector3(0.10f, 0.15f, 0f));
Assert.True(r3.Ok, "Oblique push must escape along the wall tangent.");
Assert.True(r3.Position.Y > r2.Position.Y + 0.05f,
$"Expected tangential advance along +Y; got Y={r3.Position.Y:F4} " +
$"(from {r2.Position.Y:F4}).");
Assert.False(body.TransientState.HasFlag(TransientStateFlags.Sliding),
"A successful transition whose steps re-record no collision must " +
"CLEAR the body's sliding state (retail SetPositionInternal " +
"0x005154e1: bit 4 synced from the transition's final " +
"sliding_normal_valid, which each step clears before its insert).");
Assert.Equal(Vector3.Zero, body.SlidingNormal);
}
}

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using System;
using System.IO;
using System.Linq;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using DatReaderWriter.Types;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
using Placement = DatReaderWriter.Enums.Placement;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #175 (2026-07-05) — read-only dat inspection for the Facility Hub door
/// (Setup 0x02000C9D, guid 0x78A020C7 in the live session). User report:
/// the door's COLLISION sits displaced to the far side of the VISUAL panel
/// (embed from one side deep enough to camera-clip; a phantom wall on the
/// other side that can push the player out of use radius).
///
/// Hypothesis under test: collision registers from the Setup's
/// PlacementFrames (ShadowShapeBuilder.FromSetup — Resting|Default|first)
/// while the rendered panel poses from the motion table's default/closed
/// state through the sequencer; retail tests the part's LIVE pose
/// (CPhysicsPart), so a door whose placement frame differs from its
/// motion-table closed pose shows exactly this offset. This test dumps both
/// poses so the divergence (or its absence) is a dat fact, not a theory.
///
/// SKIP when the dat directory is absent (CI); local runs have it.
/// </summary>
public class Issue175HubDoorPoseInspectionTests
{
private readonly ITestOutputHelper _out;
public Issue175HubDoorPoseInspectionTests(ITestOutputHelper output) => _out = output;
private const uint HubDoorSetupId = 0x02000C9Du;
[Fact]
public void HubDoorSetup_PlacementVsMotionPose_DatInspection()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var setup = dats.Get<Setup>(HubDoorSetupId);
Assert.NotNull(setup);
_out.WriteLine($"=== Setup 0x{HubDoorSetupId:X8} ===");
_out.WriteLine($" Flags = {setup!.Flags} (0x{(uint)setup.Flags:X8})");
_out.WriteLine($" Parts = {setup.Parts.Count}");
for (int i = 0; i < setup.Parts.Count; i++)
_out.WriteLine($" [{i}] gfxObj=0x{setup.Parts[i]:X8}");
_out.WriteLine($" DefaultAnimation = 0x{setup.DefaultAnimation:X8}");
_out.WriteLine($" DefaultScript = 0x{setup.DefaultScript:X8}");
_out.WriteLine($" DefaultMotionTable = 0x{setup.DefaultMotionTable:X8}");
_out.WriteLine($" CylSpheres={setup.CylSpheres.Count} Spheres={setup.Spheres.Count} Radius={setup.Radius:F3}");
foreach (var c in setup.CylSpheres)
_out.WriteLine($" cyl r={c.Radius:F3} h={c.Height:F3} origin=({c.Origin.X:F3},{c.Origin.Y:F3},{c.Origin.Z:F3})");
_out.WriteLine($" PlacementFrames = {setup.PlacementFrames.Count}");
foreach (var kv in setup.PlacementFrames)
{
_out.WriteLine($" [{kv.Key}] frames={kv.Value.Frames.Count}");
for (int i = 0; i < kv.Value.Frames.Count; i++)
{
var f = kv.Value.Frames[i];
_out.WriteLine(
$" part[{i}] pos=({f.Origin.X:F3},{f.Origin.Y:F3},{f.Origin.Z:F3}) " +
$"rot=({f.Orientation.X:F3},{f.Orientation.Y:F3},{f.Orientation.Z:F3},{f.Orientation.W:F3})");
}
}
// Part 0's physics BSP bounds — where the slab actually is in
// PART-LOCAL space (composed with the poses above for world).
foreach (uint gfxId in setup.Parts.Distinct())
{
var gfx = dats.Get<GfxObj>(gfxId);
_out.WriteLine($"=== GfxObj 0x{gfxId:X8} ===");
if (gfx is null) { _out.WriteLine(" NULL"); continue; }
var root = gfx.PhysicsBSP?.Root;
_out.WriteLine($" PhysicsBSP.Root = {(root is null ? "NULL" : "non-null")}");
if (root?.BoundingSphere is { } bs)
_out.WriteLine($" BSP bounds = ({bs.Origin.X:F3},{bs.Origin.Y:F3},{bs.Origin.Z:F3}) r={bs.Radius:F3}");
if (gfx.PhysicsPolygons is { } pp && gfx.VertexArray?.Vertices is { } verts)
{
float minX = float.MaxValue, maxX = float.MinValue;
float minY = float.MaxValue, maxY = float.MinValue;
float minZ = float.MaxValue, maxZ = float.MinValue;
foreach (var poly in pp.Values)
foreach (var vid in poly.VertexIds)
{
if (!verts.TryGetValue((ushort)vid, out var sv)) continue;
minX = Math.Min(minX, sv.Origin.X); maxX = Math.Max(maxX, sv.Origin.X);
minY = Math.Min(minY, sv.Origin.Y); maxY = Math.Max(maxY, sv.Origin.Y);
minZ = Math.Min(minZ, sv.Origin.Z); maxZ = Math.Max(maxZ, sv.Origin.Z);
}
_out.WriteLine($" Physics AABB (part-local) = X[{minX:F3},{maxX:F3}] Y[{minY:F3},{maxY:F3}] Z[{minZ:F3},{maxZ:F3}]");
}
}
// The motion-table default (closed) pose, if the setup names one:
// frame 0 of the default style's default cycle — what the sequencer
// renders for an idle closed door.
if (setup.DefaultMotionTable != 0)
{
var mt = dats.Get<MotionTable>(setup.DefaultMotionTable);
_out.WriteLine($"=== MotionTable 0x{setup.DefaultMotionTable:X8} ===");
if (mt is null) { _out.WriteLine(" NULL"); return; }
_out.WriteLine($" DefaultStyle = 0x{(uint)mt.DefaultStyle:X8}");
if (mt.Cycles.TryGetValue((int)mt.DefaultStyle, out var defCycle)
&& defCycle.Anims.Count > 0)
{
var animRef = defCycle.Anims[0];
_out.WriteLine($" default cycle anim[0] id=0x{animRef.AnimId:X8} lo={animRef.LowFrame} hi={animRef.HighFrame}");
var anim = dats.Get<Animation>(animRef.AnimId);
if (anim is not null && anim.PartFrames.Count > 0)
{
var f0 = anim.PartFrames[Math.Clamp((int)animRef.LowFrame, 0, anim.PartFrames.Count - 1)];
for (int i = 0; i < f0.Frames.Count; i++)
{
var f = f0.Frames[i];
_out.WriteLine(
$" anim frame0 part[{i}] pos=({f.Origin.X:F3},{f.Origin.Y:F3},{f.Origin.Z:F3}) " +
$"rot=({f.Orientation.X:F3},{f.Orientation.Y:F3},{f.Orientation.Z:F3},{f.Orientation.W:F3})");
}
}
else
{
_out.WriteLine(" anim NULL or no PartFrames");
}
}
else
{
_out.WriteLine(" no default-style cycle");
}
}
else
{
_out.WriteLine("=== no DefaultMotionTable on the setup ===");
}
}
/// <summary>
/// #175 derivation conformance — REAL-DAT pin for
/// <see cref="AcDream.Core.Physics.Motion.MotionTablePose.DefaultStatePartFrames"/>.
/// The first cut of the derivation looked up <c>Cycles[DefaultStyle]</c>
/// with the bare style word; the dictionary is keyed by the COMBINED
/// <c>(style &lt;&lt; 16) | substate</c> word (CMotionTable.cs:683), so it
/// always missed and the #175 fix silently no-oped. This pin loads the
/// human motion table (0x09000001 — guaranteed present, default state
/// NonCombat/Ready) and asserts the derivation actually resolves a pose.
/// </summary>
[Fact]
public void MotionTablePose_DefaultState_ResolvesOnRealTable()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var mt = dats.Get<MotionTable>(0x09000001u);
Assert.NotNull(mt);
var pose = AcDream.Core.Physics.Motion.MotionTablePose.DefaultStatePartFrames(
mt!, id => dats.Get<Animation>(id));
Assert.NotNull(pose);
_out.WriteLine($"human MT default pose parts={pose!.Count} " +
$"part0=({pose[0].Origin.X:F3},{pose[0].Origin.Y:F3},{pose[0].Origin.Z:F3})");
Assert.True(pose.Count >= 1);
}
// ── #175 fix pins: ShadowShapeBuilder partPoseOverride ──────────────
private static Setup MakeTwoPartSetup()
{
var setup = new Setup();
setup.Parts.Add(0x01000001u);
setup.Parts.Add(0x01000002u);
var placement = new AnimationFrame(2);
placement.Frames.Clear();
placement.Frames.Add(new Frame { Origin = new Vector3(0.88f, -0.44f, 1.37f),
Orientation = new Quaternion(0f, 0f, -0.966f, 0.259f) });
placement.Frames.Add(new Frame { Origin = new Vector3(-0.88f, -0.44f, 1.37f),
Orientation = new Quaternion(0f, 0f, -0.259f, 0.966f) });
setup.PlacementFrames[Placement.Default] = placement;
return setup;
}
/// <summary>
/// With a motion-table pose override, the BSP part shapes must use it —
/// the closed pose, not the ajar placement pose (the #175 offset).
/// </summary>
[Fact]
public void FromSetup_PartPoseOverride_ReplacesPlacementFrames()
{
var setup = MakeTwoPartSetup();
var closed = new[]
{
new Frame { Origin = new Vector3(0.85f, 0f, 1.37f), Orientation = Quaternion.Identity },
new Frame { Origin = new Vector3(-0.85f, 0f, 1.37f), Orientation = Quaternion.Identity },
};
var shapes = ShadowShapeBuilder.FromSetup(
setup, entScale: 1f, hasPhysicsBsp: _ => true, partPoseOverride: closed);
Assert.Equal(2, shapes.Count);
Assert.Equal(new Vector3(0.85f, 0f, 1.37f), shapes[0].LocalPosition);
Assert.Equal(Quaternion.Identity, shapes[0].LocalRotation);
Assert.Equal(new Vector3(-0.85f, 0f, 1.37f), shapes[1].LocalPosition);
}
/// <summary>
/// Null override (no motion table) keeps the pre-#175 placement-frame
/// behavior — landblock statics and table-less entities unchanged.
/// </summary>
[Fact]
public void FromSetup_NoOverride_KeepsPlacementFrames()
{
var setup = MakeTwoPartSetup();
var shapes = ShadowShapeBuilder.FromSetup(
setup, entScale: 1f, hasPhysicsBsp: _ => true);
Assert.Equal(2, shapes.Count);
Assert.Equal(new Vector3(0.88f, -0.44f, 1.37f), shapes[0].LocalPosition);
Assert.Equal(new Quaternion(0f, 0f, -0.966f, 0.259f), shapes[0].LocalRotation);
}
/// <summary>
/// A short override (fewer frames than parts) falls back to placement
/// frames — a mismatched motion table must not misplace collision.
/// </summary>
[Fact]
public void FromSetup_ShortOverride_FallsBackPerPart()
{
var setup = MakeTwoPartSetup();
var shortOverride = new[]
{
new Frame { Origin = new Vector3(0.85f, 0f, 1.37f), Orientation = Quaternion.Identity },
};
var shapes = ShadowShapeBuilder.FromSetup(
setup, entScale: 1f, hasPhysicsBsp: _ => true, partPoseOverride: shortOverride);
Assert.Equal(2, shapes.Count);
Assert.Equal(new Vector3(0.85f, 0f, 1.37f), shapes[0].LocalPosition); // override
Assert.Equal(new Vector3(-0.88f, -0.44f, 1.37f), shapes[1].LocalPosition); // placement fallback
}
}

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using System;
using System.IO;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #176/#177 membership half: production [cell-transit] lines
/// (launch-137-gate2.log) fire 0.10.6 m PAST the portal plane in the travel
/// direction (016E→017A at x=85.3385.47 vs the plane at x=85.00), while the
/// dat CellBSP volumes partition EXACTLY at the plane
/// (Issue176177DungeonSeamInspectionTests.SeamCells_CellBspContainment) —
/// retail's center-only point_in_cell flips at the plane. The render root
/// (viewer cell) resolves through the same machinery; while it lags, the
/// portal flood correctly refuses the boundary portal the eye has already
/// crossed and the whole forward chain drops (the purple seam flash /
/// stair pop). This replay measures OUR resolver's flip point across the
/// x=85 seam in a controlled run.
/// </summary>
public class Issue176177SeamTransitLagTests
{
private const uint SeamCellWest = 0x8A02016Eu; // x 75..85
private const uint SeamCellEast = 0x8A02017Au; // x 85..88.33
private readonly ITestOutputHelper _out;
public Issue176177SeamTransitLagTests(ITestOutputHelper output) => _out = output;
private static string? ResolveDatDir()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
return Directory.Exists(datDir) ? datDir : null;
}
private static PhysicsEngine BuildEngine(DatCollection dats)
{
var engine = new PhysicsEngine();
engine.DataCache = new PhysicsDataCache();
var toLoad = new System.Collections.Generic.HashSet<uint> { SeamCellWest, SeamCellEast };
for (int ring = 0; ring < 3; ring++)
{
foreach (var known in new System.Collections.Generic.List<uint>(toLoad))
{
var cell = dats.Get<EnvCell>(known);
if (cell is null) continue;
foreach (var p in cell.CellPortals)
toLoad.Add(0x8A020000u | p.OtherCellId);
}
}
foreach (var cellId in toLoad)
{
var envCell = dats.Get<EnvCell>(cellId);
if (envCell is null) continue;
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
if (environment is null) continue;
if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cs)) continue;
var rot = new Quaternion(
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
var world = Matrix4x4.CreateFromQuaternion(rot)
* Matrix4x4.CreateTranslation(
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
engine.DataCache.CacheCellStruct(cellId, envCell, cs!, world);
}
return engine;
}
private static PhysicsBody GroundedBody()
{
var body = new PhysicsBody();
body.ContactPlaneValid = true;
body.ContactPlane = new Plane(Vector3.UnitZ, 6f);
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
body.WalkablePolygonValid = true;
body.WalkablePlane = new Plane(Vector3.UnitZ, 6f);
body.WalkableUp = Vector3.UnitZ;
body.WalkableVertices = new[]
{
new Vector3(75f, -41.67f, -6f),
new Vector3(85f, -41.67f, -6f),
new Vector3(85f, -38.33f, -6f),
new Vector3(75f, -38.33f, -6f),
};
return body;
}
/// <summary>
/// Run +X across the x=85 seam at run-speed tick steps (13.5 cm/tick ≈
/// 4 m/s at 30 Hz) and record where ResolveWithTransition's CellId flips.
/// Retail (center-only point_in_cell, exact-partition CellBSP) flips on
/// the first tick whose END position is past x=85.00 — any flip later
/// than one step past the plane is OUR lag.
/// </summary>
[Theory]
[InlineData(+1)] // west → east across x=85
[InlineData(-1)] // east → west back across
public void RunAcrossSeam_CellFlipPosition(int direction)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var engine = BuildEngine(dats);
var body = GroundedBody();
const float step = 0.135f;
float startX = direction > 0 ? 83.8f : 86.2f;
uint cell = direction > 0 ? SeamCellWest : SeamCellEast;
var pos = new Vector3(startX, -40f, -6f);
float? flipX = null;
for (int tick = 0; tick < 26; tick++)
{
var target = pos + new Vector3(direction * step, 0f, 0f);
var r = engine.ResolveWithTransition(
currentPos: pos,
targetPos: target,
cellId: cell,
sphereRadius: 0.48f,
sphereHeight: 1.835f,
stepUpHeight: 0.4f,
stepDownHeight: 0.4f,
isOnGround: true,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
bool flipped = r.CellId != cell;
_out.WriteLine($"tick={tick,2} pos=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) " +
$"cell=0x{r.CellId:X8} ok={r.Ok}{(flipped ? " <<< FLIP" : "")}");
if (flipped && flipX is null)
flipX = r.Position.X;
cell = r.CellId;
pos = r.Position;
if (direction > 0 && pos.X > 86.4f) break;
if (direction < 0 && pos.X < 83.6f) break;
}
Assert.NotNull(flipX);
float lag = direction > 0 ? flipX!.Value - 85.00f : 85.00f - flipX!.Value;
_out.WriteLine($"flip at x={flipX:F3} → lag past the plane = {lag:F3} m " +
$"(one-tick quantization bound = {step:F3} m)");
// Diagnostic, not a pin: the finding is the printed lag. A lag beyond
// one tick step is the divergence under investigation.
}
}

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using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Tests.Conformance;
using DatReaderWriter;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #180 residual — the camera-sweep SAWTOOTH in the Facility Hub corridor
/// (0x8A020164), root-caused to a dead <c>BSPQuery.AdjustToPlane</c>:
/// acdream (via ACE's misdecoded port) had the PerfectClip exact-contact
/// machinery structurally inverted so it ALWAYS failed, and every PathClipped
/// camera stop reverted to the previous transition-step boundary instead of
/// the contact point. Live signature (launch-180-verify.log): the stateful
/// sought re-extends ~3 mm/frame, the sweep passes silently until the step
/// containing the contact, then clips a whole step (~0.27 m) back — a ~19 Hz
/// sawtooth; the pre-stateful camera flipped 1-step vs 2-step backoffs
/// (pulledIn 0.27 ↔ 0.53) — the ORIGINAL #176 stripe strobe.
///
/// This replay walks sweep targets along the exact captured ray
/// (pivot → the [flap-sweep] in= of idx 28882) across the wall behind the
/// spawn camera, against the REAL cell BSP. It pins the retail-faithful
/// stop behavior (BSPTREE::adjust_to_plane 0x00539bf0, pseudocode
/// docs/research/2026-07-06-adjust-to-plane-pseudocode.md):
///
/// 1. targets short of first touch pass unclipped (the wall plane is
/// genuinely ~1.61 m out along this ray: dist(center,plane) &gt; r);
/// 2. every target past first touch CONTACTS (no silent pass-through
/// band — pre-fix, targets embedded up to ~0.25 m passed);
/// 3. the clipped eye is the CONSTANT surface-contact point (pre-fix it
/// tracked the target one step back: eyeBack = s ~0.27).
/// </summary>
public class Issue180CorridorSweepHysteresisReplayTests
{
private readonly ITestOutputHelper _out;
public Issue180CorridorSweepHysteresisReplayTests(ITestOutputHelper output) => _out = output;
private const float ViewerSphereRadius = 0.3f; // retail viewer_sphere (acclient :93314)
private const uint FacilityHubLandblock = 0x8A020000u;
private const uint CorridorCell = 0x8A020164u;
// [flap-cam] player=(70.58,-40.16,-5.90) (parked spawn) + PivotHeight 1.5.
private static readonly Vector3 Pivot = new(70.58f, -40.16f, -4.40f);
// [flap-sweep] idx 28882: the captured in= that clipped (the sawtooth's deep edge).
private static readonly Vector3 THit = new(70.366051f, -38.628315f, -3.935829f);
private static (PhysicsEngine, PhysicsDataCache) BuildCorridorEngine(DatCollection dats)
{
var cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
for (uint low = 0x0100u; low <= 0x01FFu; low++)
{
uint id = FacilityHubLandblock | low;
try { ConformanceDats.LoadEnvCell(dats, cache, id); }
catch (InvalidOperationException) { /* cell id not present in this dungeon */ }
}
var heights = new byte[81];
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
engine.AddLandblock(FacilityHubLandblock, new TerrainSurface(heights, heightTable),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
return (engine, cache);
}
/// <summary>Mirror of PhysicsCameraCollisionProbe.SweepEye's transition call.</summary>
private static ResolveResult SweepViewer(PhysicsEngine engine, Vector3 pivot, Vector3 desiredEye, uint cellId)
{
uint startCell = cellId;
if ((cellId & 0xFFFFu) >= 0x0100u)
{
var (pivotCell, found) = engine.AdjustPosition(cellId, pivot);
if (found) startCell = pivotCell;
}
Vector3 begin = pivot - new Vector3(0f, 0f, ViewerSphereRadius);
Vector3 end = desiredEye - new Vector3(0f, 0f, ViewerSphereRadius);
return engine.ResolveWithTransition(
currentPos: begin,
targetPos: end,
cellId: startCell,
sphereRadius: ViewerSphereRadius,
sphereHeight: 0f,
stepUpHeight: 0f,
stepDownHeight: 0f,
isOnGround: false,
body: null,
moverFlags: ObjectInfoState.IsViewer | ObjectInfoState.PathClipped
| ObjectInfoState.FreeRotate | ObjectInfoState.PerfectClip,
movingEntityId: 0);
}
[Fact]
public void ClippedStop_IsTheContactPoint_NotAStepBoundary()
{
var datDir = ConformanceDats.ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var (engine, _) = BuildCorridorEngine(dats);
Vector3 dir = Vector3.Normalize(THit - Pivot);
var clippedEyeBacks = new List<float>();
for (float s = 1.20f; s <= 1.75f; s += 0.025f)
{
Vector3 target = Pivot + dir * s;
var r = SweepViewer(engine, Pivot, target, CorridorCell);
Vector3 eye = r.Position + new Vector3(0f, 0f, ViewerSphereRadius);
float eyeBack = Vector3.Distance(Pivot, eye);
_out.WriteLine(FormattableString.Invariant(
$"s={s:F3} eyeBack={eyeBack:F3} collNorm={r.CollisionNormalValid}"));
if (s <= 1.55f)
{
// (1) Short of first touch (~1.61 m): the sweep must reach the target.
Assert.False(r.CollisionNormalValid,
$"s={s:F3}: no wall within reach, sweep must not clip");
Assert.True(MathF.Abs(eyeBack - s) < 0.01f,
$"s={s:F3}: unclipped sweep must reach the target, got eyeBack={eyeBack:F3}");
}
else if (s >= 1.65f)
{
// (2) Past first touch: every target must contact — the pre-fix
// defect passed targets embedded up to ~0.25 m unclipped.
Assert.True(r.CollisionNormalValid,
$"s={s:F3}: target past the wall must clip");
clippedEyeBacks.Add(eyeBack);
}
}
// (3) The clipped stop is the constant surface-contact point. Pre-fix the
// stop tracked the target one step back (eyeBack = s ~0.27, spread
// ≈ 0.10 m over this range); retail's adjust_to_plane commits the
// last-clear time within a 0.02 window of the contact.
Assert.True(clippedEyeBacks.Count >= 4, "expected several clipped samples");
float min = float.MaxValue, max = float.MinValue;
foreach (var e in clippedEyeBacks) { min = MathF.Min(min, e); max = MathF.Max(max, e); }
Assert.True(max - min < 0.03f,
$"clipped stops must be one contact point, got spread {max - min:F3} m ({min:F3}..{max:F3})");
}
}

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using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// End-to-end (Core) proof of the #182 airborne-stuck fix: a jump velocity blocked by a
/// creature BLEEDS to zero within a few frames so gravity can resume — the player falls /
/// glides off instead of hanging in the falling animation. Chains the same steps the
/// PlayerMovementController per-frame loop runs, minus the App layer:
/// integrate (UpdatePhysicsInternal + gravity) → ResolveWithTransition → apply →
/// handle_all_collisions (PhysicsObjUpdate).
/// Before the rebuild the velocity persisted (only an airborne-only reflect that barely
/// touched +Z against a near-horizontal normal); now fs>1 zeros it.
/// </summary>
public class Issue182CrowdJumpTests
{
private readonly ITestOutputHelper _out;
public Issue182CrowdJumpTests(ITestOutputHelper output) => _out = output;
private const uint Lb = 0xA9B40000u;
private const uint Cell = Lb | 0x0001u;
private const float R = 0.48f, H = 1.835f, StepUp = 0.60f, StepDown = 0.04f;
private const float Dt = 1f / 30f; // one physics quantum
private static PhysicsEngine BuildEngine()
{
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
engine.AddLandblock(Lb, new TerrainSurface(new byte[81], new float[256]),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
return engine;
}
private static void RegisterCreatureAt(PhysicsEngine e, uint id, Vector3 c)
=> e.ShadowObjects.Register(id, 0u, c, Quaternion.Identity, R,
0f, 0f, Lb, ShadowCollisionType.Sphere, 0f, 1f, 0u,
EntityCollisionFlags.IsCreature, isStatic: false);
[Fact]
public void BlockedJump_VelocityBleedsToZero_ThenGravityResumes()
{
var engine = BuildEngine();
RegisterCreatureAt(engine, 0xC0B0u, new Vector3(12f, 10f, 4.5f)); // creature overhead
var body = new PhysicsBody
{
Position = new Vector3(12f, 10f, 3.0f),
Orientation = Quaternion.Identity,
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
TransientState = TransientStateFlags.None, // airborne
Velocity = new Vector3(0f, 0f, 12f), // a jump: moving straight up
};
uint cell = Cell;
bool bled = false;
for (int frame = 0; frame < 20; frame++)
{
// 1) integrate velocity + gravity into a candidate (mirrors the controller's §4).
var pre = body.Position;
body.calc_acceleration();
body.UpdatePhysicsInternal(Dt);
var post = body.Position;
bool candidateMoved = post != pre; // retail candidate != m_position gate
// 2) resolve the candidate against the crowd.
var r = engine.ResolveWithTransition(pre, post, cell, R, H, StepUp, StepDown,
isOnGround: false, body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
// 3) apply + contact determination (mirrors the controller's SetPositionInternal).
bool prevOnWalkable = body.OnWalkable;
body.Position = r.Position;
cell = r.CellId;
if (r.IsOnGround && body.Velocity.Z <= 0f)
{
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
body.calc_acceleration();
if (body.Velocity.Z < 0f) body.Velocity = new Vector3(body.Velocity.X, body.Velocity.Y, 0f);
}
else
{
body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
body.calc_acceleration();
}
// 4) handle_all_collisions: reflect (fsf<=1) or zero (fsf>1) — but ONLY when the
// candidate moved (retail skips SetPositionInternal otherwise), so gravity can
// rebuild the velocity after the bleed instead of it being re-zeroed each frame.
if (candidateMoved)
PhysicsObjUpdate.HandleAllCollisions(body,
r.CollisionNormalValid, r.CollisionNormal,
prevContact: false, prevOnWalkable, nowOnWalkable: body.OnWalkable);
_out.WriteLine($"frame{frame,2}: z={body.Position.Z:F3} vz={body.Velocity.Z:F3} " +
$"fsf={body.FramesStationaryFall}");
// The upward jump velocity must collapse to ~0 (or reverse to falling) within a few
// frames of being blocked — the bleed. Before the fix it persisted near +12.
if (frame >= 1 && frame <= 6 && body.Velocity.Z <= 0.5f)
bled = true;
}
Assert.True(bled, "the blocked jump velocity must bleed to ~0 within a few frames (fsf>1 → v=0)");
// After bleeding, gravity has taken over — the body is no longer being shoved upward.
Assert.True(body.Velocity.Z <= 0.5f, $"velocity should not persist upward; got vz={body.Velocity.Z:F3}");
}
}

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using System;
using System.IO;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
using Plane = System.Numerics.Plane;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #185 outdoor-stairs phantom (2026-07-08) — dat-free reproduction of the
/// house-on-stilts staircase jam. The stairs are a continuous, COPLANAR
/// 38.7° ramp built from stacked step-box objects (gfxObj 0x01000AC5); the
/// tread quads abut at 0.5 m seams that fall on object boundaries. Walking
/// up, at one seam the grounded forward move loses its contact plane and the
/// step-down recovery cannot reach the coplanar (at-level) continuation, so
/// <c>EdgeSlideAfterStepDownFailed</c> → <c>PrecipiceSlide</c> fabricates the
/// tread-edge normal <c>(0,±0.78,±0.62)</c>, which <c>SetSlidingNormal</c>
/// horizontalises to <c>(0,±1,0)</c> — absorbing the +Y up-stairs motion into
/// a pure sideways slide (the #137 / TS-4 family). A jump's +Z clears it.
///
/// <para>
/// Fixtures captured live this session: the player pins at world
/// <c>(131.71, 77.914, 61.485)</c> with <c>slidingNormal=(0,1,0)</c> and a
/// re-fabricated <c>collisionNormal=(0,0.78,0.62)</c>; the tread the player is
/// grounded on has world verts <c>(132.75,77.495,61.015)…</c>. The step-box
/// geometry is hydrated from the captured gfxobj dump
/// (<c>Fixtures/issue185/0x01000AC5.gfxobj.json</c>) so the test is
/// self-contained (no dat) and CI-runnable.
/// </para>
///
/// <para>
/// The step origins march +0.5 world-Y / +0.4 world-Z (matching every observed
/// <c>[resolve-bldg]</c> origin: 75.2/75.7/76.2/76.7/77.2). The player's tread
/// (k=4) is pinned to origin <c>(132.0, 77.245, 60.415)</c> by the captured
/// walkable verts. k=0..7 are registered to span the jam seam + the
/// continuation the player must climb onto.
/// </para>
/// </summary>
public class Issue185OutdoorStairsSeamReplayTests
{
private readonly ITestOutputHelper _out;
public Issue185OutdoorStairsSeamReplayTests(ITestOutputHelper output) => _out = output;
private const uint StairCellId = 0xF682002Cu; // outdoor landcell (low16 = 0x2C < 0x100)
private const uint StairLandblock = 0xF6820000u;
private const uint StepGfxObjId = 0x01000AC5u;
private const int StepCount = 8;
// A +90°-about-Z-rotated step-box maps its local tread normal
// (-0.625,0,0.781) → world (0,-0.625,0.781) (the captured tread plane).
private static readonly Quaternion StepRot =
Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f);
// k=4 tread lands at the captured walkable verts when the step origin is
// (132.0, 77.245, 60.415); step k origin = this + k·(0, 0.5, 0.4), k4 offset.
private static readonly Vector3 Step0Origin = new(132.0f, 75.245f, 58.815f);
private static PhysicsEngine BuildStairEngine()
{
var cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
// Hydrate the step-box collision geometry from the captured dump.
var dumpPath = Path.Combine(SolutionRoot(), "tests", "AcDream.Core.Tests",
"Fixtures", "issue185", "0x01000AC5.gfxobj.json");
Assert.True(File.Exists(dumpPath), $"Missing fixture: {dumpPath}");
var physics = GfxObjDumpSerializer.Hydrate(GfxObjDumpSerializer.Read(dumpPath));
cache.RegisterGfxObjForTest(StepGfxObjId, physics);
float bspR = physics.BoundingSphere?.Radius ?? 1.06f;
// Stub landblock (terrain far below Z=61) so the outdoor context resolves
// without the player's grounding ever seeing terrain — it stands on the treads.
var heights = new byte[81];
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
engine.AddLandblock(
landblockId: StairLandblock,
terrain: new TerrainSurface(heights, heightTable),
cells: Array.Empty<CellSurface>(),
portals: Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
for (int k = 0; k < StepCount; k++)
{
var origin = Step0Origin + new Vector3(0f, 0.5f * k, 0.4f * k);
engine.ShadowObjects.Register(
entityId: 0xF6820100u + (uint)k,
gfxObjId: StepGfxObjId,
worldPos: origin,
rotation: StepRot,
radius: bspR,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: StairLandblock,
collisionType: ShadowCollisionType.BSP,
scale: 1.0f,
seedCellId: StairCellId);
}
return engine;
}
private static PhysicsBody GroundedOnTread()
{
var tread = new Plane(new Vector3(0f, -0.62469506f, 0.78086877f), 0.765995f);
return new PhysicsBody
{
Position = new Vector3(131.72375f, 77.49132f, 61.146755f),
Orientation = Quaternion.Identity,
ContactPlaneValid = true,
ContactPlane = tread,
ContactPlaneCellId = StairCellId,
WalkablePolygonValid = true,
WalkablePlane = tread,
WalkableUp = Vector3.UnitZ,
WalkableVertices = new[]
{
new Vector3(132.75f, 77.495f, 61.015f),
new Vector3(131.25f, 77.495f, 61.015f),
new Vector3(131.25f, 76.995f, 60.615f),
new Vector3(132.75f, 76.995f, 60.615f),
},
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
};
}
/// <summary>
/// Drive a held-forward run up the ramp (flat +Y target each tick, physics
/// climbs Z via contact projection — as the movement controller sends it).
/// The player must climb PAST the tread seam (Y &gt; 78.1); pre-fix it pins
/// at ~77.9 and persists a horizontal sliding normal = the wedge.
/// </summary>
[Fact]
public void OutdoorStairs_ForwardRun_ClimbsPastSeam_NoWedge()
{
var engine = BuildStairEngine();
var body = GroundedOnTread();
var pos = body.Position;
uint cell = StairCellId;
ResolveResult r = default;
for (int i = 0; i < 12; i++)
{
var target = new Vector3(pos.X, pos.Y + 0.2f, pos.Z); // flat +Y; physics climbs
r = engine.ResolveWithTransition(
currentPos: pos,
targetPos: target,
cellId: cell,
sphereRadius: 0.48f,
sphereHeight: 1.835f,
stepUpHeight: 0.6f,
stepDownHeight: 1.5f,
isOnGround: true,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0x01000000u);
_out.WriteLine(
$"f{i}: out=({r.Position.X:F3},{r.Position.Y:F3},{r.Position.Z:F3}) cell=0x{r.CellId:X8} " +
$"cnV={r.CollisionNormalValid} cn=({r.CollisionNormal.X:F2},{r.CollisionNormal.Y:F2},{r.CollisionNormal.Z:F2}) " +
$"sliding={body.TransientState.HasFlag(TransientStateFlags.Sliding)} " +
$"sN=({body.SlidingNormal.X:F2},{body.SlidingNormal.Y:F2},{body.SlidingNormal.Z:F2})");
pos = r.Position;
cell = r.CellId;
body.Position = pos;
}
Assert.True(pos.Y > 78.10f,
$"Player must climb past the tread seam (reached Y={pos.Y:F3}); pinned at ~77.9 = the " +
$"#185 fabricated-precipice wedge (PrecipiceSlide horizontal sliding normal absorbs +Y).");
Assert.False(body.TransientState.HasFlag(TransientStateFlags.Sliding),
"A continuous walkable ramp seam must not persist a horizontal sliding normal (#137 family).");
}
private static string SolutionRoot()
{
var dir = AppContext.BaseDirectory;
while (!string.IsNullOrEmpty(dir))
{
if (File.Exists(Path.Combine(dir, "AcDream.slnx")))
return dir;
dir = Path.GetDirectoryName(dir);
}
throw new InvalidOperationException(
"Could not locate AcDream.slnx from " + AppContext.BaseDirectory);
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Numerics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #186 diagnostic (report-only): dump the render-shell + collision geometry of the
/// connecting-room grey-flap cells (0xF6820116 player room, 0xF6820117 next room,
/// 0xF6820118 the connector root where the frame greys). Answers: is 0118 a CLOSED
/// shell (walls/floor/ceiling covering every direction bar the portal apertures) or a
/// bare connector? And does it carry collision geometry (so the camera sweep would
/// hard-stop) or none (so the boom coasts to a degenerate spot)? Skips without the dat.
/// </summary>
public class Issue186ConnectorCellGeometryInspectionTests
{
private readonly ITestOutputHelper _out;
public Issue186ConnectorCellGeometryInspectionTests(ITestOutputHelper output) => _out = output;
private static string? DatDir()
{
var d = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile), "Documents", "Asheron's Call");
return Directory.Exists(d) ? d : null;
}
[Fact]
public void Dump_ConnectorCells_ShellAndCollision()
{
var datDir = DatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
foreach (uint cellId in new[] { 0xF6820116u, 0xF6820117u, 0xF6820118u })
{
var env = dats.Get<EnvCell>(cellId);
if (env is null) { _out.WriteLine($"cell 0x{cellId:X8}: EnvCell NOT FOUND"); continue; }
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | env.EnvironmentId);
environment!.Cells.TryGetValue(env.CellStructure, out var cs);
var portals = env.CellPortals?.Select(p => $"0x{(0xF6820000u | p.OtherCellId):X8}") ?? Enumerable.Empty<string>();
_out.WriteLine($"=== cell 0x{cellId:X8} envId=0x{env.EnvironmentId:X4} struct={env.CellStructure} " +
$"pos=({env.Position.Origin.X:F2},{env.Position.Origin.Y:F2},{env.Position.Origin.Z:F2}) ===");
_out.WriteLine($" CellPortals -> [{string.Join(",", portals)}] VisibleCells={env.VisibleCells?.Count ?? 0}");
if (cs is null) { _out.WriteLine(" CellStruct: NULL"); continue; }
int renderPolys = cs.Polygons?.Count ?? 0;
int physPolys = cs.PhysicsPolygons?.Count ?? 0;
bool physBsp = cs.PhysicsBSP?.Root is not null;
bool cellBsp = cs.CellBSP?.Root is not null;
_out.WriteLine($" renderPolys={renderPolys} physicsPolys={physPolys} physicsBSP={(physBsp ? "YES" : "NO")} cellBSP={(cellBsp ? "YES" : "NO")}");
// Render-shell normal coverage: bucket each render poly's local normal by
// dominant axis to see whether the shell encloses (has +/-X,+/-Y,+/-Z faces).
if (cs.Polygons is not null && cs.VertexArray?.Vertices is not null)
{
var buckets = new Dictionary<string, int>();
foreach (var poly in cs.Polygons.Values)
{
var n = PolyNormal(poly, cs.VertexArray);
if (n is null) continue;
buckets.TryGetValue(DomAxis(n.Value), out int c);
buckets[DomAxis(n.Value)] = c + 1;
}
_out.WriteLine(" render-shell normal buckets: " +
string.Join(" ", buckets.OrderBy(k => k.Key).Select(k => $"{k.Key}={k.Value}")));
}
}
}
/// <summary>
/// #186 root-cause probe (report-only): for every portal of the three connector
/// cells, reproduce acdream's RENDER side test (centroid-derived InsideSide,
/// GameWindow.cs:7425-7438 + PortalVisibilityBuilder.cs:857-864) and compare it to
/// the dat <c>PortalSide</c> bit that retail's PView::InitCell (0x005a4b70) and
/// acdream's own PHYSICS path (CellTransit.cs:190) use. Evaluates each at the live
/// retail/acdream grey-pose eye. The retail cdb trace proved retail ADMITS 0118->0116
/// at this eye; acdream CULLs it. This dump shows whether the centroid InsideSide
/// disagrees with the dat PortalSide for 0118->0116 (the fix) and AGREES elsewhere
/// (so the fix is surgical, not a global side-test change).
/// </summary>
[Fact]
public void PortalSide_CentroidVsDatBit_AtGreyEye()
{
var datDir = DatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
// Live grey-pose eye (fresh HEAD capture + retail cdb trace both ~here).
var eyeWorld = new Vector3(135.51f, 83.32f, 69.16f);
var disagreements = new List<string>(); // portals where centroid != dat bit
bool sawConnectorBackPortal = false; // the 0118->0116 case
bool connectorCentroidCulls = false, connectorDatAdmits = false;
foreach (uint cellId in new[] { 0xF6820116u, 0xF6820117u, 0xF6820118u })
{
var env = dats.Get<EnvCell>(cellId);
if (env is null) { _out.WriteLine($"cell 0x{cellId:X8}: EnvCell NOT FOUND"); continue; }
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | env.EnvironmentId);
if (environment is null || !environment.Cells.TryGetValue(env.CellStructure, out var cs) || cs is null)
{ _out.WriteLine($"cell 0x{cellId:X8}: no CellStruct"); continue; }
var origin = new Vector3(env.Position.Origin.X, env.Position.Origin.Y, env.Position.Origin.Z);
var orient = new Quaternion(env.Position.Orientation.X, env.Position.Orientation.Y,
env.Position.Orientation.Z, env.Position.Orientation.W);
var world = Matrix4x4.CreateFromQuaternion(orient) * Matrix4x4.CreateTranslation(origin);
Matrix4x4.Invert(world, out var inverse);
var localEye = Vector3.Transform(eyeWorld, inverse);
// Centroid = AABB center over ALL cell verts (GameWindow.cs:7373-7394).
var bmin = new Vector3(float.MaxValue); var bmax = new Vector3(float.MinValue);
foreach (var kv in cs.VertexArray!.Vertices)
{ var p = new Vector3(kv.Value.Origin.X, kv.Value.Origin.Y, kv.Value.Origin.Z);
bmin = Vector3.Min(bmin, p); bmax = Vector3.Max(bmax, p); }
var centroid = (bmin + bmax) * 0.5f;
_out.WriteLine($"=== cell 0x{cellId:X8} localEye=({localEye.X:F2},{localEye.Y:F2},{localEye.Z:F2}) ===");
foreach (var portal in env.CellPortals!)
{
if (!cs.Polygons!.TryGetValue(portal.PolygonId, out var poly) || poly.VertexIds is null || poly.VertexIds.Count < 3)
{ _out.WriteLine($" p->0x{portal.OtherCellId:X4}: no poly"); continue; }
Vector3 V(int k) { var v = cs.VertexArray.Vertices[(ushort)poly.VertexIds[k]]; return new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z); }
var p0 = V(0); var p1 = V(1); var p2 = V(2);
var normal = Vector3.Normalize(Vector3.Cross(p1 - p0, p2 - p0));
float d = -Vector3.Dot(normal, p0);
float centroidDot = Vector3.Dot(normal, centroid) + d;
int centroidInside = centroidDot >= 0 ? 0 : 1;
ushort flags = (ushort)portal.Flags;
bool portalSide = (flags & 0x2) == 0; // PortalInfo.cs:44 / CellPortal.cs:24
int datInside = portalSide ? 1 : 0; // mapping derived from retail InitCell + physics CellTransit
float eyeDot = Vector3.Dot(normal, localEye) + d;
const float eps = 0.01f;
bool admitCentroid = centroidInside == 0 ? eyeDot >= -eps : eyeDot <= eps;
bool admitDat = datInside == 0 ? eyeDot >= -eps : eyeDot <= eps;
if (centroidInside != datInside)
disagreements.Add($"0x{cellId & 0xFFFF:X4}->0x{portal.OtherCellId:X4}");
if (cellId == 0xF6820118u && portal.OtherCellId == 0x0116)
{
sawConnectorBackPortal = true;
connectorCentroidCulls = !admitCentroid;
connectorDatAdmits = admitDat;
}
string flag = centroidInside != datInside ? " <<< DISAGREE" : "";
string verdict = admitCentroid != admitDat ? $" centroid={(admitCentroid ? "ADMIT" : "CULL")} dat={(admitDat ? "ADMIT" : "CULL")}" : "";
_out.WriteLine($" p->0x{portal.OtherCellId:X4} flags=0x{flags:X2} PortalSide={portalSide,-5} " +
$"centroidInside={centroidInside} datInside={datInside} eyeDot={eyeDot,7:F3} " +
$"admit[centroid={admitCentroid,-5} dat={admitDat,-5}]{flag}{verdict}");
}
}
// Root cause + fix pins (the retail cdb trace is the oracle: retail draws 0116
// from the 0118 root at this eye; acdream's centroid rule culled it → grey).
Assert.True(sawConnectorBackPortal, "0xF6820118->0116 portal not found in the dat");
Assert.True(connectorCentroidCulls, "the OLD centroid rule should CULL 0118->0116 at the grey eye (the bug)");
Assert.True(connectorDatAdmits, "the dat PortalSide bit should ADMIT 0118->0116 at the grey eye (the fix, matches retail)");
// Surgical: the ONLY portal across these three cells where the centroid rule
// disagrees with the dat bit is the one #186 breaks. If this list ever grows,
// the centroid→dat-bit switch is no longer a no-op for the working portals.
Assert.Equal(new[] { "0x0118->0x0116" }, disagreements.ToArray());
}
private static Vector3? PolyNormal(DatReaderWriter.Types.Polygon poly, DatReaderWriter.Types.VertexArray va)
{
if (poly.VertexIds is null || poly.VertexIds.Count < 3) return null;
if (!va.Vertices.TryGetValue((ushort)poly.VertexIds[0], out var a)) return null;
if (!va.Vertices.TryGetValue((ushort)poly.VertexIds[1], out var b)) return null;
if (!va.Vertices.TryGetValue((ushort)poly.VertexIds[2], out var c)) return null;
var n = Vector3.Cross(
new Vector3(b.Origin.X, b.Origin.Y, b.Origin.Z) - new Vector3(a.Origin.X, a.Origin.Y, a.Origin.Z),
new Vector3(c.Origin.X, c.Origin.Y, c.Origin.Z) - new Vector3(a.Origin.X, a.Origin.Y, a.Origin.Z));
return n.LengthSquared() < 1e-9f ? (Vector3?)null : Vector3.Normalize(n);
}
private static string DomAxis(Vector3 n)
{
float ax = MathF.Abs(n.X), ay = MathF.Abs(n.Y), az = MathF.Abs(n.Z);
if (ax >= ay && ax >= az) return n.X >= 0 ? "+X" : "-X";
if (ay >= ax && ay >= az) return n.Y >= 0 ? "+Y" : "-Y";
return n.Z >= 0 ? "+Z" : "-Z";
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using DatReaderWriter.Types;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #188 root-cause evidence (report-only): decode the REAL dat MotionTable
/// for the "Pedestal Weak Spot" fading-wall entity identified live
/// (guid 0x7C95B03B, MotionTableId 0x090000F9, Setup 0x02000D55). CONFIRMED:
/// its open cycle carries EtherealHook + TransparentPartHook + SoundTableHook
/// — a translucency-fade effect, not part-transform motion — and acdream has
/// no registered <see cref="IAnimationHookSink"/> that consumes Transparent/
/// NoDraw/Ethereal/ReplaceObject/Scale hooks (only Particle/Lighting/Audio are
/// wired). Kept as a reusable decoder for any future "why doesn't this
/// animate" question — swap the MotionTableId.
/// </summary>
public class Issue188FadingDoorMotionTableInspectionTests
{
private readonly ITestOutputHelper _out;
public Issue188FadingDoorMotionTableInspectionTests(ITestOutputHelper output) => _out = output;
private static string? DatDir()
{
var d = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile), "Documents", "Asheron's Call");
return Directory.Exists(d) ? d : null;
}
[Fact]
public void Reflect_DatReaderWriter_HookTypes()
{
// Dump the DatReaderWriter assembly's hook-related type shapes so the
// real data-walk test below uses correct field names (no guessing).
var asm = typeof(MotionTable).Assembly;
_out.WriteLine($"assembly: {asm.FullName}");
foreach (var t in asm.GetTypes().Where(t => t.Name.Contains("Hook", StringComparison.OrdinalIgnoreCase)))
{
_out.WriteLine($"=== type {t.FullName} (base={t.BaseType?.Name}) ===");
foreach (var p in t.GetProperties(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly))
_out.WriteLine($" [prop] {p.PropertyType.Name} {p.Name}");
foreach (var f in t.GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly))
_out.WriteLine($" [field] {f.FieldType.Name} {f.Name}");
}
void DumpMembers(Type t, string label)
{
_out.WriteLine($"=== {label} ({t.FullName}) ===");
foreach (var p in t.GetProperties(BindingFlags.Public | BindingFlags.Instance))
_out.WriteLine($" [prop] {p.PropertyType} {p.Name}");
foreach (var f in t.GetFields(BindingFlags.Public | BindingFlags.Instance))
_out.WriteLine($" [field] {f.FieldType} {f.Name}");
}
DumpMembers(typeof(MotionData), "MotionData");
DumpMembers(asm.GetTypes().First(t => t.Name == "AnimData"), "AnimData");
DumpMembers(typeof(Animation), "Animation");
var frameType = asm.GetTypes().FirstOrDefault(t => t.Name is "AnimationFrame" or "AnimFrame");
if (frameType is not null) DumpMembers(frameType, frameType.Name);
var qdiType = asm.GetTypes().FirstOrDefault(t => t.Name.StartsWith("QualifiedDataId"));
if (qdiType is not null) DumpMembers(qdiType, qdiType.Name);
}
[Fact]
public void Dump_PedestalWeakSpot_MotionTable_HookContents()
{
var datDir = DatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
const uint MotionTableId = 0x090000F9u; // live-captured from the Pedestal Weak Spot entity
var mtable = dats.Get<MotionTable>(MotionTableId);
if (mtable is null) { _out.WriteLine($"MotionTable 0x{MotionTableId:X8} NOT FOUND"); return; }
_out.WriteLine($"MotionTable 0x{MotionTableId:X8}: DefaultStyle=0x{(uint)mtable.DefaultStyle:X8}");
var allMotionData = new List<(string source, MotionData md)>();
foreach (var kv in mtable.Cycles) allMotionData.Add(($"Cycles[{kv.Key:X}]", kv.Value));
foreach (var kv in mtable.Modifiers) allMotionData.Add(($"Modifiers[{kv.Key:X}]", kv.Value));
foreach (var linkKv in mtable.Links)
foreach (var innerKv in linkKv.Value.MotionData)
allMotionData.Add(($"Links[{linkKv.Key:X}][{innerKv.Key:X}]", innerKv.Value));
_out.WriteLine($"total MotionData entries: {allMotionData.Count}");
var animIdsSeen = new HashSet<uint>();
var hookTypesSeen = new SortedSet<string>();
foreach (var (source, md) in allMotionData)
{
if (md?.Anims is null) continue;
foreach (var animData in md.Anims)
{
uint animId = GetAnimId(animData);
if (animId == 0 || !animIdsSeen.Add(animId)) continue;
var anim = dats.Get<Animation>(animId);
if (anim is null) { _out.WriteLine($" [{source}] anim 0x{animId:X8} NOT FOUND"); continue; }
int frameCount = 0, hookCount = 0;
int frameIdx = 0;
foreach (var frame in GetFrames(anim))
{
frameCount++;
foreach (var hook in GetHooks(frame))
{
hookCount++;
hookTypesSeen.Add(hook.GetType().Name);
// Dump every field's actual VALUE for this specific hook instance
// (not just the type) -- what alpha/duration retail authored.
var fieldDump = string.Join(" ", hook.GetType()
.GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly)
.Select(f => $"{f.Name}={f.GetValue(hook)}"));
_out.WriteLine($" frame[{frameIdx}] {hook.GetType().Name}: {fieldDump}");
}
frameIdx++;
}
_out.WriteLine($" [{source}] anim 0x{animId:X8}: frames={frameCount} hooks={hookCount}");
}
}
_out.WriteLine($"=== DISTINCT HOOK TYPES ACROSS ENTIRE TABLE: {(hookTypesSeen.Count == 0 ? "(none)" : string.Join(", ", hookTypesSeen))} ===");
}
private static object? GetMember(object obj, string name)
{
var t = obj.GetType();
var prop = t.GetProperty(name, BindingFlags.Public | BindingFlags.Instance);
if (prop is not null) return prop.GetValue(obj);
var field = t.GetField(name, BindingFlags.Public | BindingFlags.Instance);
return field?.GetValue(obj);
}
private static uint GetAnimId(object animData)
{
var val = GetMember(animData, "AnimId") ?? GetMember(animData, "Id");
if (val is null) return 0;
var dataId = GetMember(val, "DataId") ?? GetMember(val, "Id");
return dataId switch { uint u => u, int i => (uint)i, ulong ul => (uint)ul, _ => 0 };
}
private static IEnumerable<object> GetFrames(Animation anim)
{
var frames = (GetMember(anim, "PartFrames") ?? GetMember(anim, "Frames")) as IEnumerable;
if (frames is null) yield break;
foreach (var f in frames)
if (f is not null) yield return f;
}
private static IEnumerable<object> GetHooks(object frame)
{
var hooks = GetMember(frame, "Hooks") as IEnumerable;
if (hooks is null) yield break;
foreach (var h in hooks)
if (h is not null) yield return h;
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R1-P1 — verbatim <c>AnimSequenceNode</c> (Phase R plan, gap-map items
/// G1/G2/G16/G18). Oracle: r1-csequence-decomp.md §25-28 (ctors 0x00525d30 /
/// 0x00525f90, set_animation_id 0x00525d60, get_starting_frame 0x00525c80,
/// get_ending_frame 0x00525cb0, multiply_framerate 0x00525be0, get_pos_frame
/// 0x005247b0 / 0x00525c10).
///
/// KEY RETAIL SEMANTICS UNDER TEST:
/// - boundary pair is DIRECTION-AWARE and returns BARE INTS with NO epsilon
/// (ACE's epsilon subtraction is an ACE fabrication — P0-pins.md);
/// - multiply_framerate SWAPS low/high on a negative factor;
/// - set_animation_id clamps in a fixed order (high&lt;0 → num1;
/// low≥num → num1; high≥num → num1; low&gt;high → high=low).
/// </summary>
public class AnimSequenceNodeTests
{
private sealed class FakeLoader : IAnimationLoader
{
private readonly Animation? _anim;
public FakeLoader(Animation? anim) => _anim = anim;
public Animation? LoadAnimation(uint id) => _anim;
}
private static Animation MakeAnim(int numFrames, bool posFrames = false)
{
var anim = new Animation();
for (int f = 0; f < numFrames; f++)
{
var pf = new AnimationFrame(1u);
pf.Frames.Add(new Frame { Origin = new Vector3(f, 0, 0), Orientation = Quaternion.Identity });
anim.PartFrames.Add(pf);
if (posFrames)
anim.PosFrames.Add(new Frame { Origin = new Vector3(0, f, 0), Orientation = Quaternion.Identity });
}
return anim;
}
[Fact]
public void DefaultCtor_RetailDefaults()
{
// 0x00525d30: framerate=30f, low=-1, high=-1, anim=null.
var n = new AnimSequenceNode();
Assert.Equal(30f, n.Framerate);
Assert.Equal(-1, n.LowFrame);
Assert.Equal(-1, n.HighFrame);
Assert.False(n.HasAnim);
}
[Fact]
public void SetAnimationId_Zero_LeavesAnimNullAndFramesUnclamped()
{
// 0x00525d60: arg2==0 → anim=null; the clamp block is gated on
// anim != null, so low/high stay at their raw values.
var n = new AnimSequenceNode();
n.SetAnimationId(0, new FakeLoader(MakeAnim(10)));
Assert.False(n.HasAnim);
Assert.Equal(-1, n.LowFrame);
Assert.Equal(-1, n.HighFrame);
}
[Theory]
// low, high (pre-clamp), numFrames, expectedLow, expectedHigh
[InlineData(0, -1, 10, 0, 9)] // high<0 → num-1 ("play to end")
[InlineData(12, -1, 10, 9, 9)] // high<0 first, then low>=num → num-1
[InlineData(3, 15, 10, 3, 9)] // high>=num → num-1
[InlineData(15, 15, 10, 9, 9)] // both clamp to num-1
[InlineData(5, 2, 10, 5, 5)] // low>high after clamps → high=low
[InlineData(2, 7, 10, 2, 7)] // in-range untouched
public void SetAnimationId_ClampOrder(int low, int high, int numFrames, int expLow, int expHigh)
{
var n = new AnimSequenceNode { LowFrame = low, HighFrame = high };
n.SetAnimationId(0x0300ABCDu, new FakeLoader(MakeAnim(numFrames)));
Assert.True(n.HasAnim);
Assert.Equal(expLow, n.LowFrame);
Assert.Equal(expHigh, n.HighFrame);
}
[Theory]
// framerate, low, high, expectedStart, expectedEnd — BARE INTS, no epsilon
[InlineData(30f, 2, 7, 2, 8)] // forward: start=low, end=high+1
[InlineData(-30f, 2, 7, 8, 2)] // reverse: start=high+1, end=low
[InlineData(0f, 2, 7, 2, 8)] // zero framerate is NOT < 0 → forward
[InlineData(30f, 0, 0, 0, 1)] // single-frame forward
[InlineData(-30f, 0, 0, 1, 0)] // single-frame reverse
public void BoundaryPair_DirectionAware_BareInts(
float framerate, int low, int high, int expStart, int expEnd)
{
var n = new AnimSequenceNode { Framerate = framerate, LowFrame = low, HighFrame = high };
Assert.Equal(expStart, n.GetStartingFrame());
Assert.Equal(expEnd, n.GetEndingFrame());
}
[Fact]
public void MultiplyFramerate_Positive_NoSwap()
{
var n = new AnimSequenceNode { Framerate = 30f, LowFrame = 2, HighFrame = 7 };
n.MultiplyFramerate(2f);
Assert.Equal(60f, n.Framerate);
Assert.Equal(2, n.LowFrame);
Assert.Equal(7, n.HighFrame);
}
[Fact]
public void MultiplyFramerate_Negative_SwapsLowHigh()
{
// 0x00525be0: factor < 0 → swap(low_frame, high_frame), then
// framerate *= factor. Coupled with the direction-aware boundary
// pair (framerate now negative reads the swapped fields).
var n = new AnimSequenceNode { Framerate = 30f, LowFrame = 2, HighFrame = 7 };
n.MultiplyFramerate(-1f);
Assert.Equal(-30f, n.Framerate);
Assert.Equal(7, n.LowFrame);
Assert.Equal(2, n.HighFrame);
// Reverse playback boundaries against the SWAPPED fields:
// start = high_frame(2)+1 = 3?? — no: framerate<0 → start = high+1
// where high_frame is now 2 → 3; end = low_frame = 7.
Assert.Equal(3, n.GetStartingFrame());
Assert.Equal(7, n.GetEndingFrame());
}
[Fact]
public void MultiplyFramerate_DoubleNegative_RoundTrips()
{
var n = new AnimSequenceNode { Framerate = 30f, LowFrame = 2, HighFrame = 7 };
n.MultiplyFramerate(-1f);
n.MultiplyFramerate(-1f);
Assert.Equal(30f, n.Framerate);
Assert.Equal(2, n.LowFrame);
Assert.Equal(7, n.HighFrame);
}
[Fact]
public void GetPosFrame_NullAnim_ReturnsNull()
{
var n = new AnimSequenceNode();
Assert.Null(n.GetPosFrame(0));
}
[Fact]
public void GetPosFrame_OutOfRange_ReturnsNull()
{
// 0x00525c10: retail returns NULL out of range (ACE returns identity
// — an ACE-ism, gap G18: port the null).
var n = new AnimSequenceNode();
n.SetAnimationId(1, new FakeLoader(MakeAnim(3, posFrames: true)));
Assert.Null(n.GetPosFrame(-1));
Assert.Null(n.GetPosFrame(3));
Assert.NotNull(n.GetPosFrame(2));
}
[Fact]
public void GetPosFrame_DoubleOverload_Floors()
{
// 0x005247b0: floor(double) → int overload.
var n = new AnimSequenceNode();
n.SetAnimationId(1, new FakeLoader(MakeAnim(3, posFrames: true)));
var f = n.GetPosFrame(1.99);
Assert.NotNull(f);
Assert.Equal(1f, f!.Origin.Y); // frame index 1, not 2
}
[Fact]
public void GetPosFrame_AnimWithoutPosFrames_ReturnsNull()
{
var n = new AnimSequenceNode();
n.SetAnimationId(1, new FakeLoader(MakeAnim(3, posFrames: false)));
Assert.Null(n.GetPosFrame(0));
}
[Fact]
public void GetPartFrame_BoundsAndValue()
{
var n = new AnimSequenceNode();
n.SetAnimationId(1, new FakeLoader(MakeAnim(3)));
Assert.Null(n.GetPartFrame(-1));
Assert.Null(n.GetPartFrame(3));
var pf = n.GetPartFrame(2);
Assert.NotNull(pf);
Assert.Equal(2f, pf!.Frames[0].Origin.X);
}
[Fact]
public void CtorFromAnimData_CopiesThenClamps()
{
// 0x00525f90: copies framerate/low/high from AnimData then runs
// set_animation_id (which clamps against the resolved anim).
QualifiedDataId<Animation> qid = 0x03001234u;
var ad = new AnimData
{
AnimId = qid,
LowFrame = 0,
HighFrame = -1,
Framerate = 15f,
};
var n = new AnimSequenceNode(ad, new FakeLoader(MakeAnim(5)));
Assert.Equal(15f, n.Framerate);
Assert.Equal(0, n.LowFrame);
Assert.Equal(4, n.HighFrame); // -1 sentinel clamped to num-1
Assert.True(n.HasAnim);
}
}

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using System;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R1-P3 — <c>CSequence::apply_physics</c> (0x00524ab0) +
/// <c>Frame::rotate</c>/<c>grotate</c> (0x004525b0/0x005357a0) verbatim
/// (gap G7's math half). Oracle: r1-csequence-decomp.md §19 + raw decomp
/// reads of rotate/grotate this session.
///
/// KEY SEMANTICS:
/// - apply_physics takes MAGNITUDE from arg3 and SIGN from arg4
/// (copysign): origin += velocity·signed; rotate(omega·signed);
/// - rotate() maps the LOCAL rotation vector through the frame's
/// orientation to GLOBAL, then grotate premultiplies the axis-angle
/// quaternion (rotation applied in world space);
/// - grotate skips rotations with |v|² &lt; F_EPSILON² (0.000199999995²).
/// </summary>
public class CSequencePhysicsTests
{
private sealed class NullLoader : IAnimationLoader
{
public DatReaderWriter.DBObjs.Animation? LoadAnimation(uint id) => null;
}
private static void AssertVec(Vector3 expected, Vector3 actual, float tol = 1e-5f)
{
Assert.True((expected - actual).Length() < tol,
$"expected {expected}, got {actual}");
}
[Fact]
public void ApplyPhysics_PositiveSign_AddsVelocityTimesQuantum()
{
var seq = new CSequence(new NullLoader());
seq.SetVelocity(new Vector3(2, 0, 0));
var frame = new Frame { Origin = new Vector3(1, 1, 1), Orientation = Quaternion.Identity };
seq.ApplyPhysics(frame, quantum: 0.5, signSource: 1.0);
AssertVec(new Vector3(2, 1, 1), frame.Origin);
}
[Fact]
public void ApplyPhysics_CopySign_MagnitudeFromQuantum_SignFromSource()
{
// signed_quantum = copysign(fabs(quantum), sign_source): a NEGATIVE
// quantum with a POSITIVE sign source still moves forward; a
// negative sign source reverses.
var seq = new CSequence(new NullLoader());
seq.SetVelocity(new Vector3(2, 0, 0));
var f1 = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
seq.ApplyPhysics(f1, quantum: -0.5, signSource: 1.0);
AssertVec(new Vector3(1, 0, 0), f1.Origin);
var f2 = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
seq.ApplyPhysics(f2, quantum: 0.5, signSource: -1.0);
AssertVec(new Vector3(-1, 0, 0), f2.Origin);
}
[Fact]
public void ApplyPhysics_OmegaRotatesFrame_GlobalZ()
{
// omega = (0,0,π) for 0.5s → 90° about global Z: local +X maps to +Y.
var seq = new CSequence(new NullLoader());
seq.SetOmega(new Vector3(0, 0, MathF.PI));
var frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
seq.ApplyPhysics(frame, quantum: 0.5, signSource: 1.0);
AssertVec(new Vector3(0, 1, 0), Vector3.Transform(Vector3.UnitX, frame.Orientation));
}
[Fact]
public void GRotate_ComposesInGlobalSpace()
{
// Frame already rotated 90° about Z; grotate 90° about GLOBAL X.
// local +X: q maps it to +Y; global X-rot then maps +Y to +Z.
var frame = new Frame
{
Origin = Vector3.Zero,
Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f),
};
FrameOps.GRotate(frame, new Vector3(MathF.PI / 2f, 0, 0));
AssertVec(new Vector3(0, 0, 1), Vector3.Transform(Vector3.UnitX, frame.Orientation));
}
[Fact]
public void Rotate_LocalVector_MappedThroughOrientation()
{
// Frame rotated 90° about Z: a LOCAL X-axis rotation is a GLOBAL
// Y-axis rotation. rotate(local πX/2) on this frame must equal
// grotate(global πY/2).
var q0 = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f);
var viaLocal = new Frame { Origin = Vector3.Zero, Orientation = q0 };
FrameOps.Rotate(viaLocal, new Vector3(MathF.PI / 2f, 0, 0));
var viaGlobal = new Frame { Origin = Vector3.Zero, Orientation = q0 };
FrameOps.GRotate(viaGlobal, new Vector3(0, MathF.PI / 2f, 0));
AssertVec(
Vector3.Transform(Vector3.UnitX, viaGlobal.Orientation),
Vector3.Transform(Vector3.UnitX, viaLocal.Orientation));
AssertVec(
Vector3.Transform(Vector3.UnitZ, viaGlobal.Orientation),
Vector3.Transform(Vector3.UnitZ, viaLocal.Orientation));
}
[Fact]
public void GRotate_TinyRotation_Skipped()
{
// |v|² < F_EPSILON² → no-op (0x005357a0 early return).
var frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
FrameOps.GRotate(frame, new Vector3(1e-5f, 0, 0));
Assert.Equal(Quaternion.Identity, frame.Orientation);
}
[Fact]
public void ApplyPhysics_ZeroPhysics_NoChange()
{
var seq = new CSequence(new NullLoader());
var frame = new Frame
{
Origin = new Vector3(3, 4, 5),
Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitY, 0.3f),
};
var beforeO = frame.Origin;
var beforeQ = frame.Orientation;
seq.ApplyPhysics(frame, 1.0, 1.0);
Assert.Equal(beforeO, frame.Origin);
Assert.Equal(beforeQ, frame.Orientation);
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R1-P2 — verbatim <c>CSequence</c> container + list surgery (gap-map
/// G10/G11/G12/G14/G15/G20). Oracle: r1-csequence-decomp.md §1-§17, §20,
/// §24 (ctor 0x005249f0, clear 0x005255b0, clear_animations 0x00524dc0,
/// clear_physics 0x00524d50, remove_cyclic_anims 0x00524e40,
/// remove_link_animations 0x00524be0, remove_all_link_animations
/// 0x00524ca0, apricot 0x00524b40, append_animation 0x00525510,
/// set/combine/subtract physics 0x00524880-0x00524900,
/// multiply_cyclic_animation_fr 0x00524940, placement family
/// 0x00524970-0x005249d0).
///
/// KEY RETAIL SEMANTICS UNDER TEST:
/// - append_animation slides first_cyclic to the JUST-APPENDED node on
/// EVERY call (G10) and seeds curr_anim=head + frame_number=starting
/// only when curr_anim was null;
/// - remove_cyclic_anims snaps a removed curr_anim BACK to the previous
/// node at its get_ending_frame() (or 0.0 when none);
/// - remove_link_animations snaps a removed curr_anim FORWARD to
/// first_cyclic at its get_starting_frame();
/// - apricot trims consumed head nodes bounded by curr_anim AND
/// first_cyclic;
/// - clear (0x005255b0 raw body) resets placement_frame/id too — the
/// "2-instruction clear" note in the gap map was wrong, the raw body
/// is authority;
/// - physics accumulators live on the SEQUENCE (replace/combine/subtract);
/// - multiply_cyclic_animation_fr touches node framerates ONLY (G13).
/// </summary>
public class CSequenceTests
{
private sealed class MapLoader : IAnimationLoader
{
private readonly Dictionary<uint, Animation> _map = new();
public void Add(uint id, Animation anim) => _map[id] = anim;
public Animation? LoadAnimation(uint id) => _map.TryGetValue(id, out var a) ? a : null;
}
private static Animation MakeAnim(int numFrames)
{
var anim = new Animation();
for (int f = 0; f < numFrames; f++)
{
var pf = new AnimationFrame(1u);
pf.Frames.Add(new Frame { Origin = new Vector3(f, 0, 0), Orientation = Quaternion.Identity });
anim.PartFrames.Add(pf);
}
return anim;
}
private static AnimData Ad(uint animId, int low = 0, int high = -1, float framerate = 30f)
{
QualifiedDataId<Animation> qid = animId;
return new AnimData { AnimId = qid, LowFrame = low, HighFrame = high, Framerate = framerate };
}
private static (CSequence seq, MapLoader loader) NewSeq(params (uint id, int frames)[] anims)
{
var loader = new MapLoader();
foreach (var (id, frames) in anims)
loader.Add(id, MakeAnim(frames));
return (new CSequence(loader), loader);
}
// ── append_animation (G10) ──────────────────────────────────────────
[Fact]
public void Append_First_SeedsCurrAnimAndFrameNumber()
{
var (seq, _) = NewSeq((1u, 10));
seq.AppendAnimation(Ad(1u, low: 3));
Assert.Equal(1, seq.Count);
Assert.NotNull(seq.CurrAnim);
Assert.Same(seq.CurrAnim, seq.FirstCyclic);
Assert.Equal(3.0, seq.FrameNumber); // head.get_starting_frame()
}
[Fact]
public void Append_SlidesFirstCyclicToNewTail_EveryCall()
{
var (seq, _) = NewSeq((1u, 10), (2u, 5), (3u, 4));
seq.AppendAnimation(Ad(1u));
seq.AppendAnimation(Ad(2u));
seq.AppendAnimation(Ad(3u));
Assert.Equal(3, seq.Count);
Assert.Equal(4 - 1, seq.FirstCyclic!.HighFrame); // the LAST appended (anim 3, 4 frames)
Assert.Equal(10 - 1, seq.CurrAnim!.HighFrame); // curr stays at head (anim 1)
Assert.Equal(0.0, seq.FrameNumber);
}
[Fact]
public void Append_UnresolvableAnim_Discarded()
{
var (seq, _) = NewSeq((1u, 10));
seq.AppendAnimation(Ad(999u)); // not in loader
Assert.Equal(0, seq.Count);
Assert.Null(seq.CurrAnim);
Assert.False(seq.HasAnims());
}
// ── remove_cyclic_anims (G11) ───────────────────────────────────────
[Fact]
public void RemoveCyclicAnims_CurrOutsideTail_KeepsCurr_FirstCyclicToNewTail()
{
// A (link) + B (cycle): first_cyclic == B, curr == A (head).
var (seq, _) = NewSeq((1u, 10), (2u, 5));
seq.AppendAnimation(Ad(1u));
seq.AppendAnimation(Ad(2u));
seq.RemoveCyclicAnims();
Assert.Equal(1, seq.Count); // B deleted
Assert.Equal(9, seq.CurrAnim!.HighFrame); // still A
Assert.Same(seq.CurrAnim, seq.FirstCyclic); // first_cyclic = new tail (A)
}
[Fact]
public void RemoveCyclicAnims_CurrInsideTail_SnapsBackToPrevAtEndingFrame()
{
var (seq, _) = NewSeq((1u, 10), (2u, 5));
seq.AppendAnimation(Ad(1u));
seq.AppendAnimation(Ad(2u));
seq.SetCurrAnimForTest(1); // curr = B (index 1, inside cyclic tail)
seq.RemoveCyclicAnims();
Assert.Equal(1, seq.Count);
Assert.Equal(9, seq.CurrAnim!.HighFrame); // snapped back to A
Assert.Equal(10.0, seq.FrameNumber); // A.get_ending_frame() = high+1 = 10
}
[Fact]
public void RemoveCyclicAnims_SingleNode_EmptiesAndZeroes()
{
var (seq, _) = NewSeq((1u, 10));
seq.AppendAnimation(Ad(1u));
seq.RemoveCyclicAnims();
Assert.Equal(0, seq.Count);
Assert.Null(seq.CurrAnim);
Assert.Null(seq.FirstCyclic);
Assert.Equal(0.0, seq.FrameNumber);
}
// ── remove_link_animations / remove_all_link_animations (G11) ──────
[Fact]
public void RemoveLinkAnimations_RemovesPredecessorsOfFirstCyclic()
{
var (seq, _) = NewSeq((1u, 10), (2u, 5), (3u, 4));
seq.AppendAnimation(Ad(1u)); // A
seq.AppendAnimation(Ad(2u)); // B
seq.AppendAnimation(Ad(3u)); // C = first_cyclic
seq.RemoveLinkAnimations(1); // removes B (immediate predecessor)
Assert.Equal(2, seq.Count);
Assert.Equal(9, seq.CurrAnim!.HighFrame); // A untouched (curr was A)
Assert.Equal(3, seq.FirstCyclic!.HighFrame); // C untouched
}
[Fact]
public void RemoveLinkAnimations_CurrRemoved_SnapsForwardToFirstCyclicStart()
{
var (seq, _) = NewSeq((1u, 10), (2u, 5));
seq.AppendAnimation(Ad(1u)); // A (curr)
seq.AppendAnimation(Ad(2u)); // B = first_cyclic
seq.RemoveLinkAnimations(1); // removes A == curr
Assert.Equal(1, seq.Count);
Assert.Same(seq.FirstCyclic, seq.CurrAnim);
Assert.Equal(0.0, seq.FrameNumber); // B.get_starting_frame() = low = 0
}
[Fact]
public void RemoveAllLinkAnimations_RemovesEverythingBeforeFirstCyclic()
{
var (seq, _) = NewSeq((1u, 10), (2u, 5), (3u, 4));
seq.AppendAnimation(Ad(1u));
seq.AppendAnimation(Ad(2u));
seq.AppendAnimation(Ad(3u)); // first_cyclic
seq.RemoveAllLinkAnimations();
Assert.Equal(1, seq.Count);
Assert.Same(seq.FirstCyclic, seq.CurrAnim);
Assert.Equal(3, seq.CurrAnim!.HighFrame);
}
// ── apricot (G11/G19) ───────────────────────────────────────────────
[Fact]
public void Apricot_HeadIsCurr_NoOp()
{
var (seq, _) = NewSeq((1u, 10), (2u, 5));
seq.AppendAnimation(Ad(1u));
seq.AppendAnimation(Ad(2u));
seq.Apricot();
Assert.Equal(2, seq.Count);
}
[Fact]
public void Apricot_TrimsConsumedHeads_StopsAtCurr()
{
var (seq, _) = NewSeq((1u, 10), (2u, 5), (3u, 4));
seq.AppendAnimation(Ad(1u)); // A (consumed)
seq.AppendAnimation(Ad(2u)); // B (curr)
seq.AppendAnimation(Ad(3u)); // C = first_cyclic
seq.SetCurrAnimForTest(1); // curr = B
seq.Apricot();
Assert.Equal(2, seq.Count); // A trimmed
Assert.Equal(4, seq.CurrAnim!.HighFrame); // B still curr
}
[Fact]
public void Apricot_BoundedByFirstCyclic_EvenIfCurrBeyond()
{
var (seq, _) = NewSeq((1u, 10), (2u, 5), (3u, 4));
seq.AppendAnimation(Ad(1u)); // A
seq.AppendAnimation(Ad(2u)); // B
seq.AppendAnimation(Ad(3u)); // C = first_cyclic = curr target
seq.SetCurrAnimForTest(2); // curr = C
seq.Apricot();
Assert.Equal(1, seq.Count); // A and B trimmed; stops at first_cyclic
Assert.Equal(3, seq.CurrAnim!.HighFrame);
}
// ── physics accumulators (G12) ──────────────────────────────────────
[Fact]
public void Physics_SetCombineSubtract()
{
var (seq, _) = NewSeq();
seq.SetVelocity(new Vector3(1, 2, 3));
seq.SetOmega(new Vector3(0, 0, 1));
seq.CombinePhysics(new Vector3(1, 0, 0), new Vector3(0, 0, 0.5f));
Assert.Equal(new Vector3(2, 2, 3), seq.Velocity);
Assert.Equal(new Vector3(0, 0, 1.5f), seq.Omega);
seq.SubtractPhysics(new Vector3(2, 2, 3), new Vector3(0, 0, 1.5f));
Assert.Equal(Vector3.Zero, seq.Velocity);
Assert.Equal(Vector3.Zero, seq.Omega);
}
// ── multiply_cyclic_animation_fr (G13) ──────────────────────────────
[Fact]
public void MultiplyCyclicFramerate_TouchesOnlyCyclicTailFramerates()
{
var (seq, _) = NewSeq((1u, 10), (2u, 5));
seq.AppendAnimation(Ad(1u, framerate: 30f)); // A (link, pre-cyclic after next append)
seq.AppendAnimation(Ad(2u, framerate: 30f)); // B = first_cyclic
seq.MultiplyCyclicAnimationFramerate(2f);
Assert.Equal(30f, seq.CurrAnim!.Framerate); // A untouched
Assert.Equal(60f, seq.FirstCyclic!.Framerate); // B scaled
// Velocity/Omega untouched (retail scales those via
// subtract/combine_motion in R2, never here).
Assert.Equal(Vector3.Zero, seq.Velocity);
}
// ── clear family (G20 corrected) ────────────────────────────────────
[Fact]
public void Clear_WipesAnimsPhysicsAndPlacement()
{
var (seq, _) = NewSeq((1u, 10));
seq.AppendAnimation(Ad(1u));
seq.SetVelocity(new Vector3(1, 1, 1));
var pf = new AnimationFrame(1u);
seq.SetPlacementFrame(pf, 0x65u);
seq.Clear();
Assert.Equal(0, seq.Count);
Assert.Null(seq.CurrAnim);
Assert.Equal(0.0, seq.FrameNumber);
Assert.Equal(Vector3.Zero, seq.Velocity);
Assert.Null(seq.PlacementFrame); // raw 0x005255b0 resets placement too
Assert.Equal(0u, seq.PlacementFrameId);
}
// ── placement + accessors (G14) ─────────────────────────────────────
[Fact]
public void GetCurrAnimframe_PlacementFallback_WhenNoCurrAnim()
{
var (seq, _) = NewSeq();
var pf = new AnimationFrame(1u);
seq.SetPlacementFrame(pf, 0x65u);
Assert.Same(pf, seq.GetCurrAnimframe());
}
[Fact]
public void GetCurrAnimframe_FlooredFrameLookup()
{
var (seq, _) = NewSeq((1u, 10));
seq.AppendAnimation(Ad(1u));
seq.FrameNumber = 2.9;
var frame = seq.GetCurrAnimframe();
Assert.NotNull(frame);
Assert.Equal(2f, frame!.Frames[0].Origin.X); // frame index 2
Assert.Equal(2, seq.GetCurrFrameNumber());
}
}

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using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R1-P4 — the frame-advance core: <c>update_internal</c> (0x005255d0),
/// <c>update</c> (0x00525b80), <c>advance_to_next_animation</c>
/// (0x005252b0), <c>execute_hooks</c> (0x00524830) — gaps
/// G3/G4/G5/G6/G8/G9/G19.
///
/// Skeleton per the ACE-verified structure (P0-pins.md): overshoot →
/// clamp to the RAW high/low frame + leftover carry + animDone →
/// per-crossed-frame pose/physics/hook loop → AnimDone gate
/// (list HEAD != first_cyclic) → advance (pose-out both directions,
/// forward wraps to first_cyclic, reverse wraps to the LIST TAIL) →
/// carry the leftover (P0 pin) → loop. NO safety cap, NO boundary
/// epsilon.
/// </summary>
public class CSequenceUpdateTests
{
private sealed class MapLoader : IAnimationLoader
{
private readonly Dictionary<uint, Animation> _map = new();
public void Add(uint id, Animation anim) => _map[id] = anim;
public Animation? LoadAnimation(uint id) => _map.TryGetValue(id, out var a) ? a : null;
}
private sealed class RecordingHookQueue : IAnimHookQueue
{
public readonly List<string> Events = new();
public void AddAnimHook(AnimationHook hook)
=> Events.Add($"hook:{((TaggedHook)hook).Tag}:{hook.Direction}");
public void AddAnimDoneHook() => Events.Add("ANIMDONE");
}
/// <summary>Hook subclass carrying a test tag (frame index).</summary>
private sealed class TaggedHook : AnimationHook
{
public string Tag = "";
public override AnimationHookType HookType => (AnimationHookType)0;
}
/// <summary>numFrames frames; one Forward-direction tagged hook per frame.</summary>
private static Animation MakeAnim(int numFrames, bool posFrames = false, string hookPrefix = "f")
{
var anim = new Animation();
for (int f = 0; f < numFrames; f++)
{
var pf = new AnimationFrame(1u);
pf.Frames.Add(new Frame { Origin = new Vector3(f, 0, 0), Orientation = Quaternion.Identity });
pf.Hooks.Add(new TaggedHook { Tag = $"{hookPrefix}{f}", Direction = AnimationHookDir.Both });
anim.PartFrames.Add(pf);
if (posFrames)
anim.PosFrames.Add(new Frame { Origin = new Vector3(1, 0, 0), Orientation = Quaternion.Identity });
}
return anim;
}
private static AnimData Ad(uint animId, float framerate = 30f, int low = 0, int high = -1)
{
QualifiedDataId<Animation> qid = animId;
return new AnimData { AnimId = qid, LowFrame = low, HighFrame = high, Framerate = framerate };
}
private static (CSequence seq, RecordingHookQueue hooks) Cyclic(int frames, float framerate = 30f)
{
var loader = new MapLoader();
loader.Add(1u, MakeAnim(frames));
var seq = new CSequence(loader);
var hooks = new RecordingHookQueue();
seq.HookObj = hooks;
seq.AppendAnimation(Ad(1u, framerate));
return (seq, hooks);
}
// ── forward advance basics (G3) ─────────────────────────────────────
[Fact]
public void Forward_SingleTick_AdvancesOneFrame_FiresExitedFrameHook()
{
var (seq, hooks) = Cyclic(5);
seq.Update(1.0 / 30.0, null);
Assert.Equal(1.0, seq.FrameNumber, 9);
Assert.Equal(new[] { "hook:f0:Both" }, hooks.Events);
}
[Fact]
public void Forward_ExactBoundaryLanding_NoAdvance()
{
// Boundary test is STRICT (>): landing exactly at high_frame+0.0
// integer positions must NOT advance (the G3 bug class: acdream's
// old epsilon-shifted boundary reclassified these).
var (seq, hooks) = Cyclic(5);
seq.FrameNumber = 3.5;
seq.Update(0.5 / 30.0, null); // lands exactly at 4.0 == high_frame
Assert.Equal(4.0, seq.FrameNumber, 9);
Assert.Equal(new[] { "hook:f3:Both" }, hooks.Events); // crossed 3→4
Assert.DoesNotContain("ANIMDONE", hooks.Events);
}
[Fact]
public void Forward_CyclicWrap_NoAnimDone_RestartsAtStartingFrame()
{
// Single cyclic node: overshoot wraps to itself via first_cyclic;
// head == first_cyclic → NO AnimDoneHook (G5's structural gate).
var (seq, hooks) = Cyclic(3);
seq.FrameNumber = 2.0;
seq.Update(1.0 / 30.0, null); // 2→3 > high(2) → clamp, advance, wrap
Assert.Equal(0.0, seq.FrameNumber, 9);
Assert.DoesNotContain("ANIMDONE", hooks.Events);
Assert.Same(seq.FirstCyclic, seq.CurrAnim);
}
// ── multi-node fast-forward + the P0-pinned carry (G3/G5) ───────────
[Fact]
public void Forward_LinkToCycle_FiresAnimDone_AndCarriesLeftover()
{
// link (2 frames) + cycle (4 frames): a 0.1s tick (3 frames at
// 30fps) exhausts the link (2 frames) and carries 1 frame of time
// into the cycle. Retail order: link's crossed-frame hooks →
// AnimDoneHook (head != first_cyclic) → cycle's crossed hooks.
var loader = new MapLoader();
loader.Add(1u, MakeAnim(2, hookPrefix: "link"));
loader.Add(2u, MakeAnim(4, hookPrefix: "cyc"));
var seq = new CSequence(loader);
var hooks = new RecordingHookQueue();
seq.HookObj = hooks;
seq.AppendAnimation(Ad(1u)); // link — first_cyclic slides…
seq.AppendAnimation(Ad(2u)); // …to the cycle
seq.Update(0.1, null); // 3 frames of time
// link: FrameNumber 0→3, clamp to high(1), leftover = 1 frame;
// crossing fires link f0 only (floor(1)>0), then AnimDone, then
// advance → cycle at starting(0); carry 1/30 → cycle 0→1 fires cyc f0.
Assert.Equal(new[] { "hook:link0:Both", "ANIMDONE", "hook:cyc0:Both" }, hooks.Events);
Assert.Equal(1.0, seq.FrameNumber, 6); // the carry (P0 pin) — zeroing would leave 0.0
Assert.Same(seq.FirstCyclic, seq.CurrAnim); // now inside the cycle
}
// ── reverse playback (G3/G9) ────────────────────────────────────────
[Fact]
public void Reverse_DescendingHooks_BackwardDirection()
{
// Natively-reverse node (framerate 30): seeded at starting =
// high+1 = 5. Each tick fires the hook of the frame being LEFT
// (the pre-tick floor index), descending; the very first tick's
// index (5 = high+1) is OOB → null part frame → no hook, exactly
// the retail structure.
var (seq, hooks) = Cyclic(5, framerate: -30f);
Assert.Equal(5.0, seq.FrameNumber, 9); // get_starting_frame = high+1
seq.Update(1.0 / 30.0, null); // 5→4 (leaves OOB index 5 — nothing)
seq.Update(1.0 / 30.0, null); // 4→3 (leaves frame 4)
seq.Update(1.0 / 30.0, null); // 3→2 (leaves frame 3)
Assert.Equal(2.0, seq.FrameNumber, 9);
Assert.Equal(new[] { "hook:f4:Both", "hook:f3:Both" }, hooks.Events);
}
[Fact]
public void Reverse_AdvanceWrapsToListTail()
{
// Two nodes A(reverse),B(forward): exhausting A backward wraps
// curr_anim to the LIST TAIL (B) — retail's asymmetric wrap (G9).
var loader = new MapLoader();
loader.Add(1u, MakeAnim(3, hookPrefix: "a"));
loader.Add(2u, MakeAnim(4, hookPrefix: "b"));
var seq = new CSequence(loader);
var hooks = new RecordingHookQueue();
seq.HookObj = hooks;
seq.AppendAnimation(Ad(1u, framerate: -30f)); // A — curr seeds here
seq.AppendAnimation(Ad(2u)); // B = first_cyclic = tail
seq.FrameNumber = 0.5; // mid-window of A
seq.Update(0.02, null); // frametime = 0.6 → crosses low(0)
// After the reverse advance, curr must have left A via the TAIL
// wrap (B), whatever the carry then does within B.
Assert.NotNull(seq.CurrAnim);
Assert.Equal(3, seq.CurrAnim!.HighFrame); // B (4 frames → high 3)
}
// ── stationary / degenerate (G8 + else-branch) ──────────────────────
[Fact]
public void ZeroFramerate_PhysicsOnlyAndReturn()
{
var (seq, hooks) = Cyclic(3, framerate: 0f);
seq.SetVelocity(new Vector3(2, 0, 0));
var frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
seq.Update(0.5, frame);
// frametime == 0 → apply_physics(frame, elapsed, elapsed) then return.
Assert.Equal(1.0f, frame.Origin.X, 5);
Assert.Empty(hooks.Events);
Assert.Equal(0.0, seq.FrameNumber, 9);
}
[Fact]
public void EmptyList_Update_AppliesAccumulatedPhysics()
{
// update (0x00525b80): empty anim_list + frame != null →
// apply_physics(frame, elapsed, elapsed) — free-fall/knockback
// with no animation (G8).
var seq = new CSequence(new MapLoader());
seq.SetVelocity(new Vector3(0, 3, 0));
var frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
seq.Update(2.0, frame);
Assert.Equal(6.0f, frame.Origin.Y, 5);
}
// ── root motion into the caller Frame (G7 wiring half) ──────────────
[Fact]
public void Forward_PosFrames_CombinedIntoCallerFrame()
{
// Each crossed frame combines the node's pos_frame into the caller
// Frame (retail root motion): 2 crossed frames → +2 X.
var loader = new MapLoader();
loader.Add(1u, MakeAnim(5, posFrames: true));
var seq = new CSequence(loader);
seq.AppendAnimation(Ad(1u));
var frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
seq.Update(2.0 / 30.0, frame); // crosses frames 0 and 1
Assert.Equal(2.0f, frame.Origin.X, 5);
Assert.Equal(2.0, seq.FrameNumber, 9);
}
// ── update entry contract (G19) ─────────────────────────────────────
[Fact]
public void Update_RunsApricot_TrimmingConsumedLinkNodes()
{
// After the link→cycle advance, apricot (called by update) frees
// the consumed link node.
var loader = new MapLoader();
loader.Add(1u, MakeAnim(2, hookPrefix: "link"));
loader.Add(2u, MakeAnim(4, hookPrefix: "cyc"));
var seq = new CSequence(loader);
seq.AppendAnimation(Ad(1u));
seq.AppendAnimation(Ad(2u));
Assert.Equal(2, seq.Count);
seq.Update(0.1, null); // exhausts the link, advances into the cycle
Assert.Equal(1, seq.Count); // link trimmed by apricot
Assert.Same(seq.FirstCyclic, seq.CurrAnim);
}
}

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using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R5 conformance — <see cref="ConstraintManager"/> (retail 0x00556090-…).
/// The leash-band taper + the 90 % IsFullyConstrained jump gate (port-plan §2b/§2c).
/// </summary>
public sealed class ConstraintManagerTests
{
private static (R5Host host, ConstraintManager cm) Setup()
{
var world = new Dictionary<uint, R5Host>();
var host = new R5Host(10u, world);
return (host, new ConstraintManager(host));
}
private static Position Anchor(float x) => new(1u, new Vector3(x, 0f, 0f), Quaternion.Identity);
[Fact]
public void ConstrainTo_InitializesOffsetToCurrentDistanceFromAnchor()
{
var (host, cm) = Setup();
host.SetOrigin(Vector3.Zero);
cm.ConstrainTo(Anchor(5f), startDistance: 2f, maxDistance: 10f);
Assert.True(cm.IsConstrained);
Assert.Equal(5f, cm.ConstraintPosOffset, 3); // distance(anchor(5,0,0), self(0,0,0))
}
[Fact]
public void IsFullyConstrained_TrueOnlyBeyond90PercentOfMax()
{
var (host, cm) = Setup();
host.SetOrigin(Vector3.Zero);
cm.ConstrainTo(Anchor(8f), 2f, 10f); // offset 8, 90% of 10 = 9 → 8 < 9
Assert.False(cm.IsFullyConstrained());
cm.ConstrainTo(Anchor(9.5f), 2f, 10f); // offset 9.5 > 9
Assert.True(cm.IsFullyConstrained());
}
[Fact]
public void IsFullyConstrained_FalseWhenNotConstrainedYet()
{
var (_, cm) = Setup();
Assert.False(cm.IsFullyConstrained()); // max 0 → 0 < 0 is false
}
[Fact]
public void AdjustOffset_InBand_AppliesLinearTaper()
{
var (host, cm) = Setup();
host.SetOrigin(Vector3.Zero);
host.InContact = true;
cm.ConstrainTo(Anchor(5f), startDistance: 2f, maxDistance: 10f); // offset 5 in (2,10)
var frame = new MotionDeltaFrame { Origin = new Vector3(1f, 0f, 0f) };
cm.AdjustOffset(frame, 0.1);
// taper = (10-5)/(10-2) = 5/8 = 0.625.
Assert.Equal(0.625f, frame.Origin.X, 3);
Assert.Equal(0.625f, cm.ConstraintPosOffset, 3); // recomputed = |offset|
}
[Fact]
public void AdjustOffset_PastMax_HardClampsToZero()
{
var (host, cm) = Setup();
host.SetOrigin(Vector3.Zero);
host.InContact = true;
cm.ConstrainTo(Anchor(20f), 2f, 10f); // offset 20 >= max 10
var frame = new MotionDeltaFrame { Origin = new Vector3(1f, 0f, 0f) };
cm.AdjustOffset(frame, 0.1);
Assert.Equal(Vector3.Zero, frame.Origin);
}
[Fact]
public void AdjustOffset_BelowStart_PassesThrough()
{
var (host, cm) = Setup();
host.SetOrigin(Vector3.Zero);
host.InContact = true;
cm.ConstrainTo(Anchor(1f), startDistance: 2f, maxDistance: 10f); // offset 1 < start 2
var frame = new MotionDeltaFrame { Origin = new Vector3(1f, 0f, 0f) };
cm.AdjustOffset(frame, 0.1);
Assert.Equal(1f, frame.Origin.X, 3); // unscaled
Assert.Equal(1f, cm.ConstraintPosOffset, 3);
}
[Fact]
public void AdjustOffset_Airborne_SkipsClampButStillTracksLength()
{
var (host, cm) = Setup();
host.SetOrigin(Vector3.Zero);
host.InContact = false; // airborne
cm.ConstrainTo(Anchor(20f), 2f, 10f); // would clamp if grounded
var frame = new MotionDeltaFrame { Origin = new Vector3(3f, 4f, 0f) };
cm.AdjustOffset(frame, 0.1);
Assert.Equal(new Vector3(3f, 4f, 0f), frame.Origin); // untouched while airborne
Assert.Equal(5f, cm.ConstraintPosOffset, 3); // |(3,4,0)| = 5, still updated
}
[Fact]
public void AdjustOffset_NotConstrained_IsNoOp()
{
var (host, cm) = Setup();
var frame = new MotionDeltaFrame { Origin = new Vector3(7f, 0f, 0f) };
cm.AdjustOffset(frame, 0.1);
Assert.Equal(new Vector3(7f, 0f, 0f), frame.Origin);
}
[Fact]
public void UnConstrain_ClearsFlag()
{
var (host, cm) = Setup();
cm.ConstrainTo(Anchor(5f), 2f, 10f);
cm.UnConstrain();
Assert.False(cm.IsConstrained);
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R3-W1 — action FIFO discipline + <c>ApplyMotion</c>/<c>RemoveMotion</c>
/// field effects on <see cref="InterpretedMotionState"/> (closes J2). Oracle:
/// docs/research/named-retail/acclient_2013_pseudo_c.txt — verbatim bodies
/// quoted in MotionInterpreter.cs doc comments:
/// <c>InterpretedMotionState::AddAction</c> (0x0051e9e0), <c>RemoveAction</c>
/// (0x0051ead0), <c>GetNumActions</c> (0x0051eb00), <c>ApplyMotion</c>
/// (0x0051ea40), <c>RemoveMotion</c> (0x0051e790).
/// </summary>
public sealed class InterpretedMotionStateActionFifoTests
{
[Fact]
public void Default_HasEmptyActionsAndZeroCount()
{
var ims = InterpretedMotionState.Default();
Assert.Empty(ims.Actions);
Assert.Equal(0u, ims.GetNumActions());
}
// ── AddAction / RemoveAction / GetNumActions FIFO discipline ──────────
[Fact]
public void AddAction_AppendsInOrder_GetNumActionsCounts()
{
var ims = InterpretedMotionState.Default();
ims.AddAction(0x1000004Bu, 1.0f, 1, autonomous: false);
ims.AddAction(0x10000050u, 1.5f, 2, autonomous: true);
Assert.Equal(2u, ims.GetNumActions());
Assert.Equal((ushort)0x004Bu, ims.Actions[0].Command);
Assert.Equal((ushort)0x0050u, ims.Actions[1].Command);
}
[Fact]
public void RemoveAction_PopsHeadFirst_FifoOrder()
{
var ims = InterpretedMotionState.Default();
ims.AddAction(0x1000004Bu, 1.0f, 1, autonomous: false);
ims.AddAction(0x10000050u, 1.5f, 2, autonomous: true);
uint first = ims.RemoveAction();
uint second = ims.RemoveAction();
Assert.Equal(0x004Bu, first);
Assert.Equal(0x0050u, second);
Assert.Equal(0u, ims.GetNumActions());
}
[Fact]
public void RemoveAction_Empty_ReturnsZero()
{
var ims = InterpretedMotionState.Default();
Assert.Equal(0u, ims.RemoveAction());
}
[Fact]
public void GetNumActions_DefaultStruct_NoNullRef()
{
// Defensive: a bare default(InterpretedMotionState) (bypassing
// .Default()) must not NRE on GetNumActions/Actions/RemoveAction —
// the lazy-list field starts null.
InterpretedMotionState bare = default;
Assert.Equal(0u, bare.GetNumActions());
Assert.Empty(bare.Actions);
Assert.Equal(0u, bare.RemoveAction());
}
// ── DoMotion's depth-cap gate consumes this directly (documentation) ──
[Fact]
public void GetNumActions_SixQueued_MeetsDoMotionDepthCapThreshold()
{
// DoMotion (0x00528d20 @306159) rejects with 0x45 when an
// action-class motion arrives AND GetNumActions() >= 6. W1 only
// proves the counter is correct; the gate itself lands in W5.
var ims = InterpretedMotionState.Default();
for (uint i = 0; i < 6; i++)
ims.AddAction(0x10000000u + i, 1.0f, i, false);
Assert.Equal(6u, ims.GetNumActions());
Assert.True(ims.GetNumActions() >= 6);
}
// ── ApplyMotion field effects (0x0051ea40) ─────────────────────────────
[Fact]
public void ApplyMotion_TurnRight_SetsTurnCommandAndSpeed()
{
var ims = InterpretedMotionState.Default();
var p = new MovementParameters { Speed = 1.5f };
ims.ApplyMotion(0x6500000du, p);
Assert.Equal(0x6500000du, ims.TurnCommand);
Assert.Equal(1.5f, ims.TurnSpeed);
}
[Fact]
public void ApplyMotion_SideStepRight_SetsSideStepCommandAndSpeed()
{
var ims = InterpretedMotionState.Default();
var p = new MovementParameters { Speed = 1.248f };
ims.ApplyMotion(0x6500000fu, p);
Assert.Equal(0x6500000fu, ims.SideStepCommand);
Assert.Equal(1.248f, ims.SideStepSpeed);
}
[Fact]
public void ApplyMotion_ForwardClassMotion_SetsForwardCommandAndSpeed()
{
// Unlike RawMotionState::ApplyMotion, InterpretedMotionState's
// forward-class branch has NO RunForward exclusion — every
// forward-class id (bit 0x40000000) writes forward_command.
var ims = InterpretedMotionState.Default();
var p = new MovementParameters { Speed = 2.94f };
ims.ApplyMotion(0x44000007u, p); // RunForward
Assert.Equal(0x44000007u, ims.ForwardCommand);
Assert.Equal(2.94f, ims.ForwardSpeed);
}
[Fact]
public void ApplyMotion_StyleClassMotion_ResetsForwardToReady_SetsCurrentStyle()
{
var ims = InterpretedMotionState.Default();
ims.ForwardCommand = 0x45000005u;
var p = new MovementParameters();
ims.ApplyMotion(0x80000042u, p);
Assert.Equal(0x41000003u, ims.ForwardCommand);
Assert.Equal(0x80000042u, ims.CurrentStyle);
}
[Fact]
public void ApplyMotion_ActionClassMotion_AddsAction()
{
var ims = InterpretedMotionState.Default();
var p = new MovementParameters { Speed = 1.0f, ActionStamp = 7u, Autonomous = true };
ims.ApplyMotion(0x1000004Bu, p);
Assert.Equal(1u, ims.GetNumActions());
var a = ims.Actions[0];
Assert.Equal((ushort)0x004Bu, a.Command);
Assert.Equal(1.0f, a.Speed);
Assert.Equal((ushort)7u, a.Stamp);
Assert.True(a.Autonomous);
}
// ── RemoveMotion field effects (0x0051e790) ────────────────────────────
[Fact]
public void RemoveMotion_TurnRightExact_ClearsTurnCommand()
{
var ims = InterpretedMotionState.Default();
ims.TurnCommand = 0x6500000du;
ims.RemoveMotion(0x6500000du);
Assert.Equal(0u, ims.TurnCommand);
}
[Fact]
public void RemoveMotion_TurnLeftExact_DoesNotMatchTurnBranch_FallsThroughToStyleCheck()
{
// Asymmetric vs RawMotionState::RemoveMotion: InterpretedMotionState
// only exact-matches 0x6500000d (TurnRight) for the turn branch, NOT
// 0x6500000e (TurnLeft) — verbatim per the raw decomp.
var ims = InterpretedMotionState.Default();
ims.TurnCommand = 0x6500000eu;
ims.RemoveMotion(0x6500000eu);
// Falls through: bit 0x40000000 clear, arg2 (0x6500000e) is not
// negative and != current_style (0x8000003D default) -> no-op.
Assert.Equal(0x6500000eu, ims.TurnCommand); // untouched
}
[Fact]
public void RemoveMotion_SideStepRightExact_ClearsSideStepCommand()
{
var ims = InterpretedMotionState.Default();
ims.SideStepCommand = 0x6500000fu;
ims.RemoveMotion(0x6500000fu);
Assert.Equal(0u, ims.SideStepCommand);
}
[Fact]
public void RemoveMotion_ForwardClassMotion_MatchingCommand_ResetsToReady()
{
var ims = InterpretedMotionState.Default();
ims.ForwardCommand = 0x45000005u;
ims.ForwardSpeed = 3.0f;
ims.RemoveMotion(0x45000005u);
Assert.Equal(0x41000003u, ims.ForwardCommand);
Assert.Equal(1f, ims.ForwardSpeed);
}
[Fact]
public void RemoveMotion_StyleClassMotion_MatchingCurrentStyle_ResetsToNonCombat()
{
var ims = InterpretedMotionState.Default();
ims.CurrentStyle = 0x80000042u;
ims.RemoveMotion(0x80000042u);
Assert.Equal(0x8000003du, ims.CurrentStyle);
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.Core.Tests.Physics.Motion;
// ─────────────────────────────────────────────────────────────────────────────
// #174 pin (2026-07-05): the RemoveLinkAnimations seam must be retail
// CPhysicsObj::RemoveLinkAnimations 0x0050fe20 — a TAILCALL to
// CPartArray::HandleEnterWorld 0x00517d70 → MotionTableManager::
// HandleEnterWorld 0x0051bdd0: CSequence::remove_all_link_animations PLUS a
// full pending_animations drain (`while (head) AnimationDone(0)`), each pop
// relaying MotionDone → CMotionInterp pops its pending_motions node in
// lockstep.
//
// The pre-fix binding was the bare sequence strip: every LeaveGround (jump)
// removed the link animations that queued MotionTableManager nodes were
// counting down on, orphaning them (NumAnims > 0, animations gone). Both
// queues then dammed permanently — MotionsPending() never drained at rest —
// and BeginTurnToHeading/BeginMoveForward (retail 0x00529b90 motions_pending
// gate) starved every armed moveto: ACE's walk-to-door mt-6 armed but the
// body never walked; the close-range Use turn never completed so the
// deferred action was silently eaten. Live evidence: launch-174-autowalk.log
// (last player pending=False at the first MovementJump press; old jump
// motions still completing at rest minutes later).
// ─────────────────────────────────────────────────────────────────────────────
public class Issue174LinkStripDrainTests
{
private readonly ITestOutputHelper _out;
public Issue174LinkStripDrainTests(ITestOutputHelper output) => _out = output;
/// <summary>
/// The jam repro: queue motions (link + cycle nodes land in BOTH the
/// interp's pending_motions and the manager's pending_animations), then
/// fire the LeaveGround-side seam. With the retail HandleEnterWorld
/// binding both queues drain to empty; the pre-fix bare-strip binding
/// left both non-empty forever.
/// </summary>
[Fact]
public void RemoveLinkAnimationsSeam_DrainsBothQueues()
{
var h = new RemoteChaseHarness(_out);
// Drive a motion burst — walk, run, stop — the shape a player's
// pre-jump input produces. Each successful dispatch pairs an interp
// node with a manager node.
var p = new MovementParameters();
h.Interp.DoMotion(MotionCommand.WalkForward, p);
h.Interp.set_hold_run(true, interrupt: false);
h.Interp.StopMotion(MotionCommand.WalkForward, p);
Assert.True(h.Interp.MotionsPending(),
"precondition: the burst must leave pending interp nodes");
Assert.NotEmpty(h.Seq.Manager.PendingAnimations);
// The LeaveGround seam (retail CMotionInterp::LeaveGround 0x00528b00
// fires CPhysicsObj::RemoveLinkAnimations).
h.Interp.RemoveLinkAnimations!.Invoke();
Assert.False(h.Interp.MotionsPending(),
"HandleEnterWorld's drain must pop every pending interp node " +
"(retail: each AnimationDone(0) relays MotionDone)");
Assert.Empty(h.Seq.Manager.PendingAnimations);
}
/// <summary>
/// The post-jump livability pin: after the seam fires mid-activity, a
/// NEW moveto-style dispatch must be able to queue and complete — the
/// #174 symptom was that BeginTurnToHeading's motions_pending gate never
/// re-opened after a jump, permanently starving armed movetos.
/// </summary>
[Fact]
public void AfterSeamDrain_NewMotionsQueueAndComplete()
{
var h = new RemoteChaseHarness(_out);
var p = new MovementParameters();
// Pre-jump activity, then the jump's LeaveGround strip+drain.
h.Interp.DoMotion(MotionCommand.WalkForward, p);
h.Interp.RemoveLinkAnimations!.Invoke();
Assert.False(h.Interp.MotionsPending());
// A fresh dispatch (the armed moveto's turn) queues...
h.Interp.DoMotion(MotionCommand.TurnRight, p);
Assert.True(h.Interp.MotionsPending());
// ...and the normal completion path (the manager's queue feeding
// MotionDone) drains it — the gate re-opens.
while (h.Seq.Manager.PendingAnimations.GetEnumerator() is var e && e.MoveNext())
h.Seq.Manager.AnimationDone(success: true);
h.Seq.Manager.CheckForCompletedMotions();
Assert.False(h.Interp.MotionsPending(),
"the normal AnimationDone → MotionDone chain must drain the new node");
}
}

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using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R3-W1 — <c>CMotionInterp::MotionNode</c> shape pin. Oracle:
/// acclient.h:53293 (struct #5857). W2 consumes this as the
/// <c>pending_motions</c> element type; W1 only ports the shape.
/// </summary>
public sealed class MotionNodeTests
{
[Fact]
public void Ctor_StoresAllThreeFields()
{
var node = new MotionNode(ContextId: 7u, Motion: 0x41000003u, JumpErrorCode: 0x48u);
Assert.Equal(7u, node.ContextId);
Assert.Equal(0x41000003u, node.Motion);
Assert.Equal(0x48u, node.JumpErrorCode);
}
[Fact]
public void Equality_IsValueBased()
{
var a = new MotionNode(1u, 2u, 3u);
var b = new MotionNode(1u, 2u, 3u);
var c = new MotionNode(1u, 2u, 4u);
Assert.Equal(a, b);
Assert.NotEqual(a, c);
}
}

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using System.Linq;
using AcDream.Core.Physics.Motion;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R2-Q1 — verbatim <c>MotionState</c> (gap H2). Oracle:
/// r2-motiontable-decomp.md §13 (ctor 0x00525fd0, add_modifier_no_check
/// 0x00525ff0, add_modifier 0x00526340, remove_modifier 0x00526040,
/// clear_modifiers 0x00526070, add_action 0x005260a0, clear_actions
/// 0x005260f0, remove_action_head 0x00526120) + §14 (one node struct,
/// two independent chains: modifier PUSH-FRONT STACK vs action TAIL-APPEND
/// FIFO) + Q0-pins A4-#5 (deep-copy ctor clones both chains — re_modify's
/// snapshot is a termination bound, never shared state).
/// </summary>
public class MotionStateTests
{
[Fact]
public void Defaults_MatchRetailCtor()
{
var ms = new MotionState();
Assert.Equal(0u, ms.Style);
Assert.Equal(0u, ms.Substate);
Assert.Equal(1f, ms.SubstateMod);
Assert.Empty(ms.Modifiers);
Assert.Empty(ms.Actions);
}
[Fact]
public void Modifiers_ArePushFrontStack()
{
var ms = new MotionState();
ms.AddModifierNoCheck(0x0Du, 1.0f);
ms.AddModifierNoCheck(0x0Fu, 1.5f);
// Newest first — retail pushes onto modifier_head.
Assert.Equal(new uint[] { 0x0Fu, 0x0Du }, ms.Modifiers.Select(m => m.Motion).ToArray());
}
[Fact]
public void Actions_AreTailAppendFifo()
{
var ms = new MotionState();
ms.AddAction(0x62u, 1.0f);
ms.AddAction(0x63u, 1.25f);
Assert.Equal(new uint[] { 0x62u, 0x63u }, ms.Actions.Select(a => a.Motion).ToArray());
}
[Fact]
public void AddModifier_RejectsDuplicate()
{
var ms = new MotionState();
Assert.True(ms.AddModifier(0x0Du, 1.0f));
Assert.False(ms.AddModifier(0x0Du, 2.0f)); // already present → caller must stop-then-re-add
Assert.Single(ms.Modifiers);
Assert.Equal(1.0f, ms.Modifiers.First().SpeedMod); // original untouched
}
[Fact]
public void AddModifier_RefusesCurrentSubstate()
{
var ms = new MotionState { Substate = 0x45000005u };
Assert.False(ms.AddModifier(0x45000005u, 1.0f));
Assert.Empty(ms.Modifiers);
}
[Fact]
public void AddModifierNoCheck_SkipsBothGuards()
{
var ms = new MotionState { Substate = 0x45000005u };
ms.AddModifierNoCheck(0x45000005u, 1.0f);
ms.AddModifierNoCheck(0x45000005u, 2.0f); // duplicate allowed too
Assert.Equal(2, ms.Modifiers.Count());
}
[Fact]
public void RemoveModifier_ByNodeIdentity()
{
var ms = new MotionState();
ms.AddModifierNoCheck(0x0Du, 1.0f);
ms.AddModifierNoCheck(0x0Fu, 1.5f);
var target = ms.Modifiers.First(m => m.Motion == 0x0Du);
ms.RemoveModifier(target);
Assert.Single(ms.Modifiers);
Assert.Equal(0x0Fu, ms.Modifiers.First().Motion);
}
[Fact]
public void RemoveActionHead_PopsFifo_ReturnsMotion_ZeroWhenEmpty()
{
var ms = new MotionState();
ms.AddAction(0x62u, 1f);
ms.AddAction(0x63u, 1f);
Assert.Equal(0x62u, ms.RemoveActionHead());
Assert.Equal(0x63u, ms.RemoveActionHead());
Assert.Equal(0u, ms.RemoveActionHead()); // empty → 0 (retail returns 0)
Assert.Empty(ms.Actions);
// Tail cleared with the last pop — a fresh append works normally.
ms.AddAction(0x64u, 1f);
Assert.Equal(new uint[] { 0x64u }, ms.Actions.Select(a => a.Motion).ToArray());
}
[Fact]
public void ClearModifiers_And_ClearActions_AreIndependentChains()
{
var ms = new MotionState();
ms.AddModifierNoCheck(0x0Du, 1f);
ms.AddAction(0x62u, 1f);
ms.ClearModifiers();
Assert.Empty(ms.Modifiers);
Assert.Single(ms.Actions);
ms.ClearActions();
Assert.Empty(ms.Actions);
}
[Fact]
public void DeepCopy_ClonesChains_NoSharedState()
{
// A4-#5: re_modify's snapshot is a DEEP copy used as a termination
// bound — mutating the original must not touch the snapshot.
var ms = new MotionState { Style = 0x8000003Du, Substate = 0x44000007u, SubstateMod = 2.85f };
ms.AddModifierNoCheck(0x0Du, 1.5f);
ms.AddAction(0x62u, 1f);
var snap = new MotionState(ms);
ms.ClearModifiers();
ms.RemoveActionHead();
ms.Substate = 0x41000003u;
Assert.Equal(0x8000003Du, snap.Style);
Assert.Equal(0x44000007u, snap.Substate);
Assert.Equal(2.85f, snap.SubstateMod);
Assert.Single(snap.Modifiers);
Assert.Equal(0x0Du, snap.Modifiers.First().Motion);
Assert.Single(snap.Actions);
}
}

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using System.Linq;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R2-Q5 — <see cref="MotionTableDispatchSink"/>: the funnel's dispatches go
/// straight into <see cref="AnimationSequencer.PerformMovement"/> (no axis
/// collection, no priority pick, no fallback chain — GetObjectSequence
/// 0x00522860 + is_allowed decide) with the TurnApplied/TurnStopped
/// ObservedOmega seam.
/// </summary>
public class MotionTableDispatchSinkTests
{
private const uint NC = 0x8000003Du;
private const uint Ready = 0x41000003u;
private const uint Walk = 0x45000005u;
private const uint TurnRight = 0x6500000Du;
private const uint ReadyAnim = 0x200u;
private const uint WalkAnim = 0x201u;
private sealed class Loader : IAnimationLoader
{
private readonly System.Collections.Generic.Dictionary<uint, Animation> _anims = new();
public void Register(uint id, Animation anim) => _anims[id] = anim;
public Animation? LoadAnimation(uint id) => _anims.TryGetValue(id, out var a) ? a : null;
}
private static Animation MakeAnim(int frames)
{
var anim = new Animation();
for (int f = 0; f < frames; f++)
{
var pf = new AnimationFrame(1);
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
anim.PartFrames.Add(pf);
}
return anim;
}
private static MotionData MakeMd(uint animId, Vector3? omega = null)
{
var md = new MotionData();
QualifiedDataId<Animation> qid = animId;
md.Anims.Add(new AnimData { AnimId = qid, LowFrame = 0, HighFrame = -1, Framerate = 30f });
if (omega is { } o)
{
md.Omega = o;
md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasOmega;
}
return md;
}
private static AnimationSequencer MakeSequencer(bool withTurnModifier = true)
{
var setup = new Setup();
setup.Parts.Add(0x01000000u);
setup.DefaultScale.Add(Vector3.One);
var loader = new Loader();
loader.Register(ReadyAnim, MakeAnim(4));
loader.Register(WalkAnim, MakeAnim(6));
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)NC };
mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
mt.Cycles[(int)((NC << 16) | (Ready & 0xFFFFFFu))] = MakeMd(ReadyAnim);
mt.Cycles[(int)((NC << 16) | (Walk & 0xFFFFFFu))] = MakeMd(WalkAnim);
if (withTurnModifier)
{
mt.Modifiers[(int)((NC << 16) | (TurnRight & 0xFFFFFFu))] =
MakeMd(ReadyAnim, omega: new Vector3(0f, 0f, 1.2f));
}
return new AnimationSequencer(setup, mt, loader);
}
[Fact]
public void ApplyMotion_CycleClass_InstallsSubstate_LazyInitialized()
{
var seq = MakeSequencer();
var sink = new MotionTableDispatchSink(seq);
// Fresh sequencer: the first dispatch lazily runs initialize_state
// (retail lazy-create, r3-motioninterp-decomp §6g) then installs
// the requested substate.
sink.ApplyMotion(Walk, 2.0f);
Assert.Equal(Walk, seq.CurrentMotion);
Assert.Equal(2.0f, seq.CurrentSpeedMod);
// Locomotion velocity synthesis ran in the passthrough (AP-75).
Assert.Equal(MotionInterpreter.WalkAnimSpeed * 2.0f, seq.CurrentVelocity.Y, 3);
}
[Fact]
public void ApplyMotion_Turn_Branch4Modifier_FiresTurnApplied_NoCycleChange()
{
var seq = MakeSequencer();
uint? turnMotion = null;
float turnSpeed = 0f;
var sink = new MotionTableDispatchSink(seq)
{
TurnApplied = (m, s) => { turnMotion = m; turnSpeed = s; },
};
sink.ApplyMotion(Walk, 1.0f);
sink.ApplyMotion(TurnRight, 1.5f);
// The AP-73 mechanism for real: substate cycle untouched, the turn
// is a MotionState modifier with its dat omega combined.
Assert.Equal(Walk, seq.CurrentMotion);
Assert.Equal((TurnRight, 1.5f), (turnMotion!.Value, turnSpeed));
Assert.Equal(1.2f * 1.5f, seq.CurrentOmega.Z, 3);
}
[Fact]
public void StopMotion_Turn_FiresTurnStopped_UnwindsModifierPhysics()
{
var seq = MakeSequencer();
bool stopped = false;
var sink = new MotionTableDispatchSink(seq) { TurnStopped = () => stopped = true };
sink.ApplyMotion(Walk, 1.0f);
sink.ApplyMotion(TurnRight, 1.5f);
sink.StopMotion(TurnRight);
Assert.True(stopped);
// StopSequenceMotion Case B (0x00522fc0): subtract_motion of the dat
// omega + modifier unlinked.
Assert.Equal(0f, seq.CurrentOmega.Z, 3);
}
[Fact]
public void StopMotion_CurrentSubstate_ReDrivesToStyleDefault()
{
var seq = MakeSequencer();
var sink = new MotionTableDispatchSink(seq);
sink.ApplyMotion(Walk, 1.0f);
sink.StopMotion(Walk);
// StopSequenceMotion Case A: stopping the active cycle re-drives
// GetObjectSequence toward the style default (Ready).
Assert.Equal(Ready, seq.CurrentMotion);
}
[Fact]
public void ApplyMotion_MissingEverywhere_NoOp_DefaultKeepsPlaying()
{
var seq = MakeSequencer(withTurnModifier: false);
var sink = new MotionTableDispatchSink(seq);
sink.ApplyMotion(Walk, 1.0f);
// 0x44000007 RunForward: no cycle, no modifier -> dispatch fails,
// sequence + state untouched (no fallback chain — H4/H5).
sink.ApplyMotion(0x44000007u, 2.0f);
Assert.Equal(Walk, seq.CurrentMotion);
Assert.Equal(1.0f, seq.CurrentSpeedMod);
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V2 — <c>HandleMoveToPosition</c> Phase 2 (<c>00529d80</c>, raw
/// 307283-307331) and <c>CheckProgressMade</c> (<c>005290f0</c>, raw
/// 306385-306431), per r4-moveto-decomp.md §6b/§5b: arrival predicate
/// (chase <c>dist &lt;= DistanceToObject</c> vs flee
/// <c>dist &gt;= MinDistance</c>), fail-distance (<see cref="WeenieError.YouChargedTooFar"/>
/// 0x3D), and the 1-second / 0.25-units-per-second progress window (BOTH
/// incremental AND overall rates).
/// </summary>
public sealed class MoveToManagerArrivalAndProgressTests
{
// ── CheckProgressMade — the progress-clock table (§5b) ─────────────────
[Fact]
public void CheckProgressMade_WithinOneSecondWindow_AlwaysTrue_TooSoonToJudge()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { UseSpheres = false });
h.Advance(0.5); // < 1.0s since PreviousDistanceTime
Assert.True(h.Manager.CheckProgressMade(currentDistance: 19.9f));
}
[Fact]
public void CheckProgressMade_ExactlyOneSecond_StillTooSoon_Inclusive()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { UseSpheres = false });
h.Advance(1.0); // elapsed <= 1.0 -> still true (§5b: "elapsed <= 1.0 -> return 1")
Assert.True(h.Manager.CheckProgressMade(currentDistance: 19.9f));
}
[Fact]
public void CheckProgressMade_AfterWindow_SufficientIncrementalAndOverallRate_True()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { UseSpheres = false });
// PreviousDistance/OriginalDistance seeded to 20 at t=0.
h.Advance(2.0); // 2s elapsed
// Closed 1 unit/s over 2s = 2 units closed -> rate 1.0 >= 0.25 both ways.
bool progress = h.Manager.CheckProgressMade(currentDistance: 18f);
Assert.True(progress);
Assert.Equal(0u, h.Manager.FailProgressCount);
Assert.Equal(18f, h.Manager.PreviousDistance, 2); // incremental checkpoint advanced
}
[Fact]
public void CheckProgressMade_InsufficientIncrementalRate_False_CheckpointDoesNotAdvance()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { UseSpheres = false });
h.Advance(2.0);
// Closed only 0.1 unit over 2s -> rate 0.05 < 0.25 -> no progress;
// checkpoint (PreviousDistance) must NOT advance.
bool progress = h.Manager.CheckProgressMade(currentDistance: 19.9f);
Assert.False(progress);
Assert.Equal(20f, h.Manager.PreviousDistance, 2); // unchanged
}
[Fact]
public void CheckProgressMade_GoodIncrementalButBadOverallRate_False()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { UseSpheres = false });
// OriginalDistance/OriginalDistanceTime were seeded to (20, t=0) by
// BeginMoveForward and NEVER move again except on arrival/retarget —
// only PreviousDistance (the incremental checkpoint) advances on a
// passing tick. Simulate a long slow crawl: many small incremental
// passes that each individually clear 0.25/s over their own 1s+
// window, but the OVERALL rate since t=0 stays under 0.25/s because
// the total elapsed time dominates.
h.Advance(2.0);
Assert.True(h.Manager.CheckProgressMade(19f)); // incremental 0.5/s since t=0 — overall also 0.5/s here, still passes.
// Now advance a huge amount of time with only a tiny further close —
// incremental since the LAST checkpoint (t=2, dist=19) is healthy
// relative to its own short window, but overall since t=0 (dist 20)
// over the huge elapsed time is far under 0.25/s.
h.Advance(200.0);
bool progress = h.Manager.CheckProgressMade(18.9f); // incremental: 0.1/200s -> fails incremental too in this construction; assert false either way (both gates must independently pass).
Assert.False(progress);
}
[Fact]
public void CheckProgressMade_MovingAway_UsesOpeningDistance()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
// pure-away move: MoveTowards=false, MoveAway=true, MinDistance large
// so get_command picks WalkForward+movingAway.
var p = new MovementParameters { MoveTowards = false, MoveAway = true, MinDistance = 50f, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
Assert.True(h.Manager.MovingAway);
h.Advance(2.0);
// Distance to the (now-behind) target GREW from ~20 to 25 -> opening
// at 2.5/s -> progress (moving_away: progress = curr - previous).
bool progress = h.Manager.CheckProgressMade(25f);
Assert.True(progress);
}
// ── Arrival predicate (§6b Phase 2) — chase vs flee ────────────────────
[Fact]
public void HandleMoveToPosition_Chase_ArrivesWhenDistLessOrEqualDto()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
var p = new MovementParameters { DistanceToObject = 5f, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
h.DrainPendingMotions();
// Walk the mover to within DistanceToObject and let enough time pass
// for CheckProgressMade to evaluate true.
h.WorldPosition = new Position(1u, new Vector3(16f, 0f, 0f), Quaternion.Identity); // dist=4 <= dto(5)
h.Advance(2.0);
h.Manager.HandleMoveToPosition();
// Arrival -> node popped, CurrentCommand cleared, BeginNextNode ran
// (queue now empty, non-sticky) -> CleanUp + StopCompletely ->
// MovementTypeState back to Invalid.
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void HandleMoveToPosition_Chase_NotArrivedYet_StaysActive()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
var p = new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
h.DrainPendingMotions();
h.WorldPosition = new Position(1u, new Vector3(5f, 0f, 0f), Quaternion.Identity); // dist=15, still far
h.Advance(2.0);
h.Manager.HandleMoveToPosition();
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
}
[Fact]
public void HandleMoveToPosition_Flee_ArrivesWhenDistGreaterOrEqualMinDistance()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
var p = new MovementParameters { MoveTowards = false, MoveAway = true, MinDistance = 10f, UseSpheres = false };
// Start close (dist=5 < MinDistance=10) so get_command picks
// WalkForward+movingAway (pure-away band, §5c).
h.Manager.MoveToPosition(new Position(1u, new Vector3(5f, 0f, 0f), Quaternion.Identity), p);
Assert.True(h.Manager.MovingAway);
h.DrainPendingMotions();
// Mover has fled to distance 12 (>= MinDistance 10) -> arrived.
h.WorldPosition = new Position(1u, new Vector3(-7f, 0f, 0f), Quaternion.Identity); // dist to (5,0,0) = 12
h.Advance(2.0);
h.Manager.HandleMoveToPosition();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
// ── Fail-distance (§6b, WeenieError.YouChargedTooFar) ──────────────────
[Fact]
public void HandleMoveToPosition_ProgressMadeButOverFailDistance_CancelsAsYouChargedTooFar()
{
// §6b Phase 2 ordering: the fail_distance check lives INSIDE the
// "CheckProgressMade == true, but not yet arrived" branch — a
// no-progress tick never reaches it at all (that tick only
// increments FailProgressCount). So the fail-distance trigger
// requires: progress WAS made (rate >= 0.25 both ways) toward the
// target, arrival not yet reached, AND total displacement from
// StartingPosition exceeds FailDistance — e.g. the mover overshot
// past the target along a path that looped far from the start.
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
var p = new MovementParameters { DistanceToObject = 0.6f, FailDistance = 5f, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
h.DrainPendingMotions();
// Mover advanced to (8,0,0): 12 units closed toward the target over
// 2s (rate 6/s, passes both incremental+overall) but has traveled
// 8 units from StartingPosition(0,0,0) — over FailDistance(5) —
// while still 12 units short of arrival (dto=0.6).
h.WorldPosition = new Position(1u, new Vector3(8f, 0f, 0f), Quaternion.Identity);
h.Advance(2.0);
h.Manager.HandleMoveToPosition();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void HandleMoveToPosition_NoProgressButWithinFailDistance_StaysActive_NoCancel()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
var p = new MovementParameters { DistanceToObject = 0.6f, FailDistance = 100f, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
h.DrainPendingMotions();
h.WorldPosition = new Position(1u, new Vector3(0f, 1f, 0f), Quaternion.Identity); // 1 unit from start, well under FailDistance
h.Advance(2.0);
h.Manager.HandleMoveToPosition();
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
}
// ── FailProgressCount write-only bookkeeping (§8, do-not-invent) ───────
[Fact]
public void FailProgressCount_IncrementsOnStall_ButNoGiveUpThresholdExists()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
var p = new MovementParameters { DistanceToObject = 0.6f, FailDistance = float.MaxValue, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
h.DrainPendingMotions();
// Stall many times (no progress, not interpolating, not animating) —
// FailProgressCount should climb with NO cap and NO resulting
// cancellation, since the counter is write-only in retail (§8).
for (int i = 0; i < 20; i++)
{
h.Advance(2.0);
h.Manager.HandleMoveToPosition();
}
Assert.True(h.Manager.FailProgressCount >= 20);
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState); // still active, no give-up
}
[Fact]
public void FailProgressCount_NotIncremented_WhenInterpolating()
{
var h = new MoveToManagerHarness { IsInterpolatingValue = true };
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
var p = new MovementParameters { DistanceToObject = 0.6f, FailDistance = float.MaxValue, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
h.DrainPendingMotions();
h.Advance(2.0);
h.Manager.HandleMoveToPosition();
Assert.Equal(0u, h.Manager.FailProgressCount);
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V2 — <c>HandleMoveToPosition</c> Phase 1 aux-turn steering
/// (<c>00529d80</c>, raw 307187-307280) per r4-moveto-decomp.md §6b: the
/// 20°/340° deadband, direction pick (diff ≥ 180 → TurnLeft else TurnRight),
/// no-redundant-reissue, and the "stop aux while animating" branch.
/// </summary>
public sealed class MoveToManagerAuxTurnTests
{
/// <summary>Drives a manager into an active MoveToPosition (heading
/// already settled so BeginMoveForward runs on the first BeginNextNode),
/// then drains the interp's pending_motions queue via a synthetic
/// MotionDone callback — standing in for "the WalkForward/RunForward
/// animation-table dispatch cycle has started/completed" the way a real
/// AnimationSequencer would signal it. Without this, MotionsPending()
/// stays true forever (BeginMoveForward's own _DoMotion dispatch
/// enqueues a node that nothing else in this bare harness ever pops),
/// and HandleMoveToPosition's Phase 1 would perpetually take the
/// "animating, stop aux" branch — never exercising the deadband/turn
/// logic this test file targets.</summary>
private static MoveToManagerHarness ArmMoving(float initialHeading, Vector3 targetXY)
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = initialHeading;
var p = new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, targetXY, Quaternion.Identity), p);
h.DrainPendingMotions();
return h;
}
[Fact]
public void WithinDeadband_NoAuxTurnIssued()
{
// Target due east (heading 90); mover already facing 85 -> diff 5,
// inside [0,20] deadband.
var h = ArmMoving(initialHeading: 90f, targetXY: new Vector3(20f, 0f, 0f));
h.Heading = 85f; // simulate drift after the initial turn-to-face completed
h.Manager.HandleMoveToPosition();
Assert.Equal(0u, h.Manager.AuxCommand);
}
[Fact]
public void JustOutsideDeadband_Positive_IssuesTurnRight()
{
var h = ArmMoving(initialHeading: 90f, targetXY: new Vector3(20f, 0f, 0f));
h.Heading = 40f; // diff = 90-40 = 50 -> outside [0,20][340,360)
h.Manager.HandleMoveToPosition();
Assert.Equal(MotionCommand.TurnRight, h.Manager.AuxCommand);
}
[Fact]
public void DiffAtOrAbove180_IssuesTurnLeft()
{
var h = ArmMoving(initialHeading: 90f, targetXY: new Vector3(20f, 0f, 0f));
h.Heading = 300f; // diff = 90-300 = -210 -> +360 = 150... need >=180 for TurnLeft; pick 260.
h.Heading = 260f; // diff = 90-260=-170 -> +360=190 (>=180) -> TurnLeft
h.Manager.HandleMoveToPosition();
Assert.Equal(MotionCommand.TurnLeft, h.Manager.AuxCommand);
}
[Fact]
public void DeadbandUpperBoundary_340_NoTurn()
{
var h = ArmMoving(initialHeading: 0f, targetXY: new Vector3(0f, 20f, 0f)); // target heading 0
h.Heading = 20f; // diff = 0-20=-20 -> +360=340 -> boundary INCLUSIVE (diff >= 340)
h.Manager.HandleMoveToPosition();
Assert.Equal(0u, h.Manager.AuxCommand);
}
[Fact]
public void DeadbandLowerBoundary_20_NoTurn()
{
var h = ArmMoving(initialHeading: 0f, targetXY: new Vector3(0f, 20f, 0f)); // target heading 0
h.Heading = -20f % 360f; // normalize below
h.Heading = 340f; // diff = 0-340 = -340 -> +360=20 -> boundary INCLUSIVE (diff <= 20)
h.Manager.HandleMoveToPosition();
Assert.Equal(0u, h.Manager.AuxCommand);
}
[Fact]
public void NoRedundantReissue_SameDirectionTwice_DoesNotRedispatch()
{
var h = ArmMoving(initialHeading: 90f, targetXY: new Vector3(20f, 0f, 0f));
h.Heading = 40f; // outside deadband -> TurnRight
h.Manager.HandleMoveToPosition();
uint firstAux = h.Manager.AuxCommand;
Assert.Equal(MotionCommand.TurnRight, firstAux);
// Drain the interp's pending_motions queue (the TurnRight dispatch
// just enqueued a node) so Phase 1's "not animating" branch runs
// again on the second tick — otherwise MotionsPending() would stay
// true and Phase 1 would take the "animating, stop aux" branch
// instead of exercising the redundant-reissue guard this test
// targets.
h.DrainPendingMotions();
int stopCallsBefore = h.StopCompletelyCalls; // unrelated counter, just for isolation
// Second tick, still outside deadband, same direction -> _DoMotion
// should NOT be re-issued (turn != AuxCommand test fails since
// AuxCommand already equals TurnRight) — assert AuxCommand is
// unchanged (still TurnRight) as the observable proxy.
h.Manager.HandleMoveToPosition();
Assert.Equal(MotionCommand.TurnRight, h.Manager.AuxCommand);
Assert.Equal(stopCallsBefore, h.StopCompletelyCalls);
}
[Fact]
public void AnimatingMotionsPending_StopsAuxTurn_DoesNotStartNew()
{
var h = ArmMoving(initialHeading: 90f, targetXY: new Vector3(20f, 0f, 0f));
h.Heading = 40f;
h.Manager.HandleMoveToPosition();
Assert.Equal(MotionCommand.TurnRight, h.Manager.AuxCommand);
// Simulate an animation-table motion still pending by queueing a
// node onto the REAL MotionInterpreter's pending_motions.
h.Interp.AddToQueue(0, MotionCommand.WalkForward, 0);
Assert.True(h.Interp.MotionsPending());
h.Manager.HandleMoveToPosition();
Assert.Equal(0u, h.Manager.AuxCommand);
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V2 — <c>MoveToManager::BeginMoveForward</c> (<c>00529a00</c>, raw
/// 306957-307042) per r4-moveto-decomp.md §4c: dispatched motion id / hold
/// key, the write-back to the STORED params, and the progress-clock seed.
/// Also exercises the run→walk demote inside <c>WalkRunThreshhold</c> (the
/// R3 visual-pass expected-diff this closes).
/// </summary>
public sealed class MoveToManagerBeginMoveForwardTests
{
[Fact]
public void FarFromTarget_CanRunCanWalk_DispatchesRunForward()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f; // already facing target — no aux turn needed
var p = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f };
// Distance far beyond threshold+dto -> Run.
h.Manager.MoveToPosition(new Position(1u, new Vector3(100f, 0f, 0f), Quaternion.Identity), p);
// MoveToPosition's node plan queues [TurnToHeading(face)] first since
// heading(0->target)=90 != current heading is not tested here (we
// set Heading=90 already so diff=0, GetCommand still picks motion
// because distance is huge, so a turn node is queued anyway — but
// since diff==0 the queued turn will complete immediately in
// BeginNextNode's synchronous dispatch, landing directly on
// BeginMoveForward).
// ForwardCommand (post-adjust_motion, dispatched to the interp) is
// RunForward; CurrentCommand (the manager's OWN field) stores the
// PRE-adjust command GetCommand chose — get_command's own body only
// ever returns WalkForward/WalkBackward/0 (§5c) — the Run promotion
// happens downstream, inside adjust_motion (_DoMotion §7a), and is
// never written back into CurrentCommand.
Assert.Equal(MotionCommand.RunForward, h.ForwardCommand);
Assert.Equal(HoldKey.Run, h.Manager.Params.HoldKeyToApply);
Assert.Equal(MotionCommand.WalkForward, h.Manager.CurrentCommand);
}
[Fact]
public void WithinWalkRunThreshold_DemotesToWalk()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
var p = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f };
// dist - dto = 10 - 0.6 = 9.4 <= 15 -> walk.
h.Manager.MoveToPosition(new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity), p);
Assert.Equal(MotionCommand.WalkForward, h.ForwardCommand);
Assert.Equal(HoldKey.None, h.Manager.Params.HoldKeyToApply);
}
[Fact]
public void CanCharge_FastPathWins_RunsEvenWhenClose()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
var p = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f, CanCharge = true };
h.Manager.MoveToPosition(new Position(1u, new Vector3(2f, 0f, 0f), Quaternion.Identity), p);
Assert.Equal(MotionCommand.RunForward, h.ForwardCommand);
Assert.Equal(HoldKey.Run, h.Manager.Params.HoldKeyToApply);
}
[Fact]
public void HoldKeyWriteBack_ToStoredParams_NotJustLocalCopy()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
var p = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f, HoldKeyToApply = HoldKey.Invalid };
h.Manager.MoveToPosition(new Position(1u, new Vector3(100f, 0f, 0f), Quaternion.Identity), p);
Assert.Equal(HoldKey.Run, h.Manager.Params.HoldKeyToApply);
}
[Fact]
public void ProgressClockSeeded_PreviousAndOriginalEqualCurrentDistance()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.CurTime = 5.0;
// UseSpheres defaults true on a fresh MovementParameters, and
// MoveToPosition's own params (copied into Params BEFORE
// BeginMoveForward runs) drive GetCurrentDistance's use_spheres
// branch: cylinder distance = center distance - ownRadius(0.5) -
// targetRadius(0, position moves always zero SoughtObjectRadius).
var p = new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
Assert.Equal(20f, h.Manager.PreviousDistance, 2);
Assert.Equal(20f, h.Manager.OriginalDistance, 2);
Assert.Equal(5.0, h.Manager.PreviousDistanceTime, 3);
Assert.Equal(5.0, h.Manager.OriginalDistanceTime, 3);
}
[Fact]
public void ProgressClockSeeded_UseSpheresDefault_UsesCylinderDistance()
{
var h = new MoveToManagerHarness { OwnRadius = 0.5f };
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.CurTime = 5.0;
var p = new MovementParameters { DistanceToObject = 0.6f }; // UseSpheres=true (default)
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), p);
// center distance 20 - ownRadius 0.5 - targetRadius 0 (position
// moves zero SoughtObjectRadius, §3c) = 19.5.
Assert.Equal(19.5f, h.Manager.PreviousDistance, 2);
Assert.Equal(19.5f, h.Manager.OriginalDistance, 2);
}
[Fact]
public void CancelMoveToBit_ClearedOnLocalParams_DoesNotSelfCancel()
{
// If the 0x8000 CancelMoveTo bit were NOT cleared on the local
// params passed into _DoMotion, InterruptCurrentMovement-style
// cancellation logic downstream could tear down THIS moveto before
// it starts. We assert the observable effect: the manager is still
// MovingTo after BeginMoveForward dispatches.
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
Assert.True(h.Manager.IsMovingTo());
}
[Fact]
public void NoPhysicsObj_CancelsWithNoPhysicsObjectCode()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
Assert.True(h.Manager.IsMovingTo());
h.Manager.HasPhysicsObj = false;
h.Manager.BeginMoveForward();
Assert.False(h.Manager.IsMovingTo());
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V5 — the <c>MoveToComplete</c> CLIENT-ADDITION seam contract (see the
/// seam's doc on <see cref="MoveToManager.MoveToComplete"/>): fires with
/// <see cref="WeenieError.None"/> on NATURAL COMPLETION (the
/// <see cref="MoveToManager.BeginNextNode"/> empty-queue exits, both sticky
/// and non-sticky, plus <c>CleanUpAndCallWeenie</c>'s instant-success path)
/// and NEVER on <see cref="MoveToManager.CancelMoveTo"/>. The App layer's
/// AD-27 re-anchor (deferred Use/PickUp re-send on arrival) depends on
/// exactly this split: arrival fires the deferred action once; a user-input
/// cancel must not.
/// </summary>
public sealed class MoveToManagerCompletionSeamTests
{
/// <summary>Arms a position move 5 m dead ahead (heading 90 = +X,
/// facing it) and drives the scripted body to arrival via UseTime.</summary>
private static MoveToManagerHarness DriveToArrival()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.Manager.MoveToPosition(
new Position(1u, new Vector3(5f, 0f, 0f), Quaternion.Identity),
new MovementParameters { UseSpheres = false, DistanceToObject = 0.6f });
h.DrainPendingMotions();
for (int i = 0; i < 200 && h.Manager.IsMovingTo(); i++)
{
h.Tick();
var cur = h.WorldPosition.Frame.Origin;
h.WorldPosition = new Position(
1u, cur + new Vector3(0.2f, 0f, 0f), Quaternion.Identity);
h.Manager.UseTime();
h.DrainPendingMotions();
}
Assert.False(h.Manager.IsMovingTo(),
"scripted drive must reach arrival within the tick budget");
return h;
}
[Fact]
public void NaturalArrival_FiresMoveToComplete_OnceWithNone()
{
var h = DriveToArrival();
Assert.Single(h.MoveToCompleteCalls);
Assert.Equal(WeenieError.None, h.MoveToCompleteCalls[0]);
}
[Fact]
public void AfterArrival_ExtraUseTimeTicks_DoNotRefire()
{
var h = DriveToArrival();
for (int i = 0; i < 10; i++)
{
h.Tick();
h.Manager.UseTime();
}
Assert.Single(h.MoveToCompleteCalls);
}
[Fact]
public void CancelMoveTo_DoesNotFireMoveToComplete()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.Manager.MoveToPosition(
new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
new MovementParameters { UseSpheres = false });
Assert.True(h.Manager.IsMovingTo());
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
Assert.False(h.Manager.IsMovingTo());
Assert.Empty(h.MoveToCompleteCalls);
}
[Fact]
public void StickyCompletion_FiresMoveToComplete_AfterStickToHandoff()
{
// In-range sticky object move: MoveToObject arms the tracker; the
// first Ok callback finds the target already inside
// DistanceToObject, so no motion nodes are needed and BeginNextNode
// lands straight on the empty-queue STICKY exit — StickTo gets the
// pre-CleanUp tlid/radius/height, then the completion seam fires.
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.Manager.MoveToObject(
objectId: 0x1000u, topLevelId: 0x1000u, radius: 0.5f, height: 1f,
new MovementParameters { Sticky = true, DistanceToObject = 5f });
h.DrainPendingMotions();
var target = new Position(1u, new Vector3(1f, 0f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(
new TargetInfo(0x1000u, TargetStatus.Ok, target, target));
h.DrainPendingMotions();
// Some builds need the turn/settle nodes ticked through first.
for (int i = 0; i < 50 && h.Manager.IsMovingTo(); i++)
{
h.Tick();
h.Manager.UseTime();
h.DrainPendingMotions();
}
Assert.False(h.Manager.IsMovingTo());
Assert.Single(h.StickToCalls);
Assert.Equal((0x1000u, 0.5f, 1f), h.StickToCalls[0]);
Assert.Single(h.MoveToCompleteCalls);
Assert.Equal(WeenieError.None, h.MoveToCompleteCalls[0]);
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V2 — scripted end-to-end table drive (r4-port-plan.md §3 V2 test
/// list): positions fed per tick -> expected node pops + dispatched motion
/// ids/hold keys, including the run-to-walk demote as the mover closes to
/// within <c>WalkRunThreshhold</c> of the target — the exact R3 visual-pass
/// expected-diff this closes ("auto-walk-at-run walk-pace legs (R4)").
/// </summary>
public sealed class MoveToManagerEndToEndTableDriveTests
{
[Fact]
public void ChaseSequence_TurnFirst_ThenRun_ThenDemoteToWalk_ThenArrive()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f; // facing NORTH; target is due EAST -> a turn-to-face node is required first.
var p = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, new Vector3(100f, 0f, 0f), Quaternion.Identity), p);
// Step 1: node plan = [TurnToHeading(90), MoveToPosition]. Heading
// diff (0->90) is large -> BeginTurnToHeading armed a real turn
// (not the "already there" early-out).
Assert.Equal(2, System.Linq.Enumerable.Count(h.Manager.PendingActions));
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
h.DrainPendingMotions();
// Step 2: the turn completes (heading snaps to 90 via
// HandleTurnToHeading's arrival branch) -> BeginNextNode pops to the
// MoveToPosition node -> BeginMoveForward dispatches. Far from the
// target (100 units, minus threshold 15 well exceeded) -> RunForward.
h.Heading = 91f; // "passed" 90
h.Manager.HandleTurnToHeading();
h.DrainPendingMotions();
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
Assert.Single(h.Manager.PendingActions);
Assert.Equal(MotionCommand.RunForward, h.ForwardCommand);
Assert.Equal(HoldKey.Run, h.Manager.Params.HoldKeyToApply);
// Step 3: close the distance to just inside the walk/run threshold.
// Phase 2 of HandleMoveToPosition doesn't re-run get_command; only
// BeginMoveForward does (dispatched once per node, on arm) — so the
// walk-demote re-evaluation requires a fresh moveto issue. Route it
// through PerformMovement (NOT a direct MoveToPosition call) — this
// is the retail-faithful re-issue shape (§3a: cancel current +
// unstick FIRST, THEN dispatch) and avoids stacking a stale node
// onto the still-populated queue the way a bare second
// MoveToPosition call would (MoveToPosition itself does not drain;
// only PerformMovement's CancelMoveTo call does).
h.WorldPosition = new Position(1u, new Vector3(90f, 0f, 0f), Quaternion.Identity); // 10 units from target
h.Heading = 90f; // already facing it
var pClose = new MovementParameters { DistanceToObject = 0.6f, WalkRunThreshhold = 15f, UseSpheres = false };
h.Manager.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(1u, new Vector3(100f, 0f, 0f), Quaternion.Identity),
Params = pClose,
});
// PerformMovement's CancelMoveTo (§3a) stops the in-flight motion
// FIRST, which itself enqueues a pending_motions node -- so
// BeginTurnToHeading's wait-for-anims gate (§4d) defers the "already
// facing it" early-out to the NEXT drain, not synchronously inside
// this call. Drain twice: once for the cancel's own stop dispatch,
// once more for whatever BeginTurnToHeading/BeginMoveForward issues
// once armed.
h.DrainPendingMotions();
h.Manager.BeginNextNode(); // re-check the head node now that anims have drained
h.DrainPendingMotions();
Assert.Single(h.Manager.PendingActions); // the stale queue was drained by PerformMovement's CancelMoveTo; the "already facing it" turn completed instantly once anims cleared.
// dist=10, dto=0.6 -> dist-dto=9.4 <= 15 -> WALK.
Assert.Equal(MotionCommand.WalkForward, h.ForwardCommand);
Assert.Equal(HoldKey.None, h.Manager.Params.HoldKeyToApply);
// Step 4: arrive.
h.WorldPosition = new Position(1u, new Vector3(99.7f, 0f, 0f), Quaternion.Identity);
h.Advance(2.0);
h.Manager.HandleMoveToPosition();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
Assert.Empty(h.Manager.PendingActions);
}
[Fact]
public void FleeSequence_WalksBackward_InsideMinBand_ArrivesWhenFarEnough()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, new Vector3(3f, 0f, 0f), Quaternion.Identity);
h.Heading = 270f; // facing the threat (target) which is behind at origin -- WalkBackward needs no turn.
// towards_and_away band: dist(3) inside [MinDistance(5)... wait need
// dist < min for the inside-band WalkBackward pick]. Use MinDistance
// 5 with mover at distance 3 from the target (origin) -> inside
// band -> WalkBackward, no turn node queued (§5d asymmetry).
var p = new MovementParameters { MoveTowards = true, MoveAway = true, MinDistance = 5f, DistanceToObject = 8f, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, Vector3.Zero, Quaternion.Identity), p);
Assert.True(h.Manager.MovingAway);
Assert.Equal(MotionCommand.WalkBackward, h.Manager.CurrentCommand); // pre-adjust id (get_command's own return)
// adjust_motion normalizes WalkBackward -> WalkForward with a
// negative BackwardsFactor-scaled speed, dispatched as ForwardCommand.
Assert.Equal(MotionCommand.WalkForward, h.ForwardCommand);
Assert.True(h.ForwardSpeed < 0f);
h.DrainPendingMotions();
// Flee to distance 6 (>= MinDistance 5) -> arrived.
h.WorldPosition = new Position(1u, new Vector3(6f, 0f, 0f), Quaternion.Identity);
h.Advance(2.0);
h.Manager.HandleMoveToPosition();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void TurnToObjectSequence_DeferredStart_ThenRetargetIgnored_ThenArrivesOnHeadingPass()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f;
const uint targetId = 0x5000CCCCu;
h.Manager.TurnToObject(targetId, targetId, new MovementParameters());
Assert.Empty(h.Manager.PendingActions); // deferred (§3d)
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity); // heading 90
h.Manager.HandleUpdateTarget(new TargetInfo(targetId, TargetStatus.Ok, target, target));
Assert.True(h.Manager.Initialized);
Assert.Single(h.Manager.PendingActions);
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
h.DrainPendingMotions();
// Retarget while running: TurnToObject gets no handling (heading frozen).
var target2 = new Position(1u, new Vector3(0f, 10f, 0f), Quaternion.Identity); // heading 0
h.Manager.HandleUpdateTarget(new TargetInfo(targetId, TargetStatus.Ok, target2, target2));
var soughtBefore = h.Manager.SoughtPosition;
Assert.Equal(soughtBefore, h.Manager.SoughtPosition); // sanity: unchanged by its own read
// Complete the turn toward the ORIGINAL (frozen) heading (90), not target2's.
h.Heading = 91f;
h.Manager.HandleTurnToHeading();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
Assert.Equal(90f, h.Heading, 2); // snapped to the frozen heading, unaffected by the retarget.
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V2 — <c>HandleUpdateTarget</c> (<c>0052a7d0</c>, raw 307802-307867,
/// decomp §6d): the P4 TargetTracker feed's deferred-start lifecycle
/// (Initialized=false = the first callback vs true = an in-flight retarget),
/// context/target-id filtering, self-target instant success, NoObject vs
/// ObjectGone status handling, and the retarget progress-clock reset.
/// </summary>
public sealed class MoveToManagerHandleUpdateTargetTests
{
private const uint TargetId = 0x50004444u;
private static MoveToManagerHarness ArmMoveToObject(float ownRadius = 0.5f, float ownHeight = 2f)
{
var h = new MoveToManagerHarness { OwnRadius = ownRadius, OwnHeight = ownHeight };
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f;
h.Manager.MoveToObject(TargetId, TargetId, radius: 1f, height: 2f, new MovementParameters());
return h;
}
[Fact]
public void IgnoresUpdate_ForADifferentTarget()
{
var h = ArmMoveToObject();
var wrongTargetPos = new Position(1u, new Vector3(5f, 5f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(0x59999999u, TargetStatus.Ok, wrongTargetPos, wrongTargetPos));
Assert.False(h.Manager.Initialized);
Assert.Empty(h.Manager.PendingActions);
}
[Fact]
public void FirstCallback_NonOkStatus_CancelsAsNoObject()
{
var h = ArmMoveToObject();
var pos = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.ExitWorld, pos, pos));
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void FirstCallback_OkStatus_BuildsNodePlan_SetsInitialized()
{
var h = ArmMoveToObject();
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target, target));
Assert.True(h.Manager.Initialized);
Assert.NotEmpty(h.Manager.PendingActions);
}
[Fact]
public void FirstCallback_OrdinaryTarget_DoesNotFireMoveToComplete()
{
// MoveToObject's OWN self-target branch (§3b) already short-circuits
// via CleanUp+StopCompletely BEFORE any HandleUpdateTarget ever
// fires for a same-id target — so HandleUpdateTarget's self-target
// instant-success path (§6d: "top_level_object_id ==
// physics_obj->id") is reachable only in the deferred-start window,
// and is covered by construction in
// MoveToManagerNodePlanTests.MoveToObject_SelfTarget_*
// (MoveToObject never even reaches SetTarget for a self-id, so the
// callback path is dead in practice — retail's redundant guard).
// This test isolates the ORDINARY path: MoveToComplete's only
// trigger is CleanUpAndCallWeenie, never a plain node-plan build.
var h = ArmMoveToObject();
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target, target));
Assert.Empty(h.MoveToCompleteCalls);
}
[Fact]
public void Retarget_NonOkStatus_CancelsAsObjectGone()
{
var h = ArmMoveToObject();
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target, target));
Assert.True(h.Manager.Initialized);
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.ExitWorld, target, target));
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void Retarget_UpdatesPositions_ResetsProgressClock_DoesNotRequeueNodes()
{
var h = ArmMoveToObject();
var target1 = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target1, target1));
int nodeCountAfterFirst = System.Linq.Enumerable.Count(h.Manager.PendingActions);
Assert.True(nodeCountAfterFirst > 0);
h.Advance(3.0); // simulate time passing, progress clock advanced by BeginMoveForward
var target2 = new Position(1u, new Vector3(20f, 5f, 0f), Quaternion.Identity);
var interp2 = new Position(1u, new Vector3(19f, 5f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target2, interp2));
Assert.Equal(target2, h.Manager.CurrentTargetPosition);
Assert.Equal(interp2, h.Manager.SoughtPosition);
Assert.Equal(float.MaxValue, h.Manager.PreviousDistance);
Assert.Equal(float.MaxValue, h.Manager.OriginalDistance);
// Node count unchanged by the retarget itself (no requeue) — the
// running MoveToPosition node keeps steering toward the moved
// CurrentTargetPosition on its own next tick.
Assert.Equal(nodeCountAfterFirst, System.Linq.Enumerable.Count(h.Manager.PendingActions));
}
[Fact]
public void Retarget_TurnToObject_GetsNoRetargetHandling_HeadingFrozen()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f;
h.Manager.TurnToObject(TargetId, TargetId, new MovementParameters());
var target1 = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity); // heading 90
h.Manager.TurnToObject_Internal(target1); // first callback (direct, mirrors deferred-start call shape)
Assert.True(h.Manager.Initialized);
var soughtAfterFirst = h.Manager.SoughtPosition;
// A retarget-shaped HandleUpdateTarget call for a TurnToObject
// manager: since Initialized is already true, this takes the
// "retarget" branch, which only updates state for MoveToObject —
// TurnToObject gets NO handling at all (decomp §6d note).
var target2 = new Position(1u, new Vector3(0f, 10f, 0f), Quaternion.Identity); // heading 0
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target2, target2));
Assert.Equal(soughtAfterFirst, h.Manager.SoughtPosition); // untouched
}
[Fact]
public void NoPhysicsObj_CancelsWithNoPhysicsObjectCode()
{
var h = ArmMoveToObject();
h.Manager.HasPhysicsObj = false;
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(TargetId, TargetStatus.Ok, target, target));
Assert.False(h.Manager.IsMovingTo());
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V2 — <c>MoveToManager</c> construction / <c>InitializeLocalVariables</c>
/// (<c>00529250</c>, raw 306490-306534) / <c>Destroy</c> (<c>005294b0</c>) /
/// <c>is_moving_to</c> (<c>00529220</c>). Per r4-moveto-decomp.md §1: the ctor
/// zeroes the FLAGS WORD + context_id only (NOT ACE's A2/A3 full-struct-reset
/// transposition — scalar param fields keep stale values since every entry
/// point copies all ten fields anyway), resets both progress-clock pairs to
/// FLT_MAX/now, and resets Sought/CurrentTarget positions but NOT
/// StartingPosition.
/// </summary>
public sealed class MoveToManagerLifecycleTests
{
[Fact]
public void FreshManager_MovementTypeIsInvalid()
{
var h = new MoveToManagerHarness();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
Assert.False(h.Manager.IsMovingTo());
}
[Fact]
public void FreshManager_ProgressClocksAreFltMax()
{
var h = new MoveToManagerHarness();
Assert.Equal(float.MaxValue, h.Manager.PreviousDistance);
Assert.Equal(float.MaxValue, h.Manager.OriginalDistance);
}
[Fact]
public void FreshManager_BitfieldFlagsAllClear_ScalarsUntouchedByCtorReset()
{
// InitializeLocalVariables clears ONLY the bitfield + context_id.
// The scalar fields (DistanceToObject etc.) are NOT part of that
// clear — but since Params starts as `new MovementParameters()`
// (retail ctor defaults), the scalars already hold their defaults
// here; the "stale values survive InitializeLocalVariables" claim is
// exercised by MoveToManagerCancelAndCleanupTests (a scalar surviving
// a CleanUp/InitializeLocalVariables round-trip after being changed
// by an entry point).
var h = new MoveToManagerHarness();
Assert.False(h.Manager.Params.CanWalk);
Assert.False(h.Manager.Params.CanRun);
Assert.False(h.Manager.Params.MoveTowards);
Assert.False(h.Manager.Params.CancelMoveTo);
Assert.Equal(0u, h.Manager.Params.ContextId);
}
[Fact]
public void FreshManager_SoughtPositionAndCurrentTargetAreIdentityFrameAtCellZero()
{
// NOT default(Position) — default(Quaternion) is the ZERO
// quaternion, not identity. Retail resets to a genuine identity
// frame (decomp §1c) at cell id 0.
var h = new MoveToManagerHarness();
var expected = new Position(0u, System.Numerics.Vector3.Zero, System.Numerics.Quaternion.Identity);
Assert.Equal(expected, h.Manager.SoughtPosition);
Assert.Equal(expected, h.Manager.CurrentTargetPosition);
Assert.Equal(0f, MoveToMath.GetHeading(h.Manager.SoughtPosition.Frame.Orientation));
}
[Fact]
public void FreshManager_PendingActionsEmpty()
{
var h = new MoveToManagerHarness();
Assert.Empty(h.Manager.PendingActions);
}
[Fact]
public void Destroy_DrainsPendingActions_ThenReInitializes()
{
var h = new MoveToManagerHarness();
h.Manager.AddMoveToPositionNode();
h.Manager.AddTurnToHeadingNode(90f);
Assert.Equal(2, System.Linq.Enumerable.Count(h.Manager.PendingActions));
h.Manager.Destroy();
Assert.Empty(h.Manager.PendingActions);
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void IsMovingTo_TrueAfterMoveToPosition_FalseAfterCancel()
{
var h = new MoveToManagerHarness();
h.Manager.MoveToPosition(new Position(1u, new System.Numerics.Vector3(10f, 0f, 0f), System.Numerics.Quaternion.Identity), new MovementParameters());
Assert.True(h.Manager.IsMovingTo());
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
Assert.False(h.Manager.IsMovingTo());
}
}

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using System.Linq;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V2 — node-plan goldens for each movement type. Per r4-moveto-decomp.md
/// §3c (MoveToPosition), §6f (MoveToObject_Internal), §3e (TurnToHeading),
/// §6g (TurnToObject_Internal): the SHAPE of <c>pending_actions</c> right
/// after the entry point (deferred moves) or the internal builder (object
/// moves, first target callback) runs.
/// </summary>
public sealed class MoveToManagerNodePlanTests
{
// ── MoveToPosition (§3c): [TurnToHeading(face)] → [MoveToPosition] ────
[Fact]
public void MoveToPosition_NeedsMotion_QueuesTurnThenMove()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f;
// Target due east (+X) -> heading 90. Far enough that get_command
// says motion is needed (default DistanceToObject=0.6).
h.Manager.MoveToPosition(new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity), new MovementParameters());
var nodes = h.Manager.PendingActions.ToList();
Assert.Equal(2, nodes.Count);
Assert.Equal(MovementType.TurnToHeading, nodes[0].Type);
Assert.Equal(90f, nodes[0].Heading, 2);
Assert.Equal(MovementType.MoveToPosition, nodes[1].Type);
}
[Fact]
public void MoveToPosition_AlreadyInRange_NoMotionNodesQueued()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
// Target within default DistanceToObject (0.6) -> get_command idles.
h.Manager.MoveToPosition(new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity), new MovementParameters());
Assert.Empty(h.Manager.PendingActions);
}
[Fact]
public void MoveToPosition_UseFinalHeading_AppendsAbsoluteFinalTurnNode()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
var p = new MovementParameters { UseFinalHeading = true, DesiredHeading = 270f };
h.Manager.MoveToPosition(new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity), p);
var nodes = h.Manager.PendingActions.ToList();
// Turn-to-face(90) -> MoveToPosition -> Turn-to-final(270, ABSOLUTE).
Assert.Equal(3, nodes.Count);
Assert.Equal(MovementType.TurnToHeading, nodes[2].Type);
Assert.Equal(270f, nodes[2].Heading, 2);
}
[Fact]
public void MoveToPosition_UseFinalHeadingOnly_NoMotionNeeded_QueuesOnlyFinalTurn()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
var p = new MovementParameters { UseFinalHeading = true, DesiredHeading = 45f };
// Already in range -> no move/turn-to-face nodes, only the final turn.
h.Manager.MoveToPosition(new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity), p);
var nodes = h.Manager.PendingActions.ToList();
Assert.Single(nodes);
Assert.Equal(MovementType.TurnToHeading, nodes[0].Type);
Assert.Equal(45f, nodes[0].Heading, 2);
}
[Fact]
public void MoveToPosition_ClearsStickyBit_EvenIfArgumentRequestedIt()
{
var h = new MoveToManagerHarness();
var p = new MovementParameters { Sticky = true };
h.Manager.MoveToPosition(new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity), p);
Assert.False(h.Manager.Params.Sticky);
}
[Fact]
public void MoveToPosition_MovementTypeAndStartingPositionSet()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(2u, new Vector3(1f, 2f, 3f), Quaternion.Identity);
// Distance 10 (> default DistanceToObject 0.6) so the move plan
// actually queues motion and MovementTypeState stays MoveToPosition
// instead of completing instantly via the empty-queue BeginNextNode
// path (see MoveToPosition_AlreadyInRange_NoMotionNodesQueued for
// that degenerate case).
h.Manager.MoveToPosition(new Position(2u, new Vector3(1f, 12f, 3f), Quaternion.Identity), new MovementParameters());
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
Assert.Equal(h.WorldPosition, h.Manager.StartingPosition);
}
// ── TurnToHeading (§3e): ONE node, immediate BeginNextNode ─────────────
[Fact]
public void TurnToHeading_QueuesExactlyOneNode_WithDesiredHeading()
{
var h = new MoveToManagerHarness();
h.Heading = 0f;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 123f });
var nodes = h.Manager.PendingActions.ToList();
// BeginNextNode ran immediately and BeginTurnToHeading may have
// already popped the node if heading matched (it won't here — 123
// != 0), so the node should still be present as "in flight" (its
// dispatch doesn't remove it — only arrival does). We assert via
// CurrentCommand instead of raw queue count, since BeginNextNode
// does run synchronously.
Assert.Equal(MovementType.TurnToHeading, h.Manager.MovementTypeState);
Assert.NotEqual(0u, h.Manager.CurrentCommand);
Assert.Single(nodes);
Assert.Equal(123f, nodes[0].Heading, 2);
}
[Fact]
public void TurnToHeading_ClearsStickyBit()
{
var h = new MoveToManagerHarness();
h.Manager.TurnToHeading(new MovementParameters { Sticky = true, DesiredHeading = 45f });
Assert.False(h.Manager.Params.Sticky);
}
[Fact]
public void TurnToHeading_AlreadyFacingTarget_BeginNextNodeCompletesImmediately()
{
var h = new MoveToManagerHarness();
h.Heading = 90f;
// DesiredHeading == current heading -> BeginTurnToHeading's
// "already there" branch pops + BeginNextNode -> empty queue,
// non-sticky -> CleanUp + StopCompletely -> back to Invalid.
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
Assert.Empty(h.Manager.PendingActions);
Assert.True(h.StopCompletelyCalls >= 1);
}
// ── MoveToObject deferred start (§3b + §6f via HandleUpdateTarget) ─────
[Fact]
public void MoveToObject_NoNodesQueuedUntilTargetCallback()
{
var h = new MoveToManagerHarness();
h.Manager.MoveToObject(objectId: 0x50002222u, topLevelId: 0x50002222u, radius: 1f, height: 2f, new MovementParameters());
Assert.Empty(h.Manager.PendingActions);
Assert.Equal(MovementType.MoveToObject, h.Manager.MovementTypeState);
Assert.False(h.Manager.Initialized);
Assert.Single(h.SetTargetCalls);
Assert.Equal((0u, 0x50002222u, 0.5f, 0.0), h.SetTargetCalls[0]);
}
[Fact]
public void MoveToObject_PreservesStickyBit_UnlikePositionMoves()
{
var h = new MoveToManagerHarness();
var p = new MovementParameters { Sticky = true };
h.Manager.MoveToObject(0x50002222u, 0x50002222u, 1f, 2f, p);
Assert.True(h.Manager.Params.Sticky);
}
[Fact]
public void MoveToObject_FirstTargetCallback_BuildsNodePlanViaInternal()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f;
h.Manager.MoveToObject(0x50002222u, 0x50002222u, radius: 0.5f, height: 2f, new MovementParameters());
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(0x50002222u, TargetStatus.Ok, target, target));
Assert.True(h.Manager.Initialized);
var nodes = h.Manager.PendingActions.ToList();
Assert.Equal(2, nodes.Count);
Assert.Equal(MovementType.TurnToHeading, nodes[0].Type);
Assert.Equal(90f, nodes[0].Heading, 2);
Assert.Equal(MovementType.MoveToPosition, nodes[1].Type);
}
[Fact]
public void MoveToObject_UseFinalHeading_RelativeToInterpolatedHeading()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f;
var p = new MovementParameters { UseFinalHeading = true, DesiredHeading = 10f };
h.Manager.MoveToObject(0x50002222u, 0x50002222u, 0.5f, 2f, p);
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity); // heading 90
h.Manager.HandleUpdateTarget(new TargetInfo(0x50002222u, TargetStatus.Ok, target, target));
var nodes = h.Manager.PendingActions.ToList();
Assert.Equal(3, nodes.Count);
// RELATIVE: iHeading(90) + desired(10) = 100 -- unlike MoveToPosition's absolute form.
Assert.Equal(100f, nodes[2].Heading, 2);
}
[Fact]
public void MoveToObject_SelfTarget_CleansUpImmediately_NoSetTarget()
{
var h = new MoveToManagerHarness();
h.Manager.MoveToObject(h.SelfId, h.SelfId, 1f, 2f, new MovementParameters());
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
Assert.Empty(h.SetTargetCalls);
}
// ── TurnToObject deferred start (§3d + §6g) ────────────────────────────
[Fact]
public void TurnToObject_NoNodesQueuedUntilTargetCallback()
{
var h = new MoveToManagerHarness();
h.Manager.TurnToObject(0x50003333u, 0x50003333u, new MovementParameters());
Assert.Empty(h.Manager.PendingActions);
Assert.False(h.Manager.Initialized);
Assert.Single(h.SetTargetCalls);
}
[Fact]
public void TurnToObject_FirstCallback_QueuesExactlyOneTurnNode_FacingObject()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f; // already facing north — target due EAST forces an actual turn to queue.
// DesiredHeading is clobbered (§3d quirk) — it should NOT appear in
// the final node heading; the final heading is purely "face the
// object" (soughtHeading is 0 for a fresh manager).
h.Manager.TurnToObject(0x50003333u, 0x50003333u, new MovementParameters { DesiredHeading = 200f });
var target = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity); // heading 90 (east)
h.Manager.TurnToObject_Internal(target);
var nodes = h.Manager.PendingActions.ToList();
Assert.Single(nodes);
Assert.Equal(MovementType.TurnToHeading, nodes[0].Type);
Assert.Equal(90f, nodes[0].Heading, 2); // face-the-object (east), NOT 200
Assert.True(h.Manager.Initialized);
}
[Fact]
public void TurnToObject_FirstCallback_AlreadyFacingObject_CompletesImmediately()
{
// When soughtHeading(0) + targetHeading already equals the current
// heading, BeginTurnToHeading's "already there" branch consumes the
// node on the SAME call — the queue is empty by the time
// TurnToObject_Internal returns, but the manager still passed
// through Initialized=true and the CleanUp/StopCompletely tail.
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f;
h.Manager.TurnToObject(0x50003333u, 0x50003333u, new MovementParameters());
var target = new Position(1u, new Vector3(0f, 10f, 0f), Quaternion.Identity); // heading 0 (north) — already facing it.
h.Manager.TurnToObject_Internal(target);
Assert.Empty(h.Manager.PendingActions);
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void TurnToObject_SelfTarget_CleansUpImmediately()
{
var h = new MoveToManagerHarness();
h.Manager.TurnToObject(h.SelfId, h.SelfId, new MovementParameters());
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
Assert.Empty(h.SetTargetCalls);
}
[Fact]
public void TurnToObject_StopCompletelyOnlyWhenBitSet()
{
var h1 = new MoveToManagerHarness();
h1.Manager.TurnToObject(0x50003333u, 0x50003333u, new MovementParameters { StopCompletelyFlag = false });
Assert.Equal(0, h1.StopCompletelyCalls);
var h2 = new MoveToManagerHarness();
h2.Manager.TurnToObject(0x50003333u, 0x50003333u, new MovementParameters { StopCompletelyFlag = true });
Assert.Equal(1, h2.StopCompletelyCalls);
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V2 — <c>BeginNextNode</c>'s sticky handoff (<c>00529cb0</c>, raw
/// 307123-307171, decomp §4b) and <c>CancelMoveTo</c>
/// (<c>00529930</c>, raw 306886-306940, decomp §7c) including the
/// reentrancy invariant (r4-port-plan.md §4: CancelMoveTo →
/// CleanUpAndCallWeenie → StopCompletely → InterruptCurrentMovement →
/// CancelMoveTo no-ops on Invalid).
/// </summary>
public sealed class MoveToManagerStickyAndCancelTests
{
// ── Sticky handoff (§4b) — read BEFORE CleanUp, then StickTo ───────────
[Fact]
public void StickyArrival_ReadsRadiusHeightTlidBeforeCleanUp_ThenCallsStickTo()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f;
var p = new MovementParameters { Sticky = true };
h.Manager.MoveToObject(0x50005555u, 0x50005555u, radius: 1.5f, height: 2.5f, p);
Assert.True(h.Manager.Params.Sticky); // preserved by MoveToObject (§3b)
var target = new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity); // inside default dto -> arrives instantly
h.Manager.HandleUpdateTarget(new TargetInfo(0x50005555u, TargetStatus.Ok, target, target));
Assert.Single(h.StickToCalls);
Assert.Equal((0x50005555u, 1.5f, 2.5f), h.StickToCalls[0]);
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // CleanUp ran
}
[Fact]
public void NonStickyArrival_NoStickToCall_JustCleanUpAndStop()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f;
var p = new MovementParameters { Sticky = false };
h.Manager.MoveToObject(0x50005555u, 0x50005555u, radius: 1.5f, height: 2.5f, p);
var target = new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(0x50005555u, TargetStatus.Ok, target, target));
Assert.Empty(h.StickToCalls);
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void MoveToPosition_NeverSticks_EvenIfRequested()
{
// §3c: MoveToPosition force-clears the sticky bit — so even an
// arrival that WOULD have stuck (had it been an object move) just
// completes plainly.
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 0f;
var p = new MovementParameters { Sticky = true, DistanceToObject = 0.6f, UseSpheres = false };
h.Manager.MoveToPosition(new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity), p); // already in range -> instant complete
Assert.Empty(h.StickToCalls);
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void StickyHandoff_UsesSoughtRadiusHeight_NotOwnRadiusHeight()
{
var h = new MoveToManagerHarness { OwnRadius = 99f, OwnHeight = 99f };
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
var p = new MovementParameters { Sticky = true };
h.Manager.MoveToObject(0x50006666u, 0x50006666u, radius: 3f, height: 4f, p);
var target = new Position(1u, new Vector3(0.1f, 0f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(0x50006666u, TargetStatus.Ok, target, target));
Assert.Equal((0x50006666u, 3f, 4f), h.StickToCalls[0]); // the TARGET's radius/height, not the mover's own.
}
// ── CancelMoveTo (§7c) — drain + CleanUp + Stop; reentrancy ────────────
[Fact]
public void CancelMoveTo_OnInvalidState_IsANoOp()
{
var h = new MoveToManagerHarness();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
Assert.Equal(0, h.StopCompletelyCalls); // no-op: never even called StopCompletely
Assert.Equal(0, h.ClearTargetCalls);
}
[Fact]
public void CancelMoveTo_DrainsPendingActions()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
Assert.NotEmpty(h.Manager.PendingActions);
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
Assert.Empty(h.Manager.PendingActions);
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void CancelMoveTo_ErrorArgument_NeverReadInBody_SameBehaviorForAnyCode()
{
// §7c: the WeenieError arg is NEVER read — every code produces
// identical observable behavior (drain + CleanUp + Stop).
var h1 = new MoveToManagerHarness();
h1.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h1.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
h1.Manager.CancelMoveTo(WeenieError.YouChargedTooFar);
var h2 = new MoveToManagerHarness();
h2.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h2.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
h2.Manager.CancelMoveTo(WeenieError.NoObject);
Assert.Equal(h1.Manager.MovementTypeState, h2.Manager.MovementTypeState);
Assert.Equal(h1.StopCompletelyCalls, h2.StopCompletelyCalls);
}
[Fact]
public void CancelMoveTo_ClearsTarget_ForObjectMoves()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Manager.MoveToObject(0x50007777u, 0x50007777u, 1f, 2f, new MovementParameters());
Assert.Single(h.SetTargetCalls);
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
Assert.Equal(1, h.ClearTargetCalls);
}
[Fact]
public void CancelMoveTo_DoesNotClearTarget_ForPositionMoves()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
h.Manager.CancelMoveTo(WeenieError.ActionCancelled);
Assert.Equal(0, h.ClearTargetCalls); // TopLevelObjectId is 0 for a position move -> the clear_target gate never fires.
}
[Fact]
public void Reentrancy_StopCompletelyCallback_ReenteringCancelMoveTo_NoOps()
{
// r4-port-plan.md §4 reentrancy invariant: the StopCompletely tail
// of CancelMoveTo/CleanUpAndCallWeenie can re-enter
// InterruptCurrentMovement -> CancelMoveTo (this is exactly what
// happens in production: MotionInterpreter.StopCompletely()
// invokes InterruptCurrentMovement, which V5 binds to
// entity.MoveTo.CancelMoveTo). This must no-op because CleanUp
// already reset movement_type to Invalid BEFORE StopCompletely
// runs. Wire the reentrant callback DIRECTLY (bypassing the shared
// harness, which doesn't expose this seam post-construction) to
// prove the invariant against the real CancelMoveTo/CleanUp
// ordering.
var interp = new MotionInterpreter();
var body = new PhysicsBody { TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable | TransientStateFlags.Active };
interp.PhysicsObj = body;
Position worldPosition = new(1u, Vector3.Zero, Quaternion.Identity);
int stopCompletelyCalls = 0;
int reentrantCancelCalls = 0;
MoveToManager? mgr = null;
mgr = new MoveToManager(
interp,
stopCompletely: () =>
{
stopCompletely_body();
},
getPosition: () => worldPosition,
getHeading: () => 0f,
setHeading: (h, send) => { },
getOwnRadius: () => 0.5f,
getOwnHeight: () => 2f,
contact: () => true,
isInterpolating: () => false,
getVelocity: () => Vector3.Zero,
getSelfId: () => 0x50000001u,
setTarget: (a, b, c, d) => { },
clearTarget: () => { },
getTargetQuantum: () => 0.0,
setTargetQuantum: q => { });
void stopCompletely_body()
{
stopCompletelyCalls++;
// Re-enter: exactly the retail chain
// interp.StopCompletely() -> InterruptCurrentMovement?.Invoke()
// -> entity.MoveTo.CancelMoveTo(ActionCancelled) (V5 binding).
reentrantCancelCalls++;
mgr!.CancelMoveTo(WeenieError.ActionCancelled);
}
mgr.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
int stopCallsAfterArm = stopCompletelyCalls; // MoveToPosition's own unconditional stop (§3c) — 1 call, no reentrancy (MovementTypeState was already Invalid before this call started, so its OWN reentrant CancelMoveTo-from-StopCompletely no-ops too).
mgr.CancelMoveTo(WeenieError.ActionCancelled);
// CancelMoveTo's own StopCompletely fires exactly once more (its
// reentrant CancelMoveTo call finds MovementTypeState already
// Invalid — CleanUp ran first — so it no-ops and does NOT trigger a
// THIRD StopCompletely call).
Assert.Equal(stopCallsAfterArm + 1, stopCompletelyCalls);
Assert.Equal(2, reentrantCancelCalls); // one from MoveToPosition's own stop, one from CancelMoveTo's stop
Assert.Equal(MovementType.Invalid, mgr.MovementTypeState);
}
[Fact]
public void CleanUpAndCallWeenie_FiresMoveToComplete_WithGivenError()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
h.Manager.CleanUpAndCallWeenie(WeenieError.None);
Assert.Single(h.MoveToCompleteCalls);
Assert.Equal(WeenieError.None, h.MoveToCompleteCalls[0]);
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void CleanUpAndCallWeenie_Ordering_MovementTypeAlreadyInvalid_WhenStopCompletelyFires()
{
// §7e: CleanUpAndCallWeenie = CleanUp() THEN StopCompletely() —
// reentrancy-safe ordering (the same ordering CancelMoveTo uses).
// Directly observe MovementTypeState AT THE MOMENT StopCompletely
// is invoked by wiring a probe into the seam.
var interp = new MotionInterpreter();
var body = new PhysicsBody { TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable | TransientStateFlags.Active };
interp.PhysicsObj = body;
Position worldPosition = new(1u, Vector3.Zero, Quaternion.Identity);
MovementType? stateDuringStopCompletely = null;
MoveToManager? mgr = null;
mgr = new MoveToManager(
interp,
stopCompletely: () => stateDuringStopCompletely = mgr!.MovementTypeState,
getPosition: () => worldPosition,
getHeading: () => 0f,
setHeading: (h, send) => { },
getOwnRadius: () => 0.5f,
getOwnHeight: () => 2f,
contact: () => true,
isInterpolating: () => false,
getVelocity: () => Vector3.Zero,
getSelfId: () => 0x50000001u,
setTarget: (a, b, c, d) => { },
clearTarget: () => { },
getTargetQuantum: () => 0.0,
setTargetQuantum: q => { });
mgr.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
mgr.CleanUpAndCallWeenie(WeenieError.None);
Assert.Equal(MovementType.Invalid, stateDuringStopCompletely);
}
[Fact]
public void CleanUp_StopsCurrentAndAuxCommands_ClearsTargetForObjectMoves_ThenReinitializes()
{
var h = new MoveToManagerHarness();
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Manager.MoveToObject(0x50008888u, 0x50008888u, 1f, 2f, new MovementParameters());
var target = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(0x50008888u, TargetStatus.Ok, target, target));
Assert.NotEqual(0u, h.Manager.CurrentCommand);
h.Manager.CleanUp();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
Assert.Equal(1, h.ClearTargetCalls);
Assert.Equal(0u, h.Manager.CurrentCommand);
}
}

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using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V2 — shared scripted fake interp-sink/provider harness for
/// <see cref="MoveToManager"/> conformance tests (r4-port-plan.md §3 V2:
/// "Use a scripted fake interp-sink/provider harness — NO real sequencer
/// needed; the manager drives the interp seams; assert the call sequences
/// + state"). Wraps a REAL <see cref="MotionInterpreter"/> bound to a
/// minimal always-grounded <see cref="PhysicsBody"/> (so
/// <c>_DoMotion</c>/<c>_StopMotion</c>'s <c>adjust_motion</c> +
/// <c>DoInterpretedMotion</c>/<c>StopInterpretedMotion</c> chain runs for
/// real, dispatch treated as always-succeeding since no
/// <see cref="IInterpretedMotionSink"/> is wired — matching
/// <c>DoInterpretedMotion</c>'s documented null-sink posture), and exposes
/// every <see cref="MoveToManager"/> ctor seam as a mutable, inspectable
/// field so tests can script position/heading/contact/target-tracker
/// behavior and assert on call sequences.
/// </summary>
internal sealed class MoveToManagerHarness
{
public readonly MotionInterpreter Interp = new();
public readonly PhysicsBody Body = new();
/// <summary>Scripted world position + cell (defaults to cell 1, origin).</summary>
public Position WorldPosition = new(1u, Vector3.Zero, Quaternion.Identity);
/// <summary>Scripted compass heading, degrees (P5 convention).</summary>
public float Heading;
/// <summary>Records every <c>SetHeading(heading, send)</c> call.</summary>
public readonly List<(float Heading, bool Send)> SetHeadingCalls = new();
public float OwnRadius = 0.5f;
public float OwnHeight = 2.0f;
public bool ContactValue = true;
public bool IsInterpolatingValue;
public Vector3 Velocity = Vector3.Zero;
public uint SelfId = 0x50000001u;
/// <summary>Records every <c>StopCompletely()</c> call (count only —
/// retail's <c>CPhysicsObj::StopCompletely</c> takes no args at this
/// seam level).</summary>
public int StopCompletelyCalls;
public readonly List<(uint ContextId, uint ObjectId, float Radius, double Quantum)> SetTargetCalls = new();
public int ClearTargetCalls;
public double TargetQuantum;
public readonly List<double> SetTargetQuantumCalls = new();
public int UnstickCalls;
public readonly List<(uint Tlid, float Radius, float Height)> StickToCalls = new();
public readonly List<WeenieError> MoveToCompleteCalls = new();
/// <summary>Scripted clock — advances by <see cref="TickSeconds"/> only
/// when a test calls <see cref="Tick"/>; reading <c>CurTime</c> alone
/// (e.g. multiple reads within one manager call) does NOT advance it,
/// matching retail's <c>Timer::cur_time</c> being a stable snapshot for
/// the duration of one dispatch.</summary>
public double CurTime;
public const double TickSeconds = 1.0 / 30.0;
public readonly MoveToManager Manager;
public MoveToManagerHarness()
{
Interp.PhysicsObj = Body;
Body.TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable | TransientStateFlags.Active;
Manager = new MoveToManager(
Interp,
stopCompletely: () => StopCompletelyCalls++,
getPosition: () => WorldPosition,
getHeading: () => Heading,
setHeading: (h, send) => { SetHeadingCalls.Add((h, send)); Heading = h; },
getOwnRadius: () => OwnRadius,
getOwnHeight: () => OwnHeight,
contact: () => ContactValue,
isInterpolating: () => IsInterpolatingValue,
getVelocity: () => Velocity,
getSelfId: () => SelfId,
setTarget: (ctx, obj, radius, quantum) => SetTargetCalls.Add((ctx, obj, radius, quantum)),
clearTarget: () => ClearTargetCalls++,
getTargetQuantum: () => TargetQuantum,
setTargetQuantum: q => { TargetQuantum = q; SetTargetQuantumCalls.Add(q); },
curTime: () => CurTime);
Manager.StickTo = (tlid, radius, height) => StickToCalls.Add((tlid, radius, height));
Manager.MoveToComplete = err => MoveToCompleteCalls.Add(err);
Manager.Unstick = () => UnstickCalls++;
}
/// <summary>Advance the scripted clock by one physics tick (1/30 s).</summary>
public void Tick() => CurTime += TickSeconds;
/// <summary>Advance the scripted clock by an arbitrary amount.</summary>
public void Advance(double seconds) => CurTime += seconds;
/// <summary>
/// Drains the REAL <see cref="MotionInterpreter"/>'s
/// <c>pending_motions</c> queue via synthetic <c>MotionDone</c>
/// callbacks — standing in for "the dispatched motion's animation-table
/// cycle finished", which a live <c>AnimationSequencer</c>/
/// <c>MotionTableManager</c> would signal in production. Every
/// <c>_DoMotion</c>/<c>_StopMotion</c> call that succeeds enqueues a
/// node (retail <c>AddToQueue</c>, decomp's <c>DoInterpretedMotion</c>
/// body); without draining, <see cref="MotionInterpreter.MotionsPending"/>
/// stays true forever in this bare harness, which would wedge
/// <see cref="MoveToManager.BeginTurnToHeading"/>'s wait-for-anims gate
/// and <see cref="MoveToManager.HandleMoveToPosition"/> Phase 1's
/// "animating, stop aux" branch permanently. Call after any manager
/// method that dispatches a motion, before asserting on the NEXT tick's
/// behavior.
/// </summary>
public void DrainPendingMotions()
{
while (Interp.MotionsPending())
Interp.MotionDone(0, true);
}
/// <summary>Current interpreted forward command — the observable proxy
/// for "what motion did MoveToManager just dispatch via _DoMotion",
/// since <see cref="MotionInterpreter.DoInterpretedMotion(uint,MovementParameters)"/>
/// writes through to <see cref="InterpretedMotionState.ApplyMotion"/>
/// when <c>ModifyInterpretedState</c> is set (default true).</summary>
public uint ForwardCommand => Interp.InterpretedState.ForwardCommand;
public uint TurnCommand => Interp.InterpretedState.TurnCommand;
public float ForwardSpeed => Interp.InterpretedState.ForwardSpeed;
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V2 — <c>BeginTurnToHeading</c> (<c>00529b90</c>, raw 307046-307120,
/// decomp §4d) and <c>HandleTurnToHeading</c> (<c>0052a0c0</c>, raw
/// 307442-307517, decomp §6c) — the direction-pick table (TurnRight ≤180 vs
/// TurnLeft &gt;180), the "already there" early-outs, the
/// <c>MotionsPending</c> wait gate, the arrival snap
/// (<see cref="MoveToMath.HeadingGreater"/> + the ONE <c>set_heading</c> in
/// the whole family), and the PreviousHeading DIFF-seed quirk.
/// </summary>
public sealed class MoveToManagerTurnToHeadingTests
{
// ── BeginTurnToHeading direction pick (§4d) ────────────────────────────
[Theory]
[InlineData(0f, 90f, MotionCommand.TurnRight)] // diff=90 <=180 -> TurnRight
[InlineData(0f, 170f, MotionCommand.TurnRight)] // diff=170 <=180 -> TurnRight
[InlineData(0f, 190f, MotionCommand.TurnLeft)] // diff=190 >180 -> TurnLeft
[InlineData(0f, 270f, MotionCommand.TurnLeft)] // diff=270 >180 -> TurnLeft
public void DirectionPick_Table(float currentHeading, float targetHeading, uint expectedTurn)
{
var h = new MoveToManagerHarness();
h.Heading = currentHeading;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = targetHeading });
Assert.Equal(expectedTurn, h.Manager.CurrentCommand);
}
[Fact]
public void DirectionPick_ExactlyAt180_TurnRight_NotStrictlyGreater()
{
// diff > 180 is the TurnLeft gate (strict); exactly 180 stays TurnRight.
var h = new MoveToManagerHarness();
h.Heading = 0f;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 180f });
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
}
[Fact]
public void AlreadyThere_DiffLessThanOrEqualEpsilon_PopsImmediately_NoDispatch()
{
var h = new MoveToManagerHarness();
h.Heading = 90f;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
Assert.Equal(0u, h.Manager.CurrentCommand);
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
Assert.Empty(h.Manager.PendingActions);
}
[Fact]
public void AlreadyThere_WrappedNearFullCircle_PopsImmediately()
{
// diff > 180 branch's OWN "already there" check: diff + eps >= 360.
var h = new MoveToManagerHarness();
h.Heading = 0.0001f;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 0f });
// diff computed via HeadingDiff(0, 0.0001, TurnRight) ~ -0.0001 -> wraps to ~359.9999
// which is > 180 -> TurnLeft branch -> diff+eps >= 360 check.
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void WaitsForPendingAnimations_BeforeArmingTurn()
{
var h = new MoveToManagerHarness();
h.Heading = 0f;
// Simulate an in-flight animation-table motion BEFORE the turn is armed.
h.Interp.AddToQueue(0, MotionCommand.WalkForward, 0);
Assert.True(h.Interp.MotionsPending());
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
// BeginNextNode -> BeginTurnToHeading saw MotionsPending() true and
// returned WITHOUT dispatching — CurrentCommand stays 0, the node
// stays queued.
Assert.Equal(0u, h.Manager.CurrentCommand);
Assert.Single(h.Manager.PendingActions);
Assert.Equal(MovementType.TurnToHeading, h.Manager.MovementTypeState);
}
[Fact]
public void EmptyQueue_CancelsWithNoPhysicsObjectCode()
{
var h = new MoveToManagerHarness();
// Calling BeginTurnToHeading directly with no queued node -> CancelMoveTo(NoPhysicsObject, per A10).
h.Manager.BeginTurnToHeading();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void PreviousHeadingSeededWithDiff_NotAHeading()
{
var h = new MoveToManagerHarness();
h.Heading = 0f;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
// The quirk: PreviousHeading stores the REMAINING DIFF (90), not the
// target heading value coincidentally equal to it here — verify via
// a case where they'd differ.
Assert.Equal(90f, h.Manager.PreviousHeading, 2);
}
[Fact]
public void PreviousHeadingSeed_DiffersFromTargetHeading_ProvingItsADiffNotAHeading()
{
var h = new MoveToManagerHarness();
h.Heading = 30f;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
// diff = HeadingDiff(90, 30, TurnRight) = 60 -- NOT 90 (the target
// heading) and NOT 30 (current heading) -- proves PreviousHeading
// stores the DIFF.
Assert.Equal(60f, h.Manager.PreviousHeading, 2);
}
// ── HandleTurnToHeading (§6c): arrival snap + progress test ────────────
[Fact]
public void HandleTurnToHeading_NotCurrentlyTurning_ReArmsViaBeginTurnToHeading()
{
var h = new MoveToManagerHarness();
h.Heading = 0f;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
h.DrainPendingMotions(); // clear the dispatch so a bare HandleTurnToHeading call doesn't hit the "still turning" path unexpectedly
// Force CurrentCommand to something that isn't a turn (simulating an
// external interrupt that cleared it without popping the node) —
// exercised via CancelMoveTo would drop everything, so instead just
// confirm the normal flow already armed a turn command.
Assert.True(h.Manager.CurrentCommand is MotionCommand.TurnRight or MotionCommand.TurnLeft);
}
[Fact]
public void HandleTurnToHeading_Arrival_SnapsHeadingAndSendsTrue()
{
var h = new MoveToManagerHarness();
h.Heading = 0f;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
h.DrainPendingMotions();
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
// Advance heading to just past the target (heading_greater says we
// passed it) -- simulates the turn animation having rotated us there.
h.Heading = 91f;
h.Manager.HandleTurnToHeading();
// The ONE heading snap in the whole family: SetHeading(90, send:true).
Assert.Contains((90f, true), h.SetHeadingCalls);
Assert.Equal(90f, h.Heading, 2); // snapped to the EXACT node heading, not 91.
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // queue drained -> complete.
}
[Fact]
public void HandleTurnToHeading_StillTurning_RotationalProgress_ResetsFailCounter()
{
// The first post-BeginTurnToHeading tick compares the LIVE heading
// (still 0, unmoved) against PreviousHeading's quirk-seeded DIFF
// value (170, not a heading) — HeadingDiff(0,170,TurnRight)=190,
// outside (eps,180), so tick 1 reads as NO progress (a numeric
// artifact of the seed, not a real stall) and FailProgressCount
// increments once. From tick 2 onward PreviousHeading holds a REAL
// heading and steady rotation reads as genuine progress.
var h = new MoveToManagerHarness();
h.Heading = 0f;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 170f });
h.DrainPendingMotions();
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
Assert.Equal(170f, h.Manager.PreviousHeading, 2); // diff-seeded (quirk)
h.Manager.HandleTurnToHeading(); // tick 1 (heading unmoved) -- the seed artifact tick
Assert.Equal(1u, h.Manager.FailProgressCount);
Assert.Equal(0f, h.Manager.PreviousHeading, 2);
h.Heading = 90f; // tick 2: rotated 90 deg toward the 170 target, hasn't passed it.
h.Manager.HandleTurnToHeading();
Assert.Equal(0u, h.Manager.FailProgressCount); // reset by genuine progress
Assert.Equal(90f, h.Manager.PreviousHeading, 2); // updated to the live heading
}
[Fact]
public void HandleTurnToHeading_NoRotationalProgress_IncrementsFailCounter_WhenNotAnimating()
{
var h = new MoveToManagerHarness();
h.Heading = 0f;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 170f });
h.DrainPendingMotions();
// Heading did not move at all -> HeadingDiff(0, 170, TurnRight):
// seeded PreviousHeading was 170; live heading still 0 -> diff =
// HeadingDiff(0, 170, TurnRight) = -170 -> +360 = 190; the progress
// window is (eps,180) exclusive on the high end -- 190 fails it ->
// no progress -> counter increments (not interpolating, not animating).
h.Manager.HandleTurnToHeading();
Assert.Equal(1u, h.Manager.FailProgressCount);
}
[Fact]
public void HandleTurnToHeading_TurnLeftDirection_UsesMirroredHeadingDiff()
{
var h = new MoveToManagerHarness();
h.Heading = 0f;
// diff = HeadingDiff(190,0,TurnRight) = 190 > 180 -> TurnLeft chosen.
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 190f });
h.DrainPendingMotions();
Assert.Equal(MotionCommand.TurnLeft, h.Manager.CurrentCommand);
// Rotate counter-clockwise (heading decreasing toward the target
// from the TurnLeft direction) -- heading_greater(-, node.Heading=190, TurnLeft)
// needs the mirror-aware diff test to register progress correctly.
h.Heading = 350f; // moved 10 deg counter-clockwise from 0 (i.e. toward 190 the "left" way)
h.Manager.HandleTurnToHeading();
// Just verifying no crash / a sane FailProgressCount either way —
// the mirror's behavioral effect is dead in retail (§8, P3
// adjudication: the mirror only affects fail_progress_count
// reset-vs-increment, which is write-only) so this is a smoke test
// for the TurnLeft code path executing without throwing.
Assert.True(h.Manager.FailProgressCount is 0 or 1);
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V2 — <c>UseTime</c> (<c>0052a780</c>, raw 307776-307798, decomp §6a):
/// the three-gate tick matrix (grounded / node-exists / object-move
/// initialized), including the uninitialized type-6 stall case from the
/// port plan's V2 test list.
/// </summary>
public sealed class MoveToManagerUseTimeGateTests
{
[Fact]
public void NoNodeQueued_UseTimeIsANoOp()
{
var h = new MoveToManagerHarness();
// Fresh manager: no active move, no nodes.
h.Manager.UseTime();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
[Fact]
public void NotGrounded_ContactFalse_UseTimeDoesNothing_EvenWithNodesQueued()
{
var h = new MoveToManagerHarness { ContactValue = false };
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f; // face the target so BeginMoveForward runs (no turn-to-face node needed)
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters());
h.DrainPendingMotions();
uint commandBefore = h.Manager.CurrentCommand;
// Move the mover without letting UseTime process it (Contact=false blocks the gate).
h.WorldPosition = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity);
h.Advance(5.0);
h.Manager.UseTime();
// State machine did not advance -- still the same command, same type.
Assert.Equal(commandBefore, h.Manager.CurrentCommand);
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
}
[Fact]
public void Grounded_MoveToPositionNode_DispatchesToHandleMoveToPosition()
{
var h = new MoveToManagerHarness { ContactValue = true };
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f; // face the target so BeginMoveForward runs (no turn-to-face node needed)
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false });
h.DrainPendingMotions();
// Arrived: move the mover close to the TARGET (20,0,0), well within
// DistanceToObject, and advance time so CheckProgressMade evaluates
// true and the arrival branch pops.
h.WorldPosition = new Position(1u, new Vector3(19.7f, 0f, 0f), Quaternion.Identity);
h.Advance(2.0);
h.Manager.UseTime();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // HandleMoveToPosition ran and completed the move.
}
[Fact]
public void Grounded_TurnToHeadingNode_DispatchesToHandleTurnToHeading()
{
var h = new MoveToManagerHarness { ContactValue = true };
h.Heading = 0f;
h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
h.DrainPendingMotions();
Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
h.Heading = 91f; // "passed" the target
h.Manager.UseTime();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // HandleTurnToHeading ran and completed the turn.
}
[Fact]
public void ObjectMove_UninitializedType6_StallsUntilFirstTargetCallback()
{
// The port plan's named "uninitialized type-6 stall" case: a
// MoveToObject manager with TopLevelObjectId != 0 and
// MovementTypeState != Invalid, but Initialized still false (no
// HandleUpdateTarget callback has arrived yet) -- and CRITICALLY,
// no node is queued yet either (MoveToObject defers node-building
// to the first callback, §3b), so UseTime's node-exists gate (gate
// 2) already blocks it. This test proves the stall holds even if a
// node WERE somehow present (defense in depth for gate 3).
var h = new MoveToManagerHarness { ContactValue = true };
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Manager.MoveToObject(0x5000AAAAu, 0x5000AAAAu, 1f, 2f, new MovementParameters());
Assert.False(h.Manager.Initialized);
Assert.Empty(h.Manager.PendingActions); // gate 2 alone already stalls it
h.Manager.UseTime();
// No crash, no state change -- the manager is still waiting.
Assert.Equal(MovementType.MoveToObject, h.Manager.MovementTypeState);
Assert.False(h.Manager.Initialized);
}
[Fact]
public void ObjectMove_Initialized_PassesGate3_ProcessesNormally()
{
var h = new MoveToManagerHarness { ContactValue = true };
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f; // face the target so the internal node plan skips the turn-to-face step
h.Manager.MoveToObject(0x5000BBBBu, 0x5000BBBBu, radius: 0.5f, height: 2f, new MovementParameters { UseSpheres = false });
var target = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity);
h.Manager.HandleUpdateTarget(new TargetInfo(0x5000BBBBu, TargetStatus.Ok, target, target));
Assert.True(h.Manager.Initialized);
h.DrainPendingMotions();
h.WorldPosition = new Position(1u, new Vector3(19.5f, 0f, 0f), Quaternion.Identity); // within DistanceToObject default 0.6
h.Advance(2.0);
h.Manager.UseTime();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // completed via UseTime -> HandleMoveToPosition.
}
[Fact]
public void NonObjectMove_TopLevelIdZero_Gate3AlwaysPasses_RegardlessOfInitialized()
{
// Gate 3: (top_level_object_id == 0 || movement_type == Invalid) ||
// initialized. Position/heading moves never set TopLevelObjectId,
// so the FIRST disjunct alone always satisfies gate 3 -- Initialized
// staying false (as it does for MoveToPosition/TurnToHeading, per
// §3c/§3e's notes) never blocks them.
var h = new MoveToManagerHarness { ContactValue = true };
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
h.Manager.MoveToPosition(new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity), new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false });
h.DrainPendingMotions();
Assert.Equal(0u, h.Manager.TopLevelObjectId);
Assert.False(h.Manager.Initialized);
h.WorldPosition = new Position(1u, new Vector3(19.7f, 0f, 0f), Quaternion.Identity);
h.Advance(2.0);
h.Manager.UseTime();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // gate 3 passed via the first disjunct.
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V1 — <c>Position::cylinder_distance</c>, the pure-math shape per
/// r4-moveto-decomp.md §5a (<c>MoveToManager::GetCurrentDistance</c>,
/// <c>005291b0</c>): edge-to-edge distance between two vertical cylinders
/// (own radius/height, target radius/height, both positions). Object moves
/// (use_spheres set on the wire) use this; position moves use plain
/// Euclidean <c>Position::distance</c> (§5a: "position moves use center
/// distance" — <see cref="MoveToMath.CylinderDistance"/> is the object-move
/// variant only; center distance is <c>Vector3.Distance</c>, already
/// available, not re-ported here).
///
/// <para>
/// The retail signature's exact combination math for radius/height beyond
/// "edge-to-edge, own+target cylinders" is not spelled out in the raw (BN
/// garbles the x87 plumbing) — ported per the PDB argument ORDER
/// (own radius/height, own position, target radius/height, target
/// position) with the standard cylinder-distance shape: horizontal
/// (planar) distance minus the sum of the two radii (clamped at 0), since
/// that is the only shape consistent with "edge-to-edge" and with
/// <c>distance_to_object</c>'s ctor default of 0.6 (melee range from
/// surface to surface, not center to center).
/// </para>
/// </summary>
public sealed class MoveToMathCylinderDistanceTests
{
[Fact]
public void TwoCylinders_HorizontallySeparated_SubtractsBothRadii()
{
// centers 10 units apart on X, radii 1 and 2 → edge distance = 10-1-2=7
float d = MoveToMath.CylinderDistance(
ownRadius: 1f, ownHeight: 2f, ownPos: Vector3.Zero,
targetRadius: 2f, targetHeight: 2f, targetPos: new Vector3(10f, 0f, 0f));
Assert.Equal(7f, d, 3);
}
[Fact]
public void TwoCylinders_Overlapping_ClampsAtZero_NoNegativeDistance()
{
// centers 1 unit apart, radii 5 and 5 → would be -9, clamps to 0
float d = MoveToMath.CylinderDistance(
ownRadius: 5f, ownHeight: 2f, ownPos: Vector3.Zero,
targetRadius: 5f, targetHeight: 2f, targetPos: new Vector3(1f, 0f, 0f));
Assert.Equal(0f, d, 3);
}
[Fact]
public void TwoCylinders_ZeroRadii_ReducesToCenterDistance()
{
float d = MoveToMath.CylinderDistance(
ownRadius: 0f, ownHeight: 2f, ownPos: Vector3.Zero,
targetRadius: 0f, targetHeight: 2f, targetPos: new Vector3(3f, 4f, 0f));
Assert.Equal(5f, d, 3); // 3-4-5 triangle
}
[Fact]
public void TwoCylinders_IgnoresVerticalSeparation_PlanarOnly()
{
// Same X/Y, large Z separation — cylinder_distance in retail's own
// callers (GetCurrentDistance) is used for horizontal arrival gates;
// the Z axis is height, not part of the radial edge-to-edge gap.
float d1 = MoveToMath.CylinderDistance(
ownRadius: 1f, ownHeight: 2f, ownPos: new Vector3(0, 0, 0),
targetRadius: 1f, targetHeight: 2f, targetPos: new Vector3(5f, 0f, 0f));
float d2 = MoveToMath.CylinderDistance(
ownRadius: 1f, ownHeight: 2f, ownPos: new Vector3(0, 0, 50f),
targetRadius: 1f, targetHeight: 2f, targetPos: new Vector3(5f, 0f, -50f));
Assert.Equal(d1, d2, 3);
Assert.Equal(3f, d1, 3); // 5 - 1 - 1
}
[Fact]
public void SamePosition_ZeroDistance_ClampsNotNegative()
{
float d = MoveToMath.CylinderDistance(
ownRadius: 0.5f, ownHeight: 2f, ownPos: Vector3.Zero,
targetRadius: 0.5f, targetHeight: 2f, targetPos: Vector3.Zero);
Assert.Equal(0f, d, 3);
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V1 — <c>heading_diff</c> (<c>0x00528fb0</c>), PINNED by direct
/// disassembly of the PDB-matched retail binary (see
/// docs/research/2026-07-03-r4-moveto/ghidra-confirmations.md §P3 — this is
/// the strongest evidence tier in the whole R4 pin set, one level above a
/// Ghidra decompile). Verbatim body:
/// <code>
/// d = h1 - h2;
/// if (fabs(h1 - h2) &lt; F_EPSILON) d = 0;
/// if (d &lt; -F_EPSILON) d += 360;
/// if (F_EPSILON &lt; d &amp;&amp; turnCmd != TurnRight) d = 360 - d; // the mirror
/// return d;
/// </code>
/// F_EPSILON = 0.000199999995f. The mirror gates on the turn command being
/// NOT TurnRight (0x6500000d) — TurnLeft (and any other command) measures
/// the COMPLEMENTARY angle. This contradicts r4-moveto-decomp.md §5g's
/// "arg3 UNUSED" claim, which the Ghidra pin overrides (adjudicated in
/// V0-pins.md).
/// </summary>
public sealed class MoveToMathHeadingDiffTests
{
private const float Eps = 0.000199999995f;
private const uint TurnRight = MotionCommand.TurnRight;
private const uint TurnLeft = MotionCommand.TurnLeft;
// ── basic subtraction, TurnRight (no mirror) ───────────────────────────
[Fact]
public void TurnRight_SimplePositiveDiff_NoWrap()
{
float d = MoveToMath.HeadingDiff(90f, 30f, TurnRight);
Assert.Equal(60f, d, 3);
}
[Fact]
public void TurnRight_NegativeDiff_WrapsBy360()
{
// h1 - h2 = 30 - 90 = -60 → wraps to 300
float d = MoveToMath.HeadingDiff(30f, 90f, TurnRight);
Assert.Equal(300f, d, 3);
}
[Fact]
public void TurnRight_ZeroDiff_IsZero()
{
float d = MoveToMath.HeadingDiff(45f, 45f, TurnRight);
Assert.Equal(0f, d, 3);
}
// ── epsilon boundary (both sides) ──────────────────────────────────────
[Fact]
public void EpsilonBoundary_ExactlyAtEpsilon_NotSnappedToZero()
{
// fabs(d) < EPSILON is a STRICT less-than — exactly at epsilon does
// NOT snap to zero.
float d = MoveToMath.HeadingDiff(Eps, 0f, TurnRight);
Assert.NotEqual(0f, d);
Assert.Equal(Eps, d, 6);
}
[Fact]
public void EpsilonBoundary_JustBelowEpsilon_SnapsToZero()
{
float d = MoveToMath.HeadingDiff(Eps * 0.5f, 0f, TurnRight);
Assert.Equal(0f, d);
}
[Fact]
public void EpsilonBoundary_NegativeJustBelowNegEpsilon_WrapsBy360()
{
// d = -Eps * 1.5 < -Eps → wraps
float raw = -Eps * 1.5f;
float d = MoveToMath.HeadingDiff(raw, 0f, TurnRight);
Assert.Equal(raw + 360f, d, 3);
}
[Fact]
public void EpsilonBoundary_NegativeExactlyAtNegEpsilon_DoesNotWrap()
{
// d < -EPSILON is STRICT — exactly -EPSILON does not wrap.
float d = MoveToMath.HeadingDiff(-Eps, 0f, TurnRight);
Assert.Equal(-Eps, d, 6);
}
// ── the mirror (TurnLeft / not-TurnRight) ──────────────────────────────
[Fact]
public void TurnLeft_PositiveDiffAboveEpsilon_MirroredTo360MinusD()
{
float d = MoveToMath.HeadingDiff(90f, 30f, TurnLeft);
// raw = 60; mirror: 360 - 60 = 300
Assert.Equal(300f, d, 3);
}
[Fact]
public void TurnLeft_NegativeDiff_WrapsThenMirrors()
{
// h1-h2 = 30-90 = -60 → wraps to 300 → mirror gate (300 > EPS, not
// TurnRight) → 360 - 300 = 60
float d = MoveToMath.HeadingDiff(30f, 90f, TurnLeft);
Assert.Equal(60f, d, 3);
}
[Fact]
public void TurnLeft_ZeroDiff_MirrorGateDoesNotFire_StaysZero()
{
// d == 0 does not satisfy `d > EPSILON`, so the mirror never fires
// regardless of turn command.
float d = MoveToMath.HeadingDiff(45f, 45f, TurnLeft);
Assert.Equal(0f, d);
}
[Fact]
public void TurnLeft_AtEpsilonBoundary_MirrorGateIsStrictGreaterThan()
{
// d > EPSILON is STRICT: exactly at EPSILON does NOT mirror.
float d = MoveToMath.HeadingDiff(Eps, 0f, TurnLeft);
Assert.Equal(Eps, d, 6);
}
[Fact]
public void TurnLeft_JustAboveEpsilon_Mirrors()
{
float raw = Eps * 2f;
float d = MoveToMath.HeadingDiff(raw, 0f, TurnLeft);
Assert.Equal(360f - raw, d, 3);
}
[Fact]
public void AnyNonTurnRightCommand_AlsoMirrors()
{
// The gate is "!= TurnRight", not "== TurnLeft" — any other command
// (e.g. 0, WalkForward) also triggers the mirror.
float d = MoveToMath.HeadingDiff(90f, 30f, 0u);
Assert.Equal(300f, d, 3);
float d2 = MoveToMath.HeadingDiff(90f, 30f, MotionCommand.WalkForward);
Assert.Equal(300f, d2, 3);
}
// ── 360-wrap combined with the mirror ──────────────────────────────────
[Fact]
public void TurnRight_FullCircleInputs_NormalizeCorrectly()
{
float d = MoveToMath.HeadingDiff(350f, 10f, TurnRight);
Assert.Equal(340f, d, 3);
}
[Fact]
public void TurnLeft_FullCircleInputs_MirroredAfterNormalize()
{
// raw = 350-10 = 340 (no wrap needed, positive); mirror: 360-340=20
float d = MoveToMath.HeadingDiff(350f, 10f, TurnLeft);
Assert.Equal(20f, d, 3);
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V1 — <c>heading_greater</c> (<c>00528f60</c>, raw 306281-306323), per
/// r4-moveto-decomp.md §5f:
/// <code>
/// if (fabs(a - b) &gt; 180) greater = (b &gt; a); // wrapped case: compare flipped
/// else greater = (a &gt; b);
/// if (turnCmd == TurnRight) return greater;
/// return !greater; // TurnLeft: inverted
/// </code>
/// "Has the turn passed the target heading" — direction-aware, wrap-aware.
/// </summary>
public sealed class MoveToMathHeadingGreaterTests
{
private const uint TurnRight = MotionCommand.TurnRight;
private const uint TurnLeft = MotionCommand.TurnLeft;
[Fact]
public void TurnRight_UnwrappedCase_SimpleGreater()
{
Assert.True(MoveToMath.HeadingGreater(90f, 30f, TurnRight));
Assert.False(MoveToMath.HeadingGreater(30f, 90f, TurnRight));
}
[Fact]
public void TurnRight_WrappedCase_ComparisonFlips()
{
// |350 - 10| = 340 > 180 → wrapped: greater = (b > a) = (10 > 350) = false
Assert.False(MoveToMath.HeadingGreater(350f, 10f, TurnRight));
// |10 - 350| = 340 > 180 → wrapped: greater = (b > a) = (350 > 10) = true
Assert.True(MoveToMath.HeadingGreater(10f, 350f, TurnRight));
}
[Fact]
public void TurnRight_ExactlyAt180Delta_UnwrappedBranch()
{
// fabs(a-b) > 180 is STRICT — exactly 180 uses the unwrapped branch.
// a=200,b=20: fabs=180, not >180 → greater = (a>b) = true
Assert.True(MoveToMath.HeadingGreater(200f, 20f, TurnRight));
}
[Fact]
public void TurnLeft_InvertsTheUnwrappedResult()
{
Assert.False(MoveToMath.HeadingGreater(90f, 30f, TurnLeft));
Assert.True(MoveToMath.HeadingGreater(30f, 90f, TurnLeft));
}
[Fact]
public void TurnLeft_InvertsTheWrappedResult()
{
Assert.True(MoveToMath.HeadingGreater(350f, 10f, TurnLeft));
Assert.False(MoveToMath.HeadingGreater(10f, 350f, TurnLeft));
}
[Fact]
public void EqualHeadings_NotGreater_TurnRight()
{
Assert.False(MoveToMath.HeadingGreater(45f, 45f, TurnRight));
}
[Fact]
public void EqualHeadings_InvertedToTrue_TurnLeft()
{
// greater=false for equal headings; TurnLeft inverts → true.
Assert.True(MoveToMath.HeadingGreater(45f, 45f, TurnLeft));
}
[Fact]
public void AnyNonTurnRightCommand_AlsoInverts()
{
// The retail gate is `== TurnRight` (not `!= TurnRight` as in
// heading_diff) — every OTHER command, not just TurnLeft, inverts.
Assert.False(MoveToMath.HeadingGreater(90f, 30f, 0u));
Assert.False(MoveToMath.HeadingGreater(90f, 30f, MotionCommand.WalkForward));
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V1 — <c>Position::heading</c> / <c>Frame::get_heading</c> /
/// <c>Frame::set_heading</c>, per V0-pins.md §P5 (PINNED — compass degrees,
/// 0 = North (+Y), 90 = East (+X), CLOCKWISE, [0,360); identity quaternion
/// faces heading 0):
/// <code>
/// heading(from, to) = (450 - atan2Deg(dy, dx)) % 360
/// </code>
/// Golden cardinals: N(0,+1)→0, E(+1,0)→90, S(0,-1)→180, W(-1,0)→270.
///
/// <para>
/// <b>The packer-reuse trap (V0-pins §P5 correction):</b> acdream's
/// outbound packer (<c>GameWindow.YawToAcQuaternion</c>) is wire-correct at
/// the QUATERNION level but its internal scalar intermediate
/// (<c>headingDeg = 180 - yawDeg</c>) is holtburger's shifted convention,
/// NOT retail's wire convention. <see cref="MoveToMath.GetHeading"/> must
/// use the CORRECT scalar bridge from acdream yaw (yaw=0 faces +X, per
/// <c>PlayerMovementController.cs:1022-1025</c>): <c>heading = (90 -
/// yawDeg) mod 360</c> — NOT <c>180 - yawDeg</c>.
/// </para>
/// </summary>
public sealed class MoveToMathPositionHeadingTests
{
private const float Tol = 0.01f;
// ── PositionHeading: the four cardinal offsets ─────────────────────────
[Fact]
public void North_PlusY_IsZero()
{
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(0f, 1f, 0f));
Assert.Equal(0f, h, 2);
}
[Fact]
public void East_PlusX_Is90()
{
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(1f, 0f, 0f));
Assert.Equal(90f, h, 2);
}
[Fact]
public void South_MinusY_Is180()
{
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(0f, -1f, 0f));
Assert.Equal(180f, h, 2);
}
[Fact]
public void West_MinusX_Is270()
{
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(-1f, 0f, 0f));
Assert.Equal(270f, h, 2);
}
[Fact]
public void Heading_IsAlways_InZeroToThreeSixtyRange()
{
// NE diagonal
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(1f, 1f, 0f));
Assert.InRange(h, 0f, 360f);
Assert.Equal(45f, h, 2);
}
[Fact]
public void Heading_IgnoresZ_HorizontalOnly()
{
float h1 = MoveToMath.PositionHeading(new Vector3(0, 0, 5f), new Vector3(1f, 0f, -10f));
float h2 = MoveToMath.PositionHeading(new Vector3(0, 0, -3f), new Vector3(1f, 0f, 100f));
Assert.Equal(h1, h2, 2);
Assert.Equal(90f, h1, 2);
}
// ── GetHeading: extracts heading from a body orientation quaternion ────
[Fact]
public void GetHeading_IdentityQuaternion_FacesHeadingZero()
{
// Identity quaternion → acdream yaw = 0 → +X-facing in our
// convention, which decodes to AC heading 90 per the corrected
// scalar bridge... BUT the identity quaternion in acdream's body
// frame corresponds to yaw = -PI/2 relative to +Y-forward (see
// PlayerMovementController.cs:1025: Orientation = AxisAngle(Yaw -
// PI/2)). GetHeading must invert that exact convention: identity
// orientation (no rotation applied) means Yaw=PI/2 was baked in,
// which is heading 0 — matching P5's "identity quaternion faces
// heading 0" pin.
float h = MoveToMath.GetHeading(Quaternion.Identity);
Assert.Equal(0f, h, 1);
}
[Fact]
public void GetHeading_SetHeading_RoundTrips_Cardinals()
{
foreach (float heading in new[] { 0f, 90f, 180f, 270f, 45f, 359f })
{
var q = MoveToMath.SetHeading(Quaternion.Identity, heading);
float back = MoveToMath.GetHeading(q);
float diff = MathF.Abs(back - heading);
if (diff > 180f) diff = 360f - diff;
Assert.True(diff < 0.5f, $"heading {heading} round-tripped to {back}");
}
}
[Fact]
public void SetHeading_North_ProducesForwardVectorFacingPlusY()
{
var q = MoveToMath.SetHeading(Quaternion.Identity, 0f);
var forward = Vector3.Transform(new Vector3(0f, 1f, 0f), q);
Assert.True(forward.Y > 0.9f, $"expected +Y forward, got {forward}");
}
[Fact]
public void SetHeading_East_ProducesForwardVectorFacingPlusX()
{
var q = MoveToMath.SetHeading(Quaternion.Identity, 90f);
var forward = Vector3.Transform(new Vector3(0f, 1f, 0f), q);
Assert.True(forward.X > 0.9f, $"expected +X forward, got {forward}");
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R5-V5 — <see cref="MovementManager"/> facade conformance (retail struct
/// acclient.h /* 3463 */; methods 0x00524000-0x00524790, decomp extract
/// <c>docs/research/2026-07-03-r5-managers/r5-movementmanager-decomp.md</c>).
/// The facade is pure relay/ownership — these tests pin the retail call
/// shapes: which child each method touches, the lazy MakeMoveToManager
/// create, the PerformMovement type dispatch, and null-tolerance before the
/// moveto manager exists. Behavior of the children themselves is covered by
/// the MotionInterpreter / MoveToManager suites (UNMODIFIED by R5-V5).
/// </summary>
public sealed class MovementManagerTests
{
/// <summary>Non-creature weenie: silences the MotionInterpreter's
/// HitGround/LeaveGround creature gates (retail IsCreature vtable
/// +0x2c) so a test can isolate the facade's MOVETO relay leg.</summary>
private sealed class NonCreatureWeenie : IWeenieObject
{
public bool InqJumpVelocity(float extent, out float vz) { vz = 0f; return false; }
public bool InqRunRate(out float rate) { rate = 1f; return false; }
public bool CanJump(float extent) => false;
bool IWeenieObject.IsCreature() => false;
}
/// <summary>Facade over the shared MoveToManagerHarness: the harness's
/// REAL MotionInterpreter is the minterp child; the harness's REAL
/// seam-scripted MoveToManager arrives via <see cref="MovementManager.MoveToFactory"/>
/// (the acdream stand-in for retail's physics_obj/weenie_obj
/// backpointers that MakeMoveToManager constructs from).</summary>
private static (MovementManager Mm, MoveToManagerHarness H, int[] FactoryCalls) MakeFacade()
{
var h = new MoveToManagerHarness();
var factoryCalls = new int[1];
var mm = new MovementManager(h.Interp)
{
MoveToFactory = () => { factoryCalls[0]++; return h.Manager; },
};
return (mm, h, factoryCalls);
}
// ── MakeMoveToManager — 0x00524000 ──────────────────────────────────────
[Fact]
public void MakeMoveToManager_CreatesViaFactory_ExactlyOnce()
{
var (mm, h, calls) = MakeFacade();
Assert.Null(mm.MoveTo);
mm.MakeMoveToManager();
Assert.Same(h.Manager, mm.MoveTo);
Assert.Equal(1, calls[0]);
// Retail: no-op if already present.
mm.MakeMoveToManager();
Assert.Same(h.Manager, mm.MoveTo);
Assert.Equal(1, calls[0]);
}
[Fact]
public void MakeMoveToManager_WithoutFactory_IsANoOp()
{
var mm = new MovementManager(new MotionInterpreter());
mm.MakeMoveToManager();
Assert.Null(mm.MoveTo);
}
// ── PerformMovement — 0x005240d0 (the type-1..9 two-way dispatch) ───────
[Fact]
public void PerformMovement_InterpTypes_RouteToMinterp_NotMoveTo()
{
var (mm, h, calls) = MakeFacade();
var result = mm.PerformMovement(new MovementStruct
{
Type = MovementType.InterpretedCommand,
Motion = MotionCommand.WalkForward,
Speed = 1f,
ModifyInterpretedState = true,
});
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.WalkForward, h.Interp.InterpretedState.ForwardCommand);
// Types 1-5 never touch the moveto side (jump table 0x0052415c).
Assert.Equal(0, calls[0]);
Assert.Null(mm.MoveTo);
}
[Fact]
public void PerformMovement_MoveToTypes_LazyCreate_AndRouteToMoveTo()
{
var (mm, h, calls) = MakeFacade();
var result = mm.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
Params = new MovementParameters(),
});
// Retail cases 5-8 (types 6-9): MakeMoveToManager first, delegate,
// and the MoveToManager path's return is NOT propagated (@0052414f
// `return 0`) — the facade reports None regardless.
Assert.Equal(WeenieError.None, result);
Assert.Equal(1, calls[0]);
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
}
[Fact]
public void PerformMovement_InvalidAndOutOfRangeTypes_Fail0x47()
{
var (mm, _, calls) = MakeFacade();
// Retail head: (type - 1) > 8 → 0x47. Type 0 underflows unsigned →
// always > 8; anything above 9 fails the same check.
Assert.Equal(WeenieError.GeneralMovementFailure,
mm.PerformMovement(new MovementStruct { Type = MovementType.Invalid }));
Assert.Equal(WeenieError.GeneralMovementFailure,
mm.PerformMovement(new MovementStruct { Type = (MovementType)10 }));
Assert.Equal(0, calls[0]);
}
[Fact]
public void PerformMovement_MoveToType_WithoutFactory_Fails0x47()
{
// acdream-only guard for the unreachable-in-production ordering
// (a type-6..9 event before the bind sites set MoveToFactory):
// retail would MoveToManager::Create here; without a factory the
// facade reports the same 0x47 the range check uses.
var mm = new MovementManager(new MotionInterpreter());
Assert.Equal(WeenieError.GeneralMovementFailure,
mm.PerformMovement(new MovementStruct { Type = MovementType.TurnToHeading }));
}
// ── UseTime — 0x005242f0 (moveto only; never lazy-creates) ──────────────
[Fact]
public void UseTime_BeforeMoveToExists_IsANoOp_AndDoesNotCreate()
{
var (mm, _, calls) = MakeFacade();
mm.UseTime();
Assert.Equal(0, calls[0]);
Assert.Null(mm.MoveTo);
}
[Fact]
public void UseTime_RelaysToMoveTo()
{
// The MoveToManagerUseTimeGateTests arrival shape, driven through
// the facade: grounded, facing the target, arrived — one UseTime
// completes the move.
var (mm, h, _) = MakeFacade();
h.ContactValue = true;
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
mm.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
Params = new MovementParameters { DistanceToObject = 0.6f, UseSpheres = false },
});
h.DrainPendingMotions();
h.WorldPosition = new Position(1u, new Vector3(19.7f, 0f, 0f), Quaternion.Identity);
h.Advance(2.0);
mm.UseTime();
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
}
// ── HitGround — 0x00524300 (minterp FIRST, then moveto) ────────────────
[Fact]
public void HitGround_RelaysToMinterp_AndToleratesNullMoveTo()
{
var (mm, h, _) = MakeFacade();
h.Body.State |= PhysicsStateFlags.Gravity; // CMotionInterp::HitGround gates on state & 0x400
bool minterpHit = false;
h.Interp.RemoveLinkAnimations = () => minterpHit = true;
mm.HitGround(); // MoveTo still null — retail's if-present guard
Assert.True(minterpHit);
}
[Fact]
public void HitGround_RelaysMinterpFirst_ThenMoveTo()
{
var (mm, h, _) = MakeFacade();
h.Body.State |= PhysicsStateFlags.Gravity;
h.ContactValue = true;
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
mm.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
Params = new MovementParameters(),
});
h.DrainPendingMotions();
// Order pin: the FIRST RemoveLinkAnimations firing belongs to the
// minterp leg (CMotionInterp::HitGround invokes it before any
// dispatch), at which point the moveto leg's BeginNextNode
// re-dispatch has NOT happened yet — the pending queue is still
// drained. Later firings (the moveto dispatch's own TS-40
// detached-strip at the DoInterpretedMotion tail runs AFTER its
// enqueue) must not overwrite the recording — ??= keeps the first.
bool? queueEmptyAtMinterpLeg = null;
h.Interp.RemoveLinkAnimations =
() => queueEmptyAtMinterpLeg ??= !h.Interp.MotionsPending();
mm.HitGround();
Assert.True(queueEmptyAtMinterpLeg); // minterp leg ran first
Assert.True(h.Interp.MotionsPending()); // a re-dispatch landed after it
}
[Fact]
public void HitGround_ReachesMoveTo_WhenMinterpLegIsGated()
{
// Isolate the MOVETO leg: a non-creature weenie makes
// CMotionInterp::HitGround a retail no-op (IsCreature gate), so any
// re-dispatched pending motion can only come from
// MoveToManager::HitGround → BeginNextNode.
var (mm, h, _) = MakeFacade();
h.Interp.WeenieObj = new NonCreatureWeenie();
h.ContactValue = true;
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
mm.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
Params = new MovementParameters(),
});
h.DrainPendingMotions();
mm.HitGround();
Assert.True(h.Interp.MotionsPending());
}
// ── HandleExitWorld — 0x00524350 (minterp ONLY) ─────────────────────────
[Fact]
public void HandleExitWorld_DrainsMinterp_AndDoesNotTouchMoveTo()
{
var (mm, h, _) = MakeFacade();
h.ContactValue = true;
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
h.Heading = 90f;
mm.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
Params = new MovementParameters(),
});
Assert.True(h.Interp.MotionsPending()); // the arm's dispatch is queued
mm.HandleExitWorld();
Assert.False(h.Interp.MotionsPending());
// Retail HandleExitWorld does NOT touch moveto_manager — the armed
// move survives (its teardown is CancelMoveTo / exit-world at the
// CPhysicsObj layer, not here).
Assert.Equal(MovementType.MoveToPosition, h.Manager.MovementTypeState);
}
// ── CancelMoveTo — 0x005241b0 / IsMovingTo — 0x00524260 ────────────────
[Fact]
public void CancelMoveTo_NullTolerant_AndRelaysToMoveTo()
{
var (mm, h, _) = MakeFacade();
mm.CancelMoveTo(WeenieError.ActionCancelled); // no moveto yet — no throw
h.ContactValue = true;
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
mm.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(1u, new Vector3(20f, 0f, 0f), Quaternion.Identity),
Params = new MovementParameters(),
});
Assert.True(mm.IsMovingTo());
mm.CancelMoveTo(WeenieError.ActionCancelled);
Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
Assert.False(mm.IsMovingTo());
Assert.True(h.StopCompletelyCalls > 0);
}
[Fact]
public void IsMovingTo_FalseBeforeMoveToExists()
{
var (mm, _, _) = MakeFacade();
Assert.False(mm.IsMovingTo());
}
// ── HandleUpdateTarget — 0x00524790 (→ moveto) ──────────────────────────
[Fact]
public void HandleUpdateTarget_NullTolerant_AndFeedsMoveToDeferredStart()
{
var (mm, h, _) = MakeFacade();
var info = new TargetInfo
{
ObjectId = 0x5000AAAAu,
Status = TargetStatus.Ok,
TargetPosition = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity),
InterpolatedPosition = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity),
};
mm.HandleUpdateTarget(info); // no moveto yet — no throw
// The V2 "uninitialized type-6 stall": MoveToObject defers its node
// build to the FIRST HandleUpdateTarget delivery.
h.ContactValue = true;
h.WorldPosition = new Position(1u, Vector3.Zero, Quaternion.Identity);
mm.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToObject,
ObjectId = 0x5000AAAAu,
TopLevelId = 0x5000AAAAu,
Pos = new Position(1u, new Vector3(10f, 0f, 0f), Quaternion.Identity),
Params = new MovementParameters(),
});
Assert.False(h.Manager.Initialized);
mm.HandleUpdateTarget(info);
Assert.True(h.Manager.Initialized);
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V1 — <c>MovementParameters::UnPackNet</c> (<c>0x0052ac50</c>, raw
/// 308118-308205) factory semantics, per
/// docs/research/2026-07-03-r4-moveto/r4-moveto-decomp.md §2g: the 7-dword
/// MoveTo wire form is <c>bitfield, distance_to_object, min_distance,
/// fail_distance, speed, walk_run_threshhold, desired_heading</c> — the SAME
/// field order <c>UpdateMotion.TryParseMoveToPayload</c> already reads off
/// the wire (UpdateMotion.cs:328-341). The A4 bitfield masks
/// (W0-pins.md §A4) decode into the named bool properties; every bit not
/// present on the wire bitfield resolves to false (UnPackNet fully
/// overwrites the bitfield — no ctor-default bits survive).
/// </summary>
public sealed class MovementParametersFromWireTests
{
[Fact]
public void FromWire_AllBitsSet_EveryFlagTrue()
{
var p = MovementParameters.FromWire(
bitfield: 0x3FFFFu, // every A4 bit through 0x20000
distanceToObject: 1f,
minDistance: 2f,
failDistance: 3f,
speed: 4f,
walkRunThreshhold: 5f,
desiredHeading: 6f);
Assert.True(p.CanWalk);
Assert.True(p.CanRun);
Assert.True(p.CanSidestep);
Assert.True(p.CanWalkBackwards);
Assert.True(p.CanCharge);
Assert.True(p.FailWalk);
Assert.True(p.UseFinalHeading);
Assert.True(p.Sticky);
Assert.True(p.MoveAway);
Assert.True(p.MoveTowards);
Assert.True(p.UseSpheres);
Assert.True(p.SetHoldKey);
Assert.True(p.Autonomous);
Assert.True(p.ModifyRawState);
Assert.True(p.ModifyInterpretedState);
Assert.True(p.CancelMoveTo);
Assert.True(p.StopCompletelyFlag);
Assert.True(p.DisableJumpDuringLink);
}
[Fact]
public void FromWire_ZeroBitfield_EveryFlagFalse_NoCtorDefaultsSurvive()
{
var p = MovementParameters.FromWire(
bitfield: 0u,
distanceToObject: 1f, minDistance: 2f, failDistance: 3f,
speed: 4f, walkRunThreshhold: 5f, desiredHeading: 6f);
Assert.False(p.CanWalk);
Assert.False(p.CanRun);
Assert.False(p.CanSidestep);
Assert.False(p.CanWalkBackwards);
Assert.False(p.CanCharge);
Assert.False(p.MoveTowards);
Assert.False(p.UseSpheres);
Assert.False(p.SetHoldKey);
Assert.False(p.ModifyRawState);
Assert.False(p.ModifyInterpretedState);
Assert.False(p.CancelMoveTo);
Assert.False(p.StopCompletelyFlag);
}
[Fact]
public void FromWire_CanChargeBit_DecodesIndependently()
{
// The wire bitfield carries can_charge 0x10 — the walk-vs-run answer
// (feedback_autowalk_cancharge_bit). Verify it round-trips on its own.
var p = MovementParameters.FromWire(
bitfield: 0x10u,
distanceToObject: 0f, minDistance: 0f, failDistance: 0f,
speed: 0f, walkRunThreshhold: 0f, desiredHeading: 0f);
Assert.True(p.CanCharge);
Assert.False(p.CanWalk);
Assert.False(p.CanRun);
}
[Theory]
[InlineData(0x1u)]
[InlineData(0x2u)]
[InlineData(0x4u)]
[InlineData(0x8u)]
[InlineData(0x10u)]
[InlineData(0x20u)]
[InlineData(0x40u)]
[InlineData(0x80u)]
[InlineData(0x100u)]
[InlineData(0x200u)]
[InlineData(0x400u)]
[InlineData(0x800u)]
[InlineData(0x1000u)]
[InlineData(0x2000u)]
[InlineData(0x4000u)]
[InlineData(0x8000u)]
[InlineData(0x10000u)]
[InlineData(0x20000u)]
public void FromWire_SingleBitMaskRoundTrips(uint mask)
{
var p = MovementParameters.FromWire(
bitfield: mask,
distanceToObject: 0f, minDistance: 0f, failDistance: 0f,
speed: 0f, walkRunThreshhold: 0f, desiredHeading: 0f);
Assert.Equal(mask, ToBitfield(p));
}
[Fact]
public void FromWire_ScalarFields_CopiedInWireOrder()
{
var p = MovementParameters.FromWire(
bitfield: 0u,
distanceToObject: 1.5f,
minDistance: 2.5f,
failDistance: 3.5f,
speed: 4.5f,
walkRunThreshhold: 5.5f,
desiredHeading: 6.5f);
Assert.Equal(1.5f, p.DistanceToObject);
Assert.Equal(2.5f, p.MinDistance);
Assert.Equal(3.5f, p.FailDistance);
Assert.Equal(4.5f, p.Speed);
Assert.Equal(5.5f, p.WalkRunThreshhold);
Assert.Equal(6.5f, p.DesiredHeading);
}
[Fact]
public void FromWireTurnTo_ThreeDwordForm_LeavesDistanceFieldsAtDefault()
{
// TurnToObject/TurnToHeading wire form (0xc bytes, 3 dwords):
// bitfield, speed, desired_heading only. distance_to_object /
// min_distance / fail_distance / walk_run_threshhold are NOT on
// this wire form — the factory overload must not touch them
// (they keep the MovementParameters ctor defaults).
var p = MovementParameters.FromWireTurnTo(
bitfield: 0x2u, // can_run
speed: 2f,
desiredHeading: 90f);
Assert.True(p.CanRun);
Assert.Equal(2f, p.Speed);
Assert.Equal(90f, p.DesiredHeading);
// ctor defaults, untouched by the 3-dword form:
Assert.Equal(0.6f, p.DistanceToObject);
Assert.Equal(0f, p.MinDistance);
Assert.Equal(float.MaxValue, p.FailDistance);
Assert.Equal(15f, p.WalkRunThreshhold);
}
private static uint ToBitfield(MovementParameters p)
{
uint bitfield = 0;
if (p.CanWalk) bitfield |= 0x1;
if (p.CanRun) bitfield |= 0x2;
if (p.CanSidestep) bitfield |= 0x4;
if (p.CanWalkBackwards) bitfield |= 0x8;
if (p.CanCharge) bitfield |= 0x10;
if (p.FailWalk) bitfield |= 0x20;
if (p.UseFinalHeading) bitfield |= 0x40;
if (p.Sticky) bitfield |= 0x80;
if (p.MoveAway) bitfield |= 0x100;
if (p.MoveTowards) bitfield |= 0x200;
if (p.UseSpheres) bitfield |= 0x400;
if (p.SetHoldKey) bitfield |= 0x800;
if (p.Autonomous) bitfield |= 0x1000;
if (p.ModifyRawState) bitfield |= 0x2000;
if (p.ModifyInterpretedState) bitfield |= 0x4000;
if (p.CancelMoveTo) bitfield |= 0x8000;
if (p.StopCompletelyFlag) bitfield |= 0x10000;
if (p.DisableJumpDuringLink) bitfield |= 0x20000;
return bitfield;
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V1 — <c>MovementParameters::get_command</c> (<c>0x0052aa00</c>, raw
/// 307946-308012), verbatim per
/// docs/research/2026-07-03-r4-moveto/r4-moveto-decomp.md §5c. Covers the
/// command/moving_away pick (plain-towards / plain-away / towards_and_away
/// delegate) crossed with the walk-vs-run HoldKey cascade, INCLUDING the
/// CanCharge 0x10 fast-path ACE dropped (feedback_autowalk_cancharge_bit)
/// and the walk_run_threshhold ≤-vs-&lt; edge (retail: dist - dto ≤
/// threshold → walk; the raw's `test ah,0x41` is the inclusive ≤ reading,
/// §5c @308003).
/// </summary>
public sealed class MovementParametersGetCommandTests
{
// ── plain TOWARDS (move_towards set, move_away clear) ─────────────────
[Fact]
public void PlainTowards_DistGreaterThanDto_WalkForward_NotMovingAway()
{
var p = new MovementParameters { DistanceToObject = 0.6f };
// move_towards=true (default), move_away=false (default)
p.GetCommand(dist: 5f, headingDiff: 0f, out uint motion, out HoldKey holdKey, out bool movingAway);
Assert.Equal(MotionCommand.WalkForward, motion);
Assert.False(movingAway);
}
[Fact]
public void PlainTowards_DistNotGreaterThanDto_Idle()
{
var p = new MovementParameters { DistanceToObject = 0.6f };
p.GetCommand(dist: 0.6f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
Assert.Equal(0u, motion);
Assert.False(movingAway);
}
[Fact]
public void PlainTowards_DistLessThanDto_Idle()
{
var p = new MovementParameters { DistanceToObject = 0.6f };
p.GetCommand(dist: 0.1f, headingDiff: 0f, out uint motion, out _, out _);
Assert.Equal(0u, motion);
}
// ── pure AWAY (move_away set, move_towards clear) ─────────────────────
[Fact]
public void PureAway_DistLessThanMinDistance_WalkForward_MovingAway()
{
var p = new MovementParameters
{
MoveTowards = false,
MoveAway = true,
MinDistance = 5f,
};
p.GetCommand(dist: 2f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
Assert.Equal(MotionCommand.WalkForward, motion);
Assert.True(movingAway);
}
[Fact]
public void PureAway_DistNotLessThanMinDistance_Idle()
{
var p = new MovementParameters
{
MoveTowards = false,
MoveAway = true,
MinDistance = 5f,
};
p.GetCommand(dist: 5f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
Assert.Equal(0u, motion);
Assert.False(movingAway);
}
// ── towards_and_away delegate (both move_towards AND move_away set) ───
[Fact]
public void TowardsAndAway_DistGreaterThanDto_DelegatesToWalkForwardTowards()
{
var p = new MovementParameters
{
MoveTowards = true,
MoveAway = true,
DistanceToObject = 0.6f,
MinDistance = 0.2f,
};
p.GetCommand(dist: 5f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
Assert.Equal(MotionCommand.WalkForward, motion);
Assert.False(movingAway);
}
[Fact]
public void TowardsAndAway_InsideMinBand_WalkBackwards_MovingAway()
{
var p = new MovementParameters
{
MoveTowards = true,
MoveAway = true,
DistanceToObject = 0.6f,
MinDistance = 0.2f,
};
// dist - min_distance < epsilon → inside the min band
p.GetCommand(dist: 0.2f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
Assert.Equal(MotionCommand.WalkBackward, motion);
Assert.True(movingAway);
}
[Fact]
public void TowardsAndAway_InsideDeadband_Idle()
{
var p = new MovementParameters
{
MoveTowards = true,
MoveAway = true,
DistanceToObject = 0.6f,
MinDistance = 0.2f,
};
// strictly inside [min, dto] — neither band fires
p.GetCommand(dist: 0.4f, headingDiff: 0f, out uint motion, out _, out _);
Assert.Equal(0u, motion);
}
// ── neither towards nor away (both clear) — falls to plain-towards path ──
[Fact]
public void NeitherTowardsNorAway_FallsToPlainTowardsBranch()
{
var p = new MovementParameters
{
MoveTowards = false,
MoveAway = false,
DistanceToObject = 0.6f,
};
p.GetCommand(dist: 5f, headingDiff: 0f, out uint motion, out _, out bool movingAway);
Assert.Equal(MotionCommand.WalkForward, motion);
Assert.False(movingAway);
}
// ── walk-vs-run HoldKey cascade ────────────────────────────────────────
[Fact]
public void HoldKey_CanChargeSet_AlwaysRun_FastPath()
{
// THE fast-path ACE dropped: can_charge (0x10) short-circuits
// straight to HoldKey_Run regardless of distance/threshold.
var p = new MovementParameters
{
CanCharge = true,
CanRun = false, // even with can_run CLEAR
CanWalk = true,
WalkRunThreshhold = 15f,
DistanceToObject = 0.6f,
};
p.GetCommand(dist: 0.6f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
Assert.Equal(HoldKey.Run, holdKey);
}
[Fact]
public void HoldKey_CanRunClear_AlwaysWalk_RegardlessOfDistance()
{
var p = new MovementParameters
{
CanCharge = false,
CanRun = false,
CanWalk = true,
WalkRunThreshhold = 15f,
DistanceToObject = 0.6f,
};
p.GetCommand(dist: 1000f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
Assert.Equal(HoldKey.None, holdKey);
}
[Fact]
public void HoldKey_CanRunSet_CanWalkClear_AlwaysRun_WalkIncapable()
{
// can_walk clear → the "close enough to walk" branch is skipped
// entirely; walk-incapable movers always run when can_run is set.
var p = new MovementParameters
{
CanCharge = false,
CanRun = true,
CanWalk = false,
WalkRunThreshhold = 15f,
DistanceToObject = 0.6f,
};
p.GetCommand(dist: 0.6f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
Assert.Equal(HoldKey.Run, holdKey);
}
[Fact]
public void HoldKey_CanRunAndCanWalk_WithinThreshold_Walk()
{
var p = new MovementParameters
{
CanCharge = false,
CanRun = true,
CanWalk = true,
WalkRunThreshhold = 15f,
DistanceToObject = 0.6f,
};
// dist - dto = 10 <= 15 → walk
p.GetCommand(dist: 10.6f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
Assert.Equal(HoldKey.None, holdKey);
}
[Fact]
public void HoldKey_CanRunAndCanWalk_BeyondThreshold_Run()
{
var p = new MovementParameters
{
CanCharge = false,
CanRun = true,
CanWalk = true,
WalkRunThreshhold = 15f,
DistanceToObject = 0.6f,
};
// dist - dto = 15.1 > 15 → run
p.GetCommand(dist: 15.7f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
Assert.Equal(HoldKey.Run, holdKey);
}
[Fact]
public void HoldKey_ThresholdEdge_ExactlyAtThreshold_IsInclusive_Walk()
{
// retail: (dist - distance_to_object) <= walk_run_threshhold → WALK.
// The raw's `test ah,0x41` after `fcom` renders as an inclusive
// "not greater than" (≤) — the boundary itself walks, not runs.
var p = new MovementParameters
{
CanCharge = false,
CanRun = true,
CanWalk = true,
WalkRunThreshhold = 15f,
DistanceToObject = 0.6f,
};
// dist - dto = exactly 15.0
p.GetCommand(dist: 15.6f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
Assert.Equal(HoldKey.None, holdKey);
}
[Fact]
public void HoldKey_ThresholdEdge_JustOverThreshold_Run()
{
var p = new MovementParameters
{
CanCharge = false,
CanRun = true,
CanWalk = true,
WalkRunThreshhold = 15f,
DistanceToObject = 0.6f,
};
// dist - dto = 15.0 + epsilon
p.GetCommand(dist: 15.600001f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
Assert.Equal(HoldKey.Run, holdKey);
}
[Fact]
public void HoldKey_CanChargeSet_OverridesWalkIncapableAndThreshold()
{
// CanCharge fast-path wins even when every other flag would say walk.
var p = new MovementParameters
{
CanCharge = true,
CanRun = true,
CanWalk = true,
WalkRunThreshhold = 1000f, // would otherwise force walk
DistanceToObject = 0.6f,
};
p.GetCommand(dist: 0.6f, headingDiff: 0f, out _, out HoldKey holdKey, out _);
Assert.Equal(HoldKey.Run, holdKey);
}
// ── the four capability quadrants × plain-towards distance bands ──────
[Theory]
// (canRun, canWalk, canCharge, distBeyondThreshold) → expected HoldKey
[InlineData(true, true, false, false, HoldKey.None)] // both capable, close → walk
[InlineData(true, true, false, true, HoldKey.Run)] // both capable, far → run
[InlineData(true, false, false, false, HoldKey.Run)] // run-only, close → still run (no walk branch)
[InlineData(true, false, false, true, HoldKey.Run)] // run-only, far → run
[InlineData(false, true, false, false, HoldKey.None)] // walk-only → always walk
[InlineData(false, true, false, true, HoldKey.None)] // walk-only, far → still walk
[InlineData(false, false, false, false, HoldKey.None)] // neither capable, no charge → walk (falls through)
[InlineData(false, false, true, false, HoldKey.Run)] // can_charge alone → run regardless
public void HoldKey_FourCapabilityQuadrants_MatchRetailCascade(
bool canRun, bool canWalk, bool canCharge, bool distBeyondThreshold, HoldKey expected)
{
var p = new MovementParameters
{
CanRun = canRun,
CanWalk = canWalk,
CanCharge = canCharge,
WalkRunThreshhold = 15f,
DistanceToObject = 0.6f,
};
float dist = distBeyondThreshold ? 20f : 5f; // 20-0.6=19.4>15 ; 5-0.6=4.4<=15
p.GetCommand(dist, headingDiff: 0f, out _, out HoldKey holdKey, out _);
Assert.Equal(expected, holdKey);
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V1 — <c>MovementParameters::get_desired_heading</c> (<c>0x0052aad0</c>),
/// PINNED by direct Ghidra decompile of <c>patchmem.gpr</c> (see
/// docs/research/2026-07-03-r4-moveto/ghidra-confirmations.md §P2 — fetched
/// live during V0, ACE-shaped constants CONFIRMED exact):
/// <code>
/// forward|run + towards → 0 forward|run + away → 180
/// backward + towards → 180 backward + away → 0
/// any other command → 0
/// </code>
/// </summary>
public sealed class MovementParametersGetDesiredHeadingTests
{
[Theory]
[InlineData(false, 0f)] // RunForward, towards → 0
[InlineData(true, 180f)] // RunForward, away → 180
public void RunForward_FourQuadrant(bool movingAway, float expected)
{
var p = new MovementParameters();
float h = p.GetDesiredHeading(MotionCommand.RunForward, movingAway);
Assert.Equal(expected, h);
}
[Theory]
[InlineData(false, 0f)] // WalkForward, towards → 0
[InlineData(true, 180f)] // WalkForward, away → 180
public void WalkForward_FourQuadrant(bool movingAway, float expected)
{
var p = new MovementParameters();
float h = p.GetDesiredHeading(MotionCommand.WalkForward, movingAway);
Assert.Equal(expected, h);
}
[Theory]
[InlineData(false, 180f)] // WalkBackward, towards → 180 (face the target while backing up)
[InlineData(true, 0f)] // WalkBackward, away → 0
public void WalkBackward_FourQuadrant(bool movingAway, float expected)
{
var p = new MovementParameters();
float h = p.GetDesiredHeading(MotionCommand.WalkBackward, movingAway);
Assert.Equal(expected, h);
}
[Theory]
[InlineData(false)]
[InlineData(true)]
public void UnknownCommand_DefaultsToZero(bool movingAway)
{
var p = new MovementParameters();
float h = p.GetDesiredHeading(MotionCommand.TurnRight, movingAway);
Assert.Equal(0f, h);
}
[Fact]
public void ZeroCommand_DefaultsToZero()
{
var p = new MovementParameters();
Assert.Equal(0f, p.GetDesiredHeading(0u, movingAway: false));
Assert.Equal(0f, p.GetDesiredHeading(0u, movingAway: true));
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R3-W1 — <c>MovementParameters</c> ctor-default pins. Oracle:
/// docs/research/2026-07-02-r3-motioninterp/W0-pins.md §A4 (bitfield 0x1EE0F
/// expansion) + r3-motioninterp-decomp.md §0 (scalar ctor, raw 300510-300534,
/// 0x00524380). Every flag asserted individually against the retail
/// 0x1EE0F default so a future bit-numbering slip fails loudly, plus the two
/// ACE-divergence traps (CanCharge, WalkRunThreshhold) get dedicated tests.
/// </summary>
public sealed class MovementParametersTests
{
[Fact]
public void Ctor_SetFlags_MatchRetail0x1EE0FExpansion()
{
var p = new MovementParameters();
// Bits SET in 0x1EE0F: 0x1,0x2,0x4,0x8,0x200,0x400,0x800,0x2000,0x4000,0x8000,0x10000
Assert.True(p.CanWalk); // 0x1
Assert.True(p.CanRun); // 0x2
Assert.True(p.CanSidestep); // 0x4
Assert.True(p.CanWalkBackwards); // 0x8
Assert.True(p.MoveTowards); // 0x200
Assert.True(p.UseSpheres); // 0x400
Assert.True(p.SetHoldKey); // 0x800
Assert.True(p.ModifyRawState); // 0x2000
Assert.True(p.ModifyInterpretedState); // 0x4000
Assert.True(p.CancelMoveTo); // 0x8000
Assert.True(p.StopCompletelyFlag); // 0x10000
}
[Fact]
public void Ctor_ClearFlags_MatchRetail0x1EE0FExpansion()
{
var p = new MovementParameters();
// Bits CLEAR in 0x1EE0F: 0x10,0x20,0x40,0x80,0x100,0x1000,0x20000
Assert.False(p.CanCharge); // 0x10 — ACE-divergence trap
Assert.False(p.FailWalk); // 0x20
Assert.False(p.UseFinalHeading); // 0x40
Assert.False(p.Sticky); // 0x80
Assert.False(p.MoveAway); // 0x100
Assert.False(p.Autonomous); // 0x1000
Assert.False(p.DisableJumpDuringLink); // 0x20000
}
[Fact]
public void Ctor_Bitfield_ReconstitutesExactly0x1EE0F()
{
var p = new MovementParameters();
uint bitfield = 0;
if (p.CanWalk) bitfield |= 0x1;
if (p.CanRun) bitfield |= 0x2;
if (p.CanSidestep) bitfield |= 0x4;
if (p.CanWalkBackwards) bitfield |= 0x8;
if (p.CanCharge) bitfield |= 0x10;
if (p.FailWalk) bitfield |= 0x20;
if (p.UseFinalHeading) bitfield |= 0x40;
if (p.Sticky) bitfield |= 0x80;
if (p.MoveAway) bitfield |= 0x100;
if (p.MoveTowards) bitfield |= 0x200;
if (p.UseSpheres) bitfield |= 0x400;
if (p.SetHoldKey) bitfield |= 0x800;
if (p.Autonomous) bitfield |= 0x1000;
if (p.ModifyRawState) bitfield |= 0x2000;
if (p.ModifyInterpretedState) bitfield |= 0x4000;
if (p.CancelMoveTo) bitfield |= 0x8000;
if (p.StopCompletelyFlag) bitfield |= 0x10000;
if (p.DisableJumpDuringLink) bitfield |= 0x20000;
Assert.Equal(0x1EE0Fu, bitfield);
}
[Fact]
public void Ctor_ScalarDefaults_MatchRetail()
{
var p = new MovementParameters();
Assert.Equal(0f, p.MinDistance);
Assert.Equal(0.6f, p.DistanceToObject);
Assert.Equal(float.MaxValue, p.FailDistance);
Assert.Equal(0f, p.DesiredHeading);
Assert.Equal(1f, p.Speed);
// ACE-divergence trap: retail is 15.0, NOT ACE's 1.0.
Assert.Equal(15f, p.WalkRunThreshhold);
Assert.Equal(0u, p.ContextId);
Assert.Equal(HoldKey.Invalid, p.HoldKeyToApply);
Assert.Equal(0u, p.ActionStamp);
}
[Fact]
public void Ctor_CanCharge_DefaultsFalse_NotAceTrue()
{
// Dedicated regression test for the single highest-risk ACE trap:
// ACE's MovementParameters.cs:58 sets CanCharge = true at construction.
// Retail's 0x1EE0F has bit 0x10 CLEAR.
var p = new MovementParameters();
Assert.False(p.CanCharge);
}
[Fact]
public void Ctor_WalkRunThreshhold_Is15_NotAce1()
{
var p = new MovementParameters();
Assert.Equal(15f, p.WalkRunThreshhold);
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V1 — <c>MovementParameters::towards_and_away</c> (<c>0x0052a9a0</c>,
/// raw 307917-307942), verbatim per r4-moveto-decomp.md §5d. Three bands:
/// beyond <c>distance_to_object</c> → WalkForward towards; inside the
/// <c>min_distance</c> epsilon band → WalkBackwards away (no turn, unlike
/// the pure-away branch in §5c which uses WalkForward+turn-around); strictly
/// between → idle (cmd 0).
/// </summary>
public sealed class MovementParametersTowardsAndAwayTests
{
[Fact]
public void DistGreaterThanDto_WalkForward_Towards()
{
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
p.TowardsAndAway(dist: 5f, out uint cmd, out bool movingAway);
Assert.Equal(MotionCommand.WalkForward, cmd);
Assert.False(movingAway);
}
[Fact]
public void DistExactlyAtDto_NotGreater_FallsToMinBandCheck()
{
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
// dist == dto is NOT > dto, so falls through to the min-band test;
// 0.6 - 0.2 = 0.4, not < epsilon → idle.
p.TowardsAndAway(dist: 0.6f, out uint cmd, out _);
Assert.Equal(0u, cmd);
}
[Fact]
public void InsideMinDistanceEpsilonBand_WalkBackwards_Away()
{
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
// dist - min_distance < 0.000199999995f
p.TowardsAndAway(dist: 0.2f, out uint cmd, out bool movingAway);
Assert.Equal(MotionCommand.WalkBackward, cmd);
Assert.True(movingAway);
}
[Fact]
public void InsideMinDistanceEpsilonBand_JustBelowEpsilon_StillWalkBackwards()
{
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
p.TowardsAndAway(dist: 0.2f + 0.0001f, out uint cmd, out bool movingAway);
Assert.Equal(MotionCommand.WalkBackward, cmd);
Assert.True(movingAway);
}
[Fact]
public void StrictlyBetweenMinAndDto_Idle()
{
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
p.TowardsAndAway(dist: 0.4f, out uint cmd, out bool movingAway);
Assert.Equal(0u, cmd);
Assert.False(movingAway);
}
[Fact]
public void JustOutsideMinBand_NotYetIdle_Idle()
{
var p = new MovementParameters { DistanceToObject = 0.6f, MinDistance = 0.2f };
// dist - min = 0.0003, just over epsilon (0.0002) → NOT in the min band → idle
p.TowardsAndAway(dist: 0.2003f, out uint cmd, out _);
Assert.Equal(0u, cmd);
}
}

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using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V1 — <see cref="MovementStruct"/> widening per r4-moveto-decomp.md §0
/// (acclient.h:38069, struct #4067):
/// <code>
/// struct __cppobj MovementStruct
/// {
/// MovementTypes::Type type;
/// unsigned int motion; // types 1-4 only
/// unsigned int object_id; // types 6, 8
/// unsigned int top_level_id; // types 6, 8
/// Position pos; // type 7
/// float radius; // type 6
/// float height; // type 6
/// MovementParameters *params; // types 1-4, 6-9
/// };
/// </code>
/// Additive-only (M11, mechanical) — no consumer wires these fields yet;
/// this test just pins the shape exists and round-trips.
/// </summary>
public sealed class MovementStructWideningTests
{
[Fact]
public void ObjectId_TopLevelId_RoundTrip()
{
var mvs = new MovementStruct
{
Type = MovementType.MoveToObject,
ObjectId = 0x50001234u,
TopLevelId = 0x50005678u,
};
Assert.Equal(0x50001234u, mvs.ObjectId);
Assert.Equal(0x50005678u, mvs.TopLevelId);
}
[Fact]
public void Pos_RoundTrips_WorldPositionAndCell()
{
var pos = new Position(0x12340001u, new Vector3(10f, 20f, 3f), Quaternion.Identity);
var mvs = new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = pos,
};
Assert.Equal(pos, mvs.Pos);
Assert.Equal(0x12340001u, mvs.Pos.ObjCellId);
Assert.Equal(new Vector3(10f, 20f, 3f), mvs.Pos.Frame.Origin);
}
[Fact]
public void Radius_Height_RoundTrip()
{
var mvs = new MovementStruct
{
Type = MovementType.MoveToObject,
Radius = 0.75f,
Height = 1.8f,
};
Assert.Equal(0.75f, mvs.Radius);
Assert.Equal(1.8f, mvs.Height);
}
[Fact]
public void Params_HoldsMovementParametersReference()
{
var p = new MovementParameters { CanCharge = true };
var mvs = new MovementStruct
{
Type = MovementType.TurnToHeading,
Params = p,
};
Assert.Same(p, mvs.Params);
}
[Fact]
public void ExistingFields_Type_Motion_StillPresent_NoRegression()
{
// The pre-R4 fields (Type/Motion/Speed/Autonomous/ModifyInterpretedState/
// ModifyRawState) must survive the widening untouched — R4 is
// additive-only per the plan (M11, "no consumer changes").
var mvs = new MovementStruct
{
Type = MovementType.RawCommand,
Motion = 0x45000005u,
Speed = 1.5f,
Autonomous = true,
ModifyInterpretedState = true,
ModifyRawState = false,
};
Assert.Equal(MovementType.RawCommand, mvs.Type);
Assert.Equal(0x45000005u, mvs.Motion);
Assert.Equal(1.5f, mvs.Speed);
Assert.True(mvs.Autonomous);
Assert.True(mvs.ModifyInterpretedState);
Assert.False(mvs.ModifyRawState);
}
}

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using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V1 — <see cref="MovementType"/> widening to retail's full
/// <c>MovementTypes::Type</c> enum (acclient.h:2856, enum #229):
/// <code>
/// Invalid=0, RawCommand=1, InterpretedCommand=2, StopRawCommand=3,
/// StopInterpretedCommand=4, StopCompletely=5, MoveToObject=6,
/// MoveToPosition=7, TurnToObject=8, TurnToHeading=9
/// </code>
/// Mechanical, additive-only pin (M11) — the 1-5 values must not shift
/// (they're already load-bearing in <c>MotionInterpreter.PerformMovement</c>'s
/// switch).
/// </summary>
public sealed class MovementTypeWideningTests
{
[Theory]
[InlineData(MovementType.Invalid, 0)]
[InlineData(MovementType.RawCommand, 1)]
[InlineData(MovementType.InterpretedCommand, 2)]
[InlineData(MovementType.StopRawCommand, 3)]
[InlineData(MovementType.StopInterpretedCommand, 4)]
[InlineData(MovementType.StopCompletely, 5)]
[InlineData(MovementType.MoveToObject, 6)]
[InlineData(MovementType.MoveToPosition, 7)]
[InlineData(MovementType.TurnToObject, 8)]
[InlineData(MovementType.TurnToHeading, 9)]
public void EnumValues_MatchRetailMovementTypesTypeTable(MovementType value, int expected)
=> Assert.Equal(expected, (int)value);
}

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using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R5 conformance — <see cref="PositionManager"/> facade (retail
/// 0x00555160-0x005553d0). Lazy sub-manager creation + fan-out. (Test class is
/// suffixed "Facade" to read distinctly from the renamed
/// <c>RemoteMotionCombiner</c> combiner tests.)
/// </summary>
public sealed class PositionManagerFacadeTests
{
private static (R5Host self, R5Host target, PositionManager pm) Setup()
{
var world = new Dictionary<uint, R5Host>();
var self = new R5Host(10u, world);
var target = new R5Host(20u, world);
return (self, target, new PositionManager(self));
}
[Fact]
public void UnStick_BeforeAnyStick_IsNoOp()
{
var (_, _, pm) = Setup();
pm.UnStick(); // no sticky manager yet — must not throw
Assert.Null(pm.Sticky);
Assert.Equal(0u, pm.GetStickyObjectId());
}
[Fact]
public void StickTo_LazilyCreatesSticky_AndForwards()
{
var (self, target, pm) = Setup();
pm.StickTo(target.Id, radius: 0.5f, height: 1.0f);
Assert.NotNull(pm.Sticky);
Assert.Equal(target.Id, pm.GetStickyObjectId());
}
[Fact]
public void IsFullyConstrained_FalseWhenNoConstraintManager()
{
var (_, _, pm) = Setup();
Assert.False(pm.IsFullyConstrained());
Assert.Null(pm.Constraint);
}
[Fact]
public void ConstrainTo_LazilyCreatesConstraint()
{
var (self, _, pm) = Setup();
self.SetOrigin(Vector3.Zero);
pm.ConstrainTo(new Position(1u, new Vector3(5f, 0f, 0f), Quaternion.Identity), 2f, 10f);
Assert.NotNull(pm.Constraint);
Assert.True(pm.Constraint!.IsConstrained);
}
[Fact]
public void HandleUpdateTarget_ForwardsToSticky()
{
var (self, target, pm) = Setup();
pm.StickTo(target.Id, 0.5f, 1.0f);
var tp = new Position(1u, new Vector3(2f, 0f, 0f), Quaternion.Identity);
pm.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
Assert.True(pm.Sticky!.Initialized);
}
[Fact]
public void AdjustOffset_ChainsStickyThenConstraint()
{
var (self, target, pm) = Setup();
self.Radius = 0.5f;
self.MinterpMaxSpeed = 1.0f;
self.InContact = true;
// Sticky toward +X: produces an offset the constraint then tapers.
pm.StickTo(target.Id, 0.5f, 1.0f);
target.SetOrigin(new Vector3(5f, 0f, 0f));
var tp = new Position(1u, new Vector3(5f, 0f, 0f), Quaternion.Identity);
pm.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
// Arm a constraint whose band tapers by 0.5.
self.SetOrigin(Vector3.Zero);
pm.ConstrainTo(new Position(1u, new Vector3(6f, 0f, 0f), Quaternion.Identity),
startDistance: 2f, maxDistance: 10f); // offset 6 → taper (10-6)/(10-2)=0.5
var frame = new MotionDeltaFrame();
pm.AdjustOffset(frame, quantum: 0.1);
// Sticky writes +0.5 X; constraint tapers by 0.5 → 0.25.
Assert.Equal(0.25f, frame.Origin.X, 3);
}
[Fact]
public void UseTime_DrivesStickyTimeout()
{
var (self, target, pm) = Setup();
self.CurTime = 100.0;
pm.StickTo(target.Id, 0.5f, 1.0f); // deadline 101
// Strictly past the deadline (retail 0x00555626 keeps the stick AT
// the deadline; teardown is `>` — ACE too).
self.CurTime = 101.001;
pm.UseTime();
Assert.Equal(0u, pm.GetStickyObjectId()); // unstuck
}
}

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using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R5 conformance harness — a scriptable <see cref="IPhysicsObjHost"/> fake
/// backed by a shared <see cref="World"/> so <see cref="GetObjectA"/> resolves
/// OTHER hosts (the cross-entity seam the voyeur round-trip needs). Each host
/// lazily owns a <see cref="TargetManager"/> and a <see cref="PositionManager"/>
/// (the two R5 managers under test), and records every
/// <see cref="HandleUpdateTarget"/> the managers fan out so tests can assert on
/// delivery.
///
/// <para>Position/velocity/radius/contact/max-speed and both clocks are mutable
/// fields tests drive directly (retail's <c>CPhysicsObj</c> accessors). The
/// <c>set_target</c>/<c>clear_target</c>/<c>add_voyeur</c>/<c>remove_voyeur</c>/
/// <c>receive_target_update</c> seams forward to the owned
/// <see cref="TargetManager"/> exactly as retail's <c>CPhysicsObj</c> does.</para>
/// </summary>
internal sealed class R5Host : IPhysicsObjHost
{
public readonly Dictionary<uint, R5Host> World;
public R5Host(uint id, Dictionary<uint, R5Host> world)
{
Id = id;
World = world;
World[id] = this;
}
// ── scriptable CPhysicsObj state ───────────────────────────────────────
public uint Id { get; }
public Position Position { get; set; } = new(1u, Vector3.Zero, Quaternion.Identity);
public Vector3 Velocity { get; set; } = Vector3.Zero;
public float Radius { get; set; } = 0.5f;
public bool InContact { get; set; } = true;
public float? MinterpMaxSpeed { get; set; } = 1.0f;
public double CurTime { get; set; }
public double PhysicsTimerTime { get; set; }
/// <summary>Set to false to simulate a target that isn't currently
/// resolvable (out of streaming view) — <see cref="GetObjectA"/> returns
/// null for it even while it's in <see cref="World"/>.</summary>
public bool Resolvable { get; set; } = true;
// ── owned R5 managers ──────────────────────────────────────────────────
private TargetManager? _targetManager;
public TargetManager TargetManager => _targetManager ??= new TargetManager(this);
public TargetManager? TargetManagerOrNull => _targetManager;
private PositionManager? _positionManager;
public PositionManager PositionManager => _positionManager ??= new PositionManager(this);
// ── recorded fan-outs ──────────────────────────────────────────────────
public readonly List<TargetInfo> HandleUpdateTargetCalls = new();
public int InterruptCurrentMovementCalls;
// ── IPhysicsObjHost ────────────────────────────────────────────────────
public IPhysicsObjHost? GetObjectA(uint id)
=> World.TryGetValue(id, out var h) && h.Resolvable ? h : null;
public void HandleUpdateTarget(TargetInfo info)
{
HandleUpdateTargetCalls.Add(info);
// Retail CPhysicsObj::HandleUpdateTarget also fans to the position
// manager's sticky sub-manager (context 0). Mirror that so sticky tests
// that rely on the full CPhysicsObj fan-out see the callback.
if (info.ContextId == 0)
_positionManager?.HandleUpdateTarget(info);
}
public void InterruptCurrentMovement() => InterruptCurrentMovementCalls++;
public void SetTarget(uint contextId, uint objectId, float radius, double quantum)
=> TargetManager.SetTarget(contextId, objectId, radius, quantum);
public void ClearTarget() => _targetManager?.ClearTarget();
public void ReceiveTargetUpdate(TargetInfo info) => _targetManager?.ReceiveUpdate(info);
public void AddVoyeur(uint watcherId, float radius, double quantum)
=> TargetManager.AddVoyeur(watcherId, radius, quantum);
public void RemoveVoyeur(uint watcherId) => _targetManager?.RemoveVoyeur(watcherId);
// ── test helpers ───────────────────────────────────────────────────────
public void SetOrigin(Vector3 origin)
=> Position = new Position(Position.ObjCellId, origin, Position.Frame.Orientation);
public void AdvanceClocks(double seconds)
{
CurTime += seconds;
PhysicsTimerTime += seconds;
}
}

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using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R3-W1 — action FIFO discipline + <c>ApplyMotion</c>/<c>RemoveMotion</c>
/// field effects on <see cref="RawMotionState"/> (closes J2). Oracle:
/// docs/research/named-retail/acclient_2013_pseudo_c.txt — verbatim bodies
/// quoted in RawMotionState.cs doc comments:
/// <c>RawMotionState::AddAction</c> (0x0051e840), <c>RemoveAction</c>
/// (0x0051e8a0), <c>ApplyMotion</c> (0x0051eb60), <c>RemoveMotion</c>
/// (0x0051e6e0).
/// </summary>
public sealed class RawMotionStateActionFifoTests
{
// ── AddAction / RemoveAction / GetNumActions FIFO discipline ──────────
[Fact]
public void AddAction_AppendsInOrder()
{
var raw = new RawMotionState();
raw.AddAction(0x1000004Bu, 1.0f, 1, autonomous: false);
raw.AddAction(0x10000050u, 1.5f, 2, autonomous: true);
Assert.Equal(2, raw.Actions.Count);
Assert.Equal((ushort)0x004Bu, raw.Actions[0].Command); // widened to ushort on wire, verified below
Assert.Equal((ushort)0x0050u, raw.Actions[1].Command);
}
[Fact]
public void RemoveAction_PopsHeadFirst_FifoOrder()
{
var raw = new RawMotionState();
raw.AddAction(0x1000004Bu, 1.0f, 1, autonomous: false);
raw.AddAction(0x10000050u, 1.5f, 2, autonomous: true);
uint first = raw.RemoveAction();
uint second = raw.RemoveAction();
Assert.Equal(0x004Bu, first); // head popped first (FIFO)
Assert.Equal(0x0050u, second);
Assert.Empty(raw.Actions);
}
[Fact]
public void RemoveAction_Empty_ReturnsZero()
{
var raw = new RawMotionState();
Assert.Equal(0u, raw.RemoveAction());
}
[Fact]
public void AddAction_StoresSpeedStampAutonomous()
{
var raw = new RawMotionState();
raw.AddAction(0x1000004Bu, speed: 2.5f, actionStamp: 0x7FFFu, autonomous: true);
var a = raw.Actions[0];
Assert.Equal(2.5f, a.Speed);
Assert.Equal((ushort)0x7FFFu, a.Stamp);
Assert.True(a.Autonomous);
}
// ── ApplyMotion field effects (0x0051eb60) ─────────────────────────────
[Fact]
public void ApplyMotion_TurnRight_SetsTurnCommandAndSpeed_HonorsSetHoldKeyBit()
{
var raw = new RawMotionState();
var p = new MovementParameters { Speed = 1.5f, SetHoldKey = true };
raw.ApplyMotion(0x6500000du, p); // TurnRight
Assert.Equal(0x6500000du, raw.TurnCommand);
Assert.Equal(1.5f, raw.TurnSpeed);
Assert.Equal(HoldKey.Invalid, raw.TurnHoldKey); // SetHoldKey bit set -> Invalid
}
[Fact]
public void ApplyMotion_TurnRight_SetHoldKeyClear_UsesHoldKeyToApply()
{
var raw = new RawMotionState();
var p = new MovementParameters { Speed = 1.5f, SetHoldKey = false, HoldKeyToApply = HoldKey.Run };
raw.ApplyMotion(0x6500000du, p);
Assert.Equal(HoldKey.Run, raw.TurnHoldKey);
}
[Fact]
public void ApplyMotion_SideStepRight_SetsSidestepCommandAndSpeed()
{
var raw = new RawMotionState();
var p = new MovementParameters { Speed = 1.248f, SetHoldKey = true };
raw.ApplyMotion(0x6500000fu, p); // SideStepRight
Assert.Equal(0x6500000fu, raw.SidestepCommand);
Assert.Equal(1.248f, raw.SidestepSpeed);
Assert.Equal(HoldKey.Invalid, raw.SidestepHoldKey);
}
[Fact]
public void ApplyMotion_ForwardClassMotion_SetsForwardCommandAndSpeed()
{
// WalkForward = 0x45000005 has bit 0x40000000 set (forward-class)
// and is NOT 0x44000007 (RunForward) -> the write branch fires.
var raw = new RawMotionState();
var p = new MovementParameters { Speed = 1.0f, SetHoldKey = true };
raw.ApplyMotion(0x45000005u, p);
Assert.Equal(0x45000005u, raw.ForwardCommand);
Assert.Equal(1.0f, raw.ForwardSpeed);
Assert.Equal(HoldKey.Invalid, raw.ForwardHoldKey);
}
[Fact]
public void ApplyMotion_RunForwardExactId_ForwardClassButExcluded_NoWrite()
{
// Verbatim retail quirk (0x0051eb60): arg2 == 0x44000007 (RunForward)
// with the forward-class bit (0x40000000) set falls through BOTH
// inner branches — no field write occurs. Port verbatim, not fixed.
var raw = new RawMotionState();
var before = raw.ForwardCommand;
var p = new MovementParameters { Speed = 3.0f };
raw.ApplyMotion(0x44000007u, p);
Assert.Equal(before, raw.ForwardCommand); // untouched
Assert.Equal(1.0f, raw.ForwardSpeed); // untouched (still ctor default)
}
[Fact]
public void ApplyMotion_StyleClassMotion_SetsCurrentStyleAndResetsForwardToReady()
{
// High bit set (>= 0x80000000) and current_style differs -> style branch.
var raw = new RawMotionState { ForwardCommand = 0x45000005u };
var p = new MovementParameters();
raw.ApplyMotion(0x80000042u, p);
Assert.Equal(0x41000003u, raw.ForwardCommand); // reset to Ready
Assert.Equal(0x80000042u, raw.CurrentStyle);
}
[Fact]
public void ApplyMotion_StyleClassMotion_SameAsCurrentStyle_NoOp()
{
var raw = new RawMotionState { CurrentStyle = 0x80000042u, ForwardCommand = 0x45000005u };
var p = new MovementParameters();
raw.ApplyMotion(0x80000042u, p);
// current_style already equals arg2 -> the style branch's condition
// (current_style != arg2) is false, so forward_command is untouched.
Assert.Equal(0x45000005u, raw.ForwardCommand);
Assert.Equal(0x80000042u, raw.CurrentStyle);
}
[Fact]
public void ApplyMotion_ActionClassMotion_AddsAction()
{
// Outside turn/sidestep range, bit 0x40000000 clear, arg2 >= 0
// (not style-class), bit 0x10000000 set -> AddAction.
var raw = new RawMotionState();
var p = new MovementParameters { Speed = 1.0f, ActionStamp = 42u, Autonomous = true };
raw.ApplyMotion(0x1000004Bu, p); // Jumpup action id
Assert.Single(raw.Actions);
var a = raw.Actions[0];
Assert.Equal((ushort)0x004Bu, a.Command);
Assert.Equal(1.0f, a.Speed);
Assert.Equal((ushort)42u, a.Stamp);
Assert.True(a.Autonomous);
}
// ── RemoveMotion field effects (0x0051e6e0) ────────────────────────────
[Fact]
public void RemoveMotion_TurnRange_ClearsTurnCommand()
{
var raw = new RawMotionState { TurnCommand = 0x6500000du };
raw.RemoveMotion(0x6500000du);
Assert.Equal(0u, raw.TurnCommand);
}
[Fact]
public void RemoveMotion_TurnLeftRange_ClearsTurnCommand()
{
var raw = new RawMotionState { TurnCommand = 0x6500000eu };
raw.RemoveMotion(0x6500000eu);
Assert.Equal(0u, raw.TurnCommand);
}
[Fact]
public void RemoveMotion_SidestepRange_ClearsSidestepCommand()
{
var raw = new RawMotionState { SidestepCommand = 0x6500000fu };
raw.RemoveMotion(0x6500000fu);
Assert.Equal(0u, raw.SidestepCommand);
}
[Fact]
public void RemoveMotion_ForwardClassMotion_MatchingCommand_ResetsToReady()
{
var raw = new RawMotionState { ForwardCommand = 0x45000005u, ForwardSpeed = 3.0f };
raw.RemoveMotion(0x45000005u);
Assert.Equal(0x41000003u, raw.ForwardCommand);
Assert.Equal(1f, raw.ForwardSpeed);
}
[Fact]
public void RemoveMotion_ForwardClassMotion_NonMatchingCommand_NoOp()
{
var raw = new RawMotionState { ForwardCommand = 0x45000005u, ForwardSpeed = 3.0f };
raw.RemoveMotion(0x44000007u); // different forward-class id
Assert.Equal(0x45000005u, raw.ForwardCommand); // untouched
Assert.Equal(3.0f, raw.ForwardSpeed);
}
[Fact]
public void RemoveMotion_StyleClassMotion_MatchingCurrentStyle_ResetsToNonCombat()
{
var raw = new RawMotionState { CurrentStyle = 0x80000042u };
raw.RemoveMotion(0x80000042u);
Assert.Equal(0x8000003du, raw.CurrentStyle); // reset to NonCombat
}
[Fact]
public void RemoveMotion_StyleClassMotion_NonMatchingCurrentStyle_NoOp()
{
var raw = new RawMotionState { CurrentStyle = 0x80000042u };
raw.RemoveMotion(0x80000099u); // different style id
Assert.Equal(0x80000042u, raw.CurrentStyle); // untouched
}
}

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using System;
using System.Linq;
using System.Text;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.Core.Tests.Physics.Motion;
// ─────────────────────────────────────────────────────────────────────────────
// #170 drain-chain conformance: a stance-change UM's completion must flow
// CSequence link-anim completion → AnimDone hook → ConsumePendingHooks →
// MotionTableManager.AnimationDone countdown → MotionDoneTarget →
// CMotionInterp.MotionDone pop, fully emptying BOTH queues (retail cdb
// invariant: add_to_queue == MotionDone).
//
// History: the first harness run wedged here EXACTLY like the live #170
// signature ([drainq] q=[0x8000003C ...] stuck) — because the harness body
// was unseeded (InWorld=false), so the TS-40 detached-object guard stripped
// every dispatched transition link while the manager kept counting its ticks.
// With the live-faithful RemoteMotion construction the chain drains in ~1 s.
// Kept as the regression pin for that whole chain (and as the canonical
// demonstration of what a link-strip-without-tick-zeroing wedge looks like).
// ─────────────────────────────────────────────────────────────────────────────
public sealed class RemoteChaseDrainBisectTests
{
private readonly ITestOutputHelper _out;
public RemoteChaseDrainBisectTests(ITestOutputHelper output) => _out = output;
[Fact]
public void StanceChange_DrainChain_TickByTick()
{
var h = new RemoteChaseHarness();
// settle spawn
for (int i = 0; i < 30; i++) h.Tick();
DumpState(h, "pre-stance");
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
DumpState(h, "post-UM (t=0)");
for (int i = 1; i <= 90; i++)
{
TickWithHookTrace(h, i);
if (i % 6 == 0 || i <= 3)
DumpState(h, $"tick {i} (t={i / 60f:F2})");
if (!h.Interp.MotionsPending() && h.Seq.Manager.PendingAnimations.Any() == false)
{
DumpState(h, $"DRAINED at tick {i}");
return; // chain healthy
}
}
DumpState(h, "END — still wedged");
Assert.Fail("drain chain wedged after stance UM — see output for where");
}
private void TickWithHookTrace(RemoteChaseHarness h, int i)
{
// Replicate RemoteChaseHarness.Tick but with hook visibility: we call
// the same phases, intercepting the hook list.
h.Now += RemoteChaseHarness.Dt;
h.Mgr.UseTime();
if (h.Body.OnWalkable)
h.Body.set_local_velocity(h.Interp.get_state_velocity(), false);
h.Seq.Advance(RemoteChaseHarness.Dt);
var hooks = h.Seq.ConsumePendingHooks();
if (hooks.Count > 0)
{
var sb = new StringBuilder();
sb.Append(FormattableString.Invariant($"tick {i}: hooks=["));
for (int k = 0; k < hooks.Count; k++)
{
if (k > 0) sb.Append(", ");
sb.Append(hooks[k]?.GetType().Name ?? "null");
}
sb.Append(']');
_out.WriteLine(sb.ToString());
}
for (int k = 0; k < hooks.Count; k++)
{
if (hooks[k] is DatReaderWriter.Types.AnimationDoneHook)
h.Seq.Manager.AnimationDone(success: true);
}
h.Seq.Manager.UseTime();
}
private void DumpState(RemoteChaseHarness h, string tag)
{
var mgrQ = string.Join(" ", h.Seq.Manager.PendingAnimations
.Select(p => FormattableString.Invariant($"(0x{p.Motion:X8},t={p.NumAnims})")));
var core = h.Seq.Core;
var seqList = new StringBuilder();
for (var n = core.AnimList.First; n is not null; n = n.Next)
{
if (seqList.Length > 0) seqList.Append(',');
seqList.Append(FormattableString.Invariant($"fr={n.Value.Framerate:F0}"));
if (ReferenceEquals(n, core.FirstCyclicNode)) seqList.Append('*');
if (ReferenceEquals(n, core.CurrAnimNode)) seqList.Append('^');
}
_out.WriteLine(FormattableString.Invariant(
$"[{tag}] interpPending={h.Interp.MotionsPending()} mgrQ=[{mgrQ}] counter={h.Seq.Manager.AnimationCounter} seq=[{seqList}] frame={core.FrameNumber:F1} substate=0x{h.Seq.Manager.State.Substate:X8} style=0x{h.Seq.Manager.State.Style:X8}"));
}
}

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using System;
using System.Collections.Generic;
using System.Numerics;
using System.Text;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using Xunit;
using Xunit.Abstractions;
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
using CorePosition = AcDream.Core.Physics.Position;
namespace AcDream.Core.Tests.Physics.Motion;
// ─────────────────────────────────────────────────────────────────────────────
// #170 "sustain the run" — full-stack remote-chase harness.
//
// The R4-V2 MoveToManagerHarness scripts Heading directly (setHeading writes
// the scalar) and drains pending_motions synthetically, so the two legs where
// the live #170 residual actually lives have ZERO coverage:
//
// 1. the PHYSICAL turn: _DoMotion(TurnRight) → MotionTableDispatchSink.
// TurnApplied → ObservedOmega → per-tick quaternion integration →
// MoveToMath.GetHeading → HandleTurnToHeading's HeadingGreater test;
// 2. the REAL drain: MotionTableManager pending_animations countdown fed by
// CSequence AnimDone hooks (link-anim completions), popping
// CMotionInterp.pending_motions via the MotionDoneTarget seam.
//
// This harness wires a real MotionInterpreter + AnimationSequencer +
// MotionTableDispatchSink + MoveToManager EXACTLY like GameWindow's
// EnsureRemoteMotionBindings (GameWindow.cs:4251) and ticks them in
// GameWindow.TickAnimations' per-entity order for the grounded branch=MOVETO
// path (GameWindow.cs:9697 HandleTargetting → 9994 TickRemoteMoveTo →
// 10024 get_state_velocity refresh → 10050 manual omega integration →
// 10247 Sequencer.Advance → 10306 AnimationDone per AnimDoneHook →
// 10309 Manager.UseTime). Wire events (aggro stance UM, mt-6 arms, attack
// UMs) replay the exact live sequence captured in launch-drainq.log
// (2026-07-04, guid 0x80000BE5, Mite Scamp chasing the fleeing player).
//
// Retail acceptance bar (live cdb, 2026-07-04 session): BeginMoveForward ≈
// MoveToObject arms (21/22), pending_motions add == MotionDone exactly, the
// chase turn completes within a couple of seconds and the run SUSTAINS
// between attack swings.
// ─────────────────────────────────────────────────────────────────────────────
internal sealed class ChaseLoader : IAnimationLoader
{
private readonly Dictionary<uint, Animation> _anims = new();
public void Register(uint id, Animation anim) => _anims[id] = anim;
public Animation? LoadAnimation(uint id) =>
_anims.TryGetValue(id, out var a) ? a : null;
}
/// <summary>
/// The full-stack per-entity pipeline replica. Field-for-field mirror of the
/// GameWindow wiring for one grounded remote NPC (branch=MOVETO), plus a
/// scripted stand-in for the TargetManager voyeur delivery (SetTarget →
/// synchronous first delivery + one delivery per quantum thereafter — the
/// live cadence observed in launch-drainq.log: HandleUpdateTarget directly
/// after the arm, then sparse).
/// </summary>
internal sealed class RemoteChaseHarness
{
// Styles / substates (full command words, as the wire produces them).
public const uint NonCombat = 0x8000003Du;
public const uint Combat = 0x8000003Cu; // the aggro stance in the live capture
public const uint Ready = 0x41000003u;
public const uint Walk = 0x45000005u;
public const uint Run = 0x44000007u;
public const uint TurnRight = 0x6500000Du;
public const uint AttackAction = 0x10000063u; // one of the live scamp swings
public const uint CreatureGuid = 0x80000BE5u;
public const uint PlayerGuid = 0x5000000Au;
public const float Dt = 1f / 60f;
// R5-V3 (#171): setup cylsphere radii for the sticky/UseSpheres scenarios
// (GameWindow threads the real values via GetSetupCylinder; these are
// creature-typical stand-ins).
public const float OwnRadius = 0.3f;
public const float StickyTargetRadius = 0.5f;
// Field-for-field mirror of GameWindow's RemoteMotion construction
// (GameWindow.cs:592-618): Contact+OnWalkable+Active, InWorld=true (the
// R4-V5 door fix — without it the interp's detached-object guard strips
// every dispatched transition link), and the R4-V5 #160 RemoteWeenie
// (null weenie degrades run-rate to 1.0).
public readonly PhysicsBody Body = new()
{
State = PhysicsStateFlags.ReportCollisions,
TransientState = TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active,
InWorld = true,
};
public readonly MotionInterpreter Interp;
public readonly AnimationSequencer Seq;
public readonly MotionTableDispatchSink Sink;
/// <summary>R5-V5: GameWindow's RemoteMotion.Movement twin — the ONE
/// per-entity MovementManager facade owning Interp + the MoveToManager
/// (retail CPhysicsObj::movement_manager).</summary>
public readonly MovementManager Movement;
/// <summary>The moveto child view (RemoteMotion.MoveTo twin) — non-null
/// after the ctor's MakeMoveToManager, kept so test bodies read
/// unchanged.</summary>
public MoveToManager Mgr => Movement.MoveTo!;
/// <summary>R5-V3 (#171): the creature's PositionManager facade — the
/// EntityPhysicsHost-owned twin (GameWindow binds MoveToManager.StickTo/
/// Unstick + MotionInterpreter.UnstickFromObject to it and drives
/// AdjustOffset/UseTime per tick).</summary>
public readonly PositionManager Pm;
private readonly CreatureHost _creatureHost;
private readonly TargetHost _playerHost;
/// <summary>GameWindow's RemoteMotion.ObservedOmega twin.</summary>
public Vector3 ObservedOmega;
/// <summary>Scripted player (chase target) world position.</summary>
public Vector3 PlayerPos;
public Vector3 PlayerVelocity;
// Scripted targeting stand-in (GameWindow: EntityPhysicsHost/TargetManager).
private bool _targetArmed;
private double _lastDeliveryTime = double.NegativeInfinity;
private double _quantum = 0.5;
public double Now;
// Counters (the live-probe equivalents).
public int BeginTurnBlocked;
public int BeginTurnUnblocked;
public int RunInstalls; // substate transitions INTO RunForward/Walk fwd
public int TicksInRun;
public int TicksInWalkFwd;
public int TotalTicks;
public int MaxRunStreak;
private int _runStreak;
private uint _prevSubstate;
public readonly List<string> Trace = new();
private readonly ITestOutputHelper? _log;
public RemoteChaseHarness(ITestOutputHelper? log = null)
{
_log = log;
var (setup, mtable, loader) = BuildFixture();
Seq = new AnimationSequencer(setup, mtable, loader);
// ── GameWindow spawn path (OnLiveEntitySpawnedLocked ~3781) ──
Seq.InitializeState();
Seq.SetCycle(NonCombat, Ready);
Body.Orientation = MoveToMath.SetHeading(Quaternion.Identity, 0f); // face North
Interp = new MotionInterpreter(Body)
{
WeenieObj = new RemoteWeenie(),
};
// ── EnsureRemoteMotionBindings (GameWindow.cs:4251) verbatim ──
Sink = new MotionTableDispatchSink(Seq)
{
TurnApplied = (turnMotion, turnSpeed) =>
{
float signed = (turnMotion & 0xFFu) == 0x0E
? -MathF.Abs(turnSpeed)
: turnSpeed;
ObservedOmega = new Vector3(0f, 0f, -(MathF.PI / 2f) * signed);
},
TurnStopped = () => ObservedOmega = Vector3.Zero,
};
Interp.DefaultSink = Sink;
// #174: production binds the seam to Manager.HandleEnterWorld
// (strip + full queue drain, retail 0x0050fe20 → 0x0051bdd0) —
// the bare sequence strip orphaned pending manager nodes.
Interp.RemoveLinkAnimations = () => Seq.Manager.HandleEnterWorld();
Interp.InitializeMotionTables = () => Seq.Manager.InitializeState();
Interp.CheckForCompletedMotions = Seq.Manager.CheckForCompletedMotions;
// ── R5-V5: the MovementManager facade owns Interp + the moveto —
// GameWindow's RemoteMotion ctor + EnsureRemoteMotionBindings
// factory shape verbatim (sticky binds inside the factory;
// MakeMoveToManager after the host/Pm exist). ──
Movement = new MovementManager(Interp)
{
MoveToFactory = () =>
{
var mtm = new MoveToManager(
Interp,
stopCompletely: () => Interp.StopCompletely(),
getPosition: () => new CorePosition(1u, Body.Position, Body.Orientation),
getHeading: () => MoveToMath.GetHeading(Body.Orientation),
setHeading: (h, _) => Body.Orientation =
MoveToMath.SetHeading(Body.Orientation, h),
getOwnRadius: () => OwnRadius,
getOwnHeight: () => 1f,
contact: () => Body.OnWalkable,
isInterpolating: () => false,
getVelocity: () => Body.Velocity,
getSelfId: () => CreatureGuid,
setTarget: (ctx, tlid, radius, q) =>
{
_targetArmed = tlid == PlayerGuid;
// TargetManager delivers the FIRST info synchronously on
// SetTarget (live log: HandleUpdateTarget printed directly
// after the arm, same network phase).
DeliverTargetInfo();
},
clearTarget: () => _targetArmed = false,
getTargetQuantum: () => _quantum,
setTargetQuantum: q => _quantum = q,
curTime: () => Now);
// R5-V3 (#171) sticky seam binds (BeginNextNode arrival
// StickTo @0x00529d3a, PerformMovement-head Unstick).
mtm.StickTo = (tlid, radius, height) => Pm.StickTo(tlid, radius, height);
mtm.Unstick = Pm.UnStick;
return mtm;
},
};
// TS-36: interrupt_current_movement → MovementManager::CancelMoveTo
// (the facade relay 0x005241b0) — EnsureRemoteMotionBindings twin.
Interp.InterruptCurrentMovement =
() => Movement.CancelMoveTo(WeenieError.ActionCancelled);
// ── R5-V3 (#171): the PositionManager/sticky wiring — GameWindow's
// V3 additions verbatim: host-owned facade + the UM-funnel-head
// unstick_from_object bind; then MakeMoveToManager (0x00524000)
// invokes the factory above, mirroring the production bind order. ──
_playerHost = new TargetHost(this);
_creatureHost = new CreatureHost(this);
Pm = new PositionManager(_creatureHost);
Movement.MakeMoveToManager();
Interp.UnstickFromObject = Pm.UnStick;
// ── The anim-loop MotionDone binding (GameWindow.cs:10266) ──
Seq.MotionDoneTarget = (m, ok) => Interp.MotionDone(m, ok);
_prevSubstate = Seq.Manager.State.Substate;
}
// ── Wire events ─────────────────────────────────────────────────────────
/// <summary>mt-0 UM (funnel apply): interrupt + unstick head, then
/// MoveToInterpretedState — GameWindow.cs:4893 + 5008.</summary>
public void UmInterpreted(uint stance, uint forward, float forwardSpeed = 1f,
params InboundMotionAction[] actions)
{
Interp.InterruptCurrentMovement?.Invoke();
Interp.UnstickFromObject?.Invoke();
var ims = new InboundInterpretedState
{
CurrentStyle = stance,
ForwardCommand = forward,
ForwardSpeed = forwardSpeed,
SideStepCommand = 0u,
SideStepSpeed = 1f,
TurnCommand = 0u,
TurnSpeed = 1f,
};
if (actions.Length > 0)
ims.Actions = new List<InboundMotionAction>(actions);
Interp.MoveToInterpretedState(ims, Sink);
}
/// <summary>mt-6 UM (MoveToObject arm): interrupt + unstick head, then the
/// RouteServerMoveTo MovementStruct — GameWindow.cs:4483-4508. Params match
/// the live scamp chase (spd 2.08, threshold 15, object distance 0.6).</summary>
public void UmMoveToObject(
float speed = 2.08f,
float distanceToObject = 0.6f,
float walkRunThreshold = 15f,
bool sticky = false,
bool useSpheres = false,
float targetRadius = 0f,
float targetHeight = 0f,
uint wireStance = 0u)
{
Interp.InterruptCurrentMovement?.Invoke();
Interp.UnstickFromObject?.Invoke();
// R5-V4a: the unpack_movement HEAD style-on-change (GameWindow's
// routing-head mirror — 0x00524440 @00524502-0052452c): fires for
// EVERY movement type, BEFORE the type routing, on CHANGE only.
if (wireStance != 0u)
{
uint wireStyle = 0x80000000u | wireStance;
if (Interp.InterpretedState.CurrentStyle != wireStyle)
Interp.DoMotion(wireStyle, new MovementParameters());
}
var mp = new MovementParameters
{
CanWalk = true,
CanRun = true,
CanCharge = true,
CanSidestep = false,
CanWalkBackwards = false,
Speed = speed,
DistanceToObject = distanceToObject,
WalkRunThreshhold = walkRunThreshold,
FailDistance = float.MaxValue,
// R5-V3 (#171): ACE arms every melee chase Sticky + UseSpheres
// (Monster_Navigation.cs:406-419; UseSpheres is the ACE default).
Sticky = sticky,
UseSpheres = useSpheres,
};
var ms = new MovementStruct
{
Type = MovementType.MoveToObject,
ObjectId = PlayerGuid,
TopLevelId = PlayerGuid,
Pos = new CorePosition(1u, PlayerPos, Quaternion.Identity),
Params = mp,
// R5-V3: the RouteServerMoveTo radius threading twin — retail
// reads the TARGET's PartArray radius/height at the call site.
Radius = targetRadius,
Height = targetHeight,
};
// R5-V5: RouteServerMoveTo twin — through the facade
// (MovementManager::PerformMovement 0x005240d0).
Movement.PerformMovement(ms);
}
private void DeliverTargetInfo()
{
if (!_targetArmed) return;
_lastDeliveryTime = Now;
var pos = new CorePosition(1u, PlayerPos, Quaternion.Identity);
var info = new TargetInfo
{
ObjectId = PlayerGuid,
Status = TargetStatus.Ok,
TargetPosition = pos,
InterpolatedPosition = pos,
};
// R5-V3 fan order (EntityPhysicsHost.HandleUpdateTarget — retail
// CPhysicsObj::HandleUpdateTarget 0x00512bc0): the MovementManager
// relay (@0x00512bf0 → moveto) first, then PositionManager (the
// sticky consumer).
Movement.HandleUpdateTarget(info);
Pm.HandleUpdateTarget(info);
}
// ── R5-V3 (#171): the IPhysicsObjHost twins of GameWindow's
// EntityPhysicsHost (creature side) and ResolvePhysicsHost's minimal
// target host (player side). ──
private sealed class CreatureHost : IPhysicsObjHost
{
private readonly RemoteChaseHarness _h;
public CreatureHost(RemoteChaseHarness h) => _h = h;
public uint Id => CreatureGuid;
public CorePosition Position => new(1u, _h.Body.Position, _h.Body.Orientation);
public Vector3 Velocity => _h.Body.Velocity;
public float Radius => OwnRadius;
public bool InContact => _h.Body.OnWalkable;
public float? MinterpMaxSpeed => _h.Interp.GetMaxSpeed();
public double CurTime => _h.Now;
public double PhysicsTimerTime => _h.Now;
public IPhysicsObjHost? GetObjectA(uint id)
=> id == PlayerGuid ? _h._playerHost : null;
public void HandleUpdateTarget(TargetInfo info)
{
_h.Movement.HandleUpdateTarget(info);
_h.Pm.HandleUpdateTarget(info);
}
public void InterruptCurrentMovement()
=> _h.Movement.CancelMoveTo(WeenieError.ActionCancelled);
public void SetTarget(uint contextId, uint objectId, float radius, double quantum)
{
// The scripted TargetManager stand-in — StickyManager::StickTo
// subscribes at quantum 0.5 (0x00555710) with a synchronous first
// delivery (the AddVoyeur immediate snapshot).
_h._targetArmed = objectId == PlayerGuid;
_h._quantum = quantum;
_h.DeliverTargetInfo();
}
public void ClearTarget() => _h._targetArmed = false;
public void ReceiveTargetUpdate(TargetInfo info) { }
public void AddVoyeur(uint watcherId, float radius, double quantum) { }
public void RemoveVoyeur(uint watcherId) { }
}
private sealed class TargetHost : IPhysicsObjHost
{
private readonly RemoteChaseHarness _h;
public TargetHost(RemoteChaseHarness h) => _h = h;
public uint Id => PlayerGuid;
public CorePosition Position => new(1u, _h.PlayerPos, Quaternion.Identity);
public Vector3 Velocity => _h.PlayerVelocity;
public float Radius => StickyTargetRadius;
public bool InContact => true;
public float? MinterpMaxSpeed => null;
public double CurTime => _h.Now;
public double PhysicsTimerTime => _h.Now;
public IPhysicsObjHost? GetObjectA(uint id) => null;
public void HandleUpdateTarget(TargetInfo info) { }
public void InterruptCurrentMovement() { }
public void SetTarget(uint contextId, uint objectId, float radius, double quantum) { }
public void ClearTarget() { }
public void ReceiveTargetUpdate(TargetInfo info) { }
public void AddVoyeur(uint watcherId, float radius, double quantum) { }
public void RemoveVoyeur(uint watcherId) { }
}
// ── The per-tick pipeline (GameWindow.TickAnimations order) ────────────
public void Tick()
{
Now += Dt;
TotalTicks++;
// Player (chase target) moves per its scripted velocity.
PlayerPos += PlayerVelocity * Dt;
// 1. Voyeur delivery (player host HandleTargetting → this entity's
// HandleUpdateTarget; GameWindow.cs:8094 runs before the per-remote
// loop, 9697 in-loop).
if (_targetArmed && Now - _lastDeliveryTime >= _quantum)
DeliverTargetInfo();
// 2. MovementManager drive (TickRemoteMoveTo — the R5-V5 facade
// relay, MovementManager::UseTime 0x005242f0).
Movement.UseTime();
// 3. get_state_velocity → body velocity (the d2ccc80e refresh,
// GameWindow.cs:10024).
if (Body.OnWalkable)
Body.set_local_velocity(Interp.get_state_velocity(), false);
// 4. Manual omega integration (GameWindow.cs:10050-10058 verbatim).
if (ObservedOmega.LengthSquared() > 1e-8f)
{
float omegaMag = ObservedOmega.Length();
var axis = ObservedOmega / omegaMag;
float angle = omegaMag * Dt;
var deltaRot = Quaternion.CreateFromAxisAngle(axis, angle);
Body.Orientation = Quaternion.Normalize(
Quaternion.Multiply(Body.Orientation, deltaRot));
}
// 5. R5-V3 (#171): the sticky steer — GameWindow's legacy-branch slot
// (retail UpdatePositionInternal PositionManager::adjust_offset
// @0x00512d0e, composed BEFORE the velocity integration). Origin is
// mover-local; the rotation carries a RELATIVE heading (identity =
// untouched = no turn).
var pmDelta = new MotionDeltaFrame();
Pm.AdjustOffset(pmDelta, Dt);
if (pmDelta.Origin != Vector3.Zero)
Body.Position += Vector3.Transform(pmDelta.Origin, Body.Orientation);
if (!pmDelta.Orientation.IsIdentity)
Body.Orientation = MoveToMath.SetHeading(
Body.Orientation,
MoveToMath.GetHeading(Body.Orientation) + pmDelta.GetHeading());
// 5b. Position integration (UpdatePhysicsInternal, simplified: grounded,
// no gravity participation for this scenario).
Body.Position += Body.Velocity * Dt;
// 5c. R5-V3: PositionManager::UseTime (retail UpdateObjectInternal
// tail @0x005159b3) — the sticky 1 s lease watchdog.
Pm.UseTime();
// 6. Anim loop (GameWindow.cs:10247-10309): advance, drain AnimDone
// hooks into the manager countdown, zero-tick sweep.
Seq.Advance(Dt);
var hooks = Seq.ConsumePendingHooks();
for (int i = 0; i < hooks.Count; i++)
{
if (hooks[i] is DatReaderWriter.Types.AnimationDoneHook)
Seq.Manager.AnimationDone(success: true);
}
Seq.Manager.UseTime();
// ── Observables ──
uint substate = Seq.Manager.State.Substate;
if (substate == Run) TicksInRun++;
if (substate == Walk) TicksInWalkFwd++;
bool inFwd = substate == Run || substate == Walk;
if (inFwd)
{
_runStreak++;
if (_runStreak > MaxRunStreak) MaxRunStreak = _runStreak;
}
else
{
_runStreak = 0;
}
if (inFwd && _prevSubstate != Run && _prevSubstate != Walk)
RunInstalls++;
_prevSubstate = substate;
}
public float Heading => MoveToMath.GetHeading(Body.Orientation);
public float DistToPlayer => Vector3.Distance(Body.Position, PlayerPos);
public void Snapshot(string tag)
{
string line = FormattableString.Invariant(
$"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}");
Trace.Add(line);
_log?.WriteLine(line);
}
// ── Fixture ─────────────────────────────────────────────────────────────
private static Animation MakeAnim(int numFrames)
{
var anim = new Animation();
for (int f = 0; f < numFrames; f++)
{
var pf = new AnimationFrame(1u);
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
anim.PartFrames.Add(pf);
}
return anim;
}
private static MotionData MakeMd(uint animId, float framerate = 30f,
Vector3? velocity = null, Vector3? omega = null)
{
var md = new MotionData();
QualifiedDataId<Animation> qid = animId;
md.Anims.Add(new AnimData
{
AnimId = qid,
LowFrame = 0,
HighFrame = -1,
Framerate = framerate,
});
if (velocity is { } v)
{
md.Velocity = v;
md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasVelocity;
}
if (omega is { } o)
{
md.Omega = o;
md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasOmega;
}
return md;
}
private static void AddLink(MotionTable mt, uint style, uint from, uint to, MotionData md)
{
int outer = (int)((style << 16) | (from & 0xFFFFFFu));
if (!mt.Links.TryGetValue(outer, out var cmd))
{
cmd = new MotionCommandData();
mt.Links[outer] = cmd;
}
cmd.MotionData[(int)to] = md;
}
/// <summary>
/// Two-stance creature table shaped like the Mite Scamp's: NonCombat +
/// Combat styles (default substate Ready in both), Walk/Run cycles with
/// entry/exit links (15 frames @30fps = 0.5 s links, the realistic stop/
/// start durations), a stance-transition link, an attack action link, and
/// a global TurnRight physics-only modifier.
/// </summary>
private static (Setup, MotionTable, ChaseLoader) BuildFixture()
{
const uint ReadyAnimNC = 0x200u;
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()}");
}
// ── R5-V3 (#171): sticky melee scenarios ────────────────────────────────
private static float AbsHeadingDiff(float a, float b)
{
float d = MathF.Abs(a - b) % 360f;
return d > 180f ? 360f - d : d;
}
/// <summary>
/// The #171 fix's core: ACE arms melee chases Sticky+UseSpheres with the
/// target's real radii; on arrival BeginNextNode hands off to
/// PositionManager::StickTo (0x00529d3a) and StickyManager::adjust_offset
/// (0x00555430) holds a 0.3 m edge gap + live facing against a strafing
/// target — for the 1 s lease, which is set ONCE at StickTo and NOT
/// refreshed by target updates (retail 0x00555710/0x00555610): a stick
/// not re-issued by a fresh server arm tears itself down.
/// </summary>
[Fact]
public void StickyArrival_TracksStrafingTarget_ThenLeaseExpires()
{
var h = new RemoteChaseHarness(_out);
h.PlayerPos = new Vector3(0f, 10f, 0f); // dead ahead (North)
h.PlayerVelocity = Vector3.Zero;
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
h.UmMoveToObject(sticky: true, useSpheres: true,
targetRadius: RemoteChaseHarness.StickyTargetRadius, targetHeight: 1.2f);
int stickTick = -1;
for (int i = 0; i < Seconds(8f) && stickTick < 0; i++)
{
h.Tick();
if (h.Pm.GetStickyObjectId() == RemoteChaseHarness.PlayerGuid)
stickTick = i;
}
h.Snapshot("stuck");
Assert.True(stickTick >= 0,
$"sticky never armed within 8 s of the arm; mt={h.Mgr.MovementTypeState} " +
$"dist={h.DistToPlayer:F2}");
// Arrival cleaned the moveto BEFORE the handoff (BeginNextNode reads
// Sought* pre-CleanUp; CleanUp resets movement_type to Invalid).
Assert.Equal(MovementType.Invalid, h.Mgr.MovementTypeState);
// The target strafes — the follower must track gap AND facing
// (adjust_offset resolves the LIVE target via GetObjectA per tick).
h.PlayerVelocity = new Vector3(2f, 0f, 0f);
for (int i = 0; i < Seconds(0.8f); i++) h.Tick();
h.Snapshot("strafed");
Assert.Equal(RemoteChaseHarness.PlayerGuid, h.Pm.GetStickyObjectId()); // inside the lease
float gap = MoveToMath.CylinderDistanceNoZ(
RemoteChaseHarness.OwnRadius, h.Body.Position,
RemoteChaseHarness.StickyTargetRadius, h.PlayerPos);
Assert.True(MathF.Abs(gap - StickyManager.StickyRadius) < 0.1f,
$"stick gap {gap:F2} m — expected ≈{StickyManager.StickyRadius:F1} m (StickyRadius)");
float bearing = MoveToMath.PositionHeading(h.Body.Position, h.PlayerPos);
Assert.True(AbsHeadingDiff(h.Heading, bearing) < 5f,
$"facing {h.Heading:F1}° vs bearing {bearing:F1}° — sticky facing not tracking");
// Lease expiry: >1 s since StickTo with no re-arm → the UseTime
// watchdog drops the stick (retail parity — ACE re-arms each attack
// cycle, renewing the stick server-side).
h.PlayerVelocity = Vector3.Zero;
for (int i = 0; i < Seconds(0.5f); i++) h.Tick();
Assert.Equal(0u, h.Pm.GetStickyObjectId());
}
/// <summary>
/// The pack-melee reshuffle cycle: every fresh server arm
/// (PerformMovement) tears the previous stick down at the HEAD
/// (unstick_from_object → PositionManager::UnStick — the retail
/// PerformMovement:414 + UM-funnel-head sites), then the new chase
/// re-arrives and re-sticks.
/// </summary>
[Fact]
public void NextPerformMovement_Unsticks_ThenRearrivalResticks()
{
var h = new RemoteChaseHarness(_out);
h.PlayerPos = new Vector3(0f, 8f, 0f);
h.PlayerVelocity = Vector3.Zero;
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
h.UmMoveToObject(sticky: true, useSpheres: true,
targetRadius: RemoteChaseHarness.StickyTargetRadius, targetHeight: 1.2f);
for (int i = 0; i < Seconds(8f); i++)
{
h.Tick();
if (h.Pm.GetStickyObjectId() != 0u) break;
}
Assert.Equal(RemoteChaseHarness.PlayerGuid, h.Pm.GetStickyObjectId());
// The target breaks away; ACE re-arms the chase — the arm must
// UNSTICK immediately (stale stick torn down before the new moveto).
h.PlayerPos += new Vector3(0f, 8f, 0f);
h.UmMoveToObject(sticky: true, useSpheres: true,
targetRadius: RemoteChaseHarness.StickyTargetRadius, targetHeight: 1.2f);
Assert.Equal(0u, h.Pm.GetStickyObjectId());
Assert.Equal(MovementType.MoveToObject, h.Mgr.MovementTypeState);
// ...and the new chase re-arrives and re-sticks.
int restick = -1;
for (int i = 0; i < Seconds(8f) && restick < 0; i++)
{
h.Tick();
if (h.Pm.GetStickyObjectId() == RemoteChaseHarness.PlayerGuid)
restick = i;
}
Assert.True(restick >= 0,
$"chase did not re-stick after the re-arm; mt={h.Mgr.MovementTypeState} " +
$"dist={h.DistToPlayer:F2}");
}
/// <summary>
/// R5-V4a: the unpack-head style-on-change — a chase arm (mt-6) whose UM
/// carries a CHANGED stance applies the stance FIRST (retail
/// unpack_movement @00524502-0052452c dispatches DoMotion(style) before
/// the movement-type switch), so the creature draws into Combat and THEN
/// runs — instead of chasing in the old NonCombat stance until the next
/// mt-0 UM. Closes the RetailObserverTraceConformanceTests "S3 wires the
/// unpack-level style-on-change" exclusion's production gap.
/// </summary>
[Fact]
public void ChaseArm_WithStanceChange_AppliesStanceBeforeTheChase()
{
var h = new RemoteChaseHarness(_out);
h.PlayerPos = new Vector3(0f, 12f, 0f);
h.PlayerVelocity = Vector3.Zero;
// settle in NonCombat — NO prior stance UM (the pre-V4 gap: nothing
// but an mt-0 could change the stance).
for (int i = 0; i < Seconds(0.5f); i++) h.Tick();
Assert.Equal(RemoteChaseHarness.NonCombat, h.Seq.Manager.State.Style);
// the arm carries the Combat stance in its UM header (mt-6).
h.UmMoveToObject(wireStance: RemoteChaseHarness.Combat & 0xFFFFu);
// the stance adopts at the head — before any chase motion completes.
Assert.Equal(RemoteChaseHarness.Combat, h.Interp.InterpretedState.CurrentStyle);
// ...and the chase still installs its forward cycle normally, now in
// the Combat style family.
int installTick = -1;
for (int i = 0; i < Seconds(6f) && installTick < 0; i++)
{
h.Tick();
if (h.Seq.Manager.State.Substate == RemoteChaseHarness.Run
|| h.Seq.Manager.State.Substate == RemoteChaseHarness.Walk)
installTick = i;
}
Assert.True(installTick >= 0,
$"forward cycle never installed after the stance-carrying arm; " +
$"mt={h.Mgr.MovementTypeState} substate=0x{h.Seq.Manager.State.Substate:X8}");
Assert.Equal(RemoteChaseHarness.Combat, h.Seq.Manager.State.Style);
}
}

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using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R5 conformance — <see cref="StickyManager"/> (retail 0x00555400-0x00555866).
/// Lifecycle (StickTo/UnStick/timeout/HandleUpdateTarget) + the decoded
/// <c>adjust_offset</c> steering math (port-plan §2a).
/// </summary>
public sealed class StickyManagerTests
{
private static (R5Host self, R5Host target, StickyManager sticky) Setup(
uint targetId = 20u, float targetRadius = 0.5f)
{
var world = new Dictionary<uint, R5Host>();
var self = new R5Host(10u, world);
var target = new R5Host(targetId, world);
var sticky = new StickyManager(self);
return (self, target, sticky);
}
private static StickyManager StuckAndInitialized(
R5Host self, R5Host target, Vector3 targetOrigin, float targetRadius = 0.5f)
{
var sticky = new StickyManager(self);
sticky.StickTo(target.Id, targetRadius, targetHeight: 1.0f);
target.SetOrigin(targetOrigin);
var tp = new Position(1u, targetOrigin, Quaternion.Identity);
sticky.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
return sticky;
}
[Fact]
public void StickTo_SetsTargetAndTimeout_AndSubscribesVoyeurOnTarget()
{
var (self, target, sticky) = Setup();
self.CurTime = 100.0;
sticky.StickTo(target.Id, targetRadius: 0.5f, targetHeight: 2.0f);
Assert.Equal(target.Id, sticky.TargetId);
Assert.Equal(0.5f, sticky.TargetRadius);
Assert.False(sticky.Initialized);
Assert.Equal(101.0, sticky.StickyTimeoutTime); // now + StickyTime(1.0)
// set_target(0, target, 0.5, 0.5) → watcher subscribes ON the target.
Assert.NotNull(target.TargetManagerOrNull);
Assert.True(target.TargetManager.VoyeurTable!.ContainsKey(self.Id));
}
[Fact]
public void HandleUpdateTarget_Ok_MarksInitializedAndCachesPosition()
{
var (self, target, sticky) = Setup();
sticky.StickTo(target.Id, 0.5f, 1.0f);
var tp = new Position(1u, new Vector3(3f, 0f, 0f), Quaternion.Identity);
sticky.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
Assert.True(sticky.Initialized);
Assert.Equal(new Vector3(3f, 0f, 0f), sticky.TargetPosition.Frame.Origin);
}
[Fact]
public void HandleUpdateTarget_ForeignObject_Ignored()
{
var (self, target, sticky) = Setup();
sticky.StickTo(target.Id, 0.5f, 1.0f);
var tp = new Position(1u, Vector3.Zero, Quaternion.Identity);
sticky.HandleUpdateTarget(new TargetInfo(999u, TargetStatus.Ok, tp, tp));
Assert.False(sticky.Initialized);
Assert.Equal(target.Id, sticky.TargetId); // still stuck to the real target
}
[Fact]
public void HandleUpdateTarget_NonOkStatus_TearsDown()
{
var (self, target, sticky) = Setup();
sticky.StickTo(target.Id, 0.5f, 1.0f);
int interruptsBefore = self.InterruptCurrentMovementCalls;
var tp = new Position(1u, Vector3.Zero, Quaternion.Identity);
sticky.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.ExitWorld, tp, tp));
Assert.Equal(0u, sticky.TargetId);
Assert.False(sticky.Initialized);
Assert.Equal(interruptsBefore + 1, self.InterruptCurrentMovementCalls);
}
[Fact]
public void UseTime_BeforeDeadline_KeepsStick()
{
var (self, target, sticky) = Setup();
self.CurTime = 100.0;
sticky.StickTo(target.Id, 0.5f, 1.0f); // deadline 101.0
self.CurTime = 100.9;
sticky.UseTime();
Assert.Equal(target.Id, sticky.TargetId);
}
[Fact]
public void UseTime_PastDeadline_UnsticksAndInterrupts()
{
var (self, target, sticky) = Setup();
self.CurTime = 100.0;
sticky.StickTo(target.Id, 0.5f, 1.0f); // deadline 101.0
// AT the deadline the stick survives — retail 0x00555626 tears down
// strictly AFTER it (`test ah,0x41`: C0|C3 = less-or-equal keeps;
// ACE `>` too). The R5-V1 pin of `>=` was the wrong value.
self.CurTime = 101.0;
sticky.UseTime();
Assert.Equal(target.Id, sticky.TargetId);
int interruptsBefore = self.InterruptCurrentMovementCalls;
self.CurTime = 101.001;
sticky.UseTime();
Assert.Equal(0u, sticky.TargetId);
Assert.Equal(interruptsBefore + 1, self.InterruptCurrentMovementCalls);
}
[Fact]
public void ReStick_TearsDownPreviousBeforeSettingNew()
{
var world = new Dictionary<uint, R5Host>();
var self = new R5Host(10u, world);
var a = new R5Host(20u, world);
var b = new R5Host(21u, world);
var sticky = new StickyManager(self);
sticky.StickTo(a.Id, 0.5f, 1.0f);
int interruptsBefore = self.InterruptCurrentMovementCalls;
sticky.StickTo(b.Id, 0.5f, 1.0f);
Assert.Equal(b.Id, sticky.TargetId);
Assert.Equal(interruptsBefore + 1, self.InterruptCurrentMovementCalls); // old stick torn down
}
[Fact]
public void AdjustOffset_NotInitialized_IsNoOp()
{
var (self, target, sticky) = Setup();
sticky.StickTo(target.Id, 0.5f, 1.0f); // no HandleUpdateTarget → not initialized
var frame = new MotionDeltaFrame { Origin = new Vector3(9f, 9f, 9f) };
sticky.AdjustOffset(frame, 0.1);
Assert.Equal(new Vector3(9f, 9f, 9f), frame.Origin); // untouched
}
[Fact]
public void AdjustOffset_SteersTowardTarget_ClampedToStep()
{
var world = new Dictionary<uint, R5Host>();
var self = new R5Host(10u, world) { Radius = 0.5f, MinterpMaxSpeed = 1.0f };
var target = new R5Host(20u, world);
var sticky = StuckAndInitialized(self, target, new Vector3(5f, 0f, 0f));
var frame = new MotionDeltaFrame();
sticky.AdjustOffset(frame, quantum: 0.1);
// dir = +X (east); speed = 1.0 * 5 = 5; delta = 5 * 0.1 = 0.5 (< dist 3.7).
Assert.Equal(0.5f, frame.Origin.X, 3);
Assert.Equal(0f, frame.Origin.Y, 3);
Assert.Equal(0f, frame.Origin.Z, 3); // horizontal-only
// heading toward +X (east) = 90° compass.
Assert.Equal(90f, frame.GetHeading(), 1);
}
[Fact]
public void AdjustOffset_TooClose_BacksOff_SignedDistance()
{
var world = new Dictionary<uint, R5Host>();
var self = new R5Host(10u, world) { Radius = 0.5f, MinterpMaxSpeed = 1.0f };
var target = new R5Host(20u, world);
// centerDist 0.9, cyl = 0.9-0.5-0.5 = -0.1, minus 0.3 → dist = -0.4.
var sticky = StuckAndInitialized(self, target, new Vector3(0.9f, 0f, 0f));
var frame = new MotionDeltaFrame();
sticky.AdjustOffset(frame, quantum: 0.1);
// delta = 5*0.1 = 0.5 >= |dist|=0.4 → delta = dist = -0.4; dir +X * -0.4 → back off (-X).
Assert.Equal(-0.4f, frame.Origin.X, 3);
}
[Fact]
public void AdjustOffset_DeepOverlap_BacksOff_RateLimited()
{
var world = new Dictionary<uint, R5Host>();
var self = new R5Host(10u, world) { Radius = 0.5f, MinterpMaxSpeed = 1.0f };
var target = new R5Host(20u, world);
// centerDist 0.1 → cyl = 0.1-0.5-0.5 = -0.9, minus 0.3 → dist = -1.2
// (overlap DEEPER than one tick's step).
var sticky = StuckAndInitialized(self, target, new Vector3(0.1f, 0f, 0f));
var frame = new MotionDeltaFrame();
sticky.AdjustOffset(frame, quantum: 0.1);
// delta = 5*0.1 = 0.5 < |dist|=1.2 — ACE's literal branch kept +0.5
// here (INWARD: the #171 gate-3 runaway-to-center; 1661 probe ticks,
// all inward, equilibrium at centers-coincident). The sign pin backs
// off rate-limited: dir +X × 0.5.
Assert.Equal(-0.5f, frame.Origin.X, 3);
}
[Fact]
public void AdjustOffset_UsesCachedPosition_WhenTargetUnresolvable()
{
var world = new Dictionary<uint, R5Host>();
var self = new R5Host(10u, world) { Radius = 0.5f, MinterpMaxSpeed = 1.0f };
var target = new R5Host(20u, world);
var sticky = new StickyManager(self);
sticky.StickTo(target.Id, 0.5f, 1.0f);
// Cache a position via HandleUpdateTarget, then make the target vanish.
var tp = new Position(1u, new Vector3(4f, 0f, 0f), Quaternion.Identity);
sticky.HandleUpdateTarget(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
target.Resolvable = false; // GetObjectA(target) → null → fall back to cached
var frame = new MotionDeltaFrame();
sticky.AdjustOffset(frame, quantum: 0.1);
Assert.Equal(0.5f, frame.Origin.X, 3); // still steers toward cached (4,0,0)
}
[Fact]
public void AdjustOffset_NoMinterp_UsesFallbackSpeed()
{
var world = new Dictionary<uint, R5Host>();
var self = new R5Host(10u, world) { Radius = 0.5f, MinterpMaxSpeed = null };
var target = new R5Host(20u, world);
var sticky = StuckAndInitialized(self, target, new Vector3(50f, 0f, 0f));
var frame = new MotionDeltaFrame();
sticky.AdjustOffset(frame, quantum: 0.1);
// fallback speed 15 → delta = 15 * 0.1 = 1.5 (dist ≈ 49 → not clamped).
Assert.Equal(1.5f, frame.Origin.X, 3);
}
}

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using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R5 conformance — <see cref="TargetManager"/> voyeur system (retail
/// 0x0051a370-0x0051ad90). Watcher role (SetTarget/ReceiveUpdate/timeout),
/// watched role (AddVoyeur/HandleTargetting/CheckAndUpdateVoyeur), and the full
/// cross-entity round-trip (port-plan §2d/§2e). Replaces the AP-79 adapter.
/// </summary>
public sealed class TargetManagerTests
{
private static (R5Host self, R5Host target, Dictionary<uint, R5Host> world) TwoHosts()
{
var world = new Dictionary<uint, R5Host>();
var self = new R5Host(10u, world);
var target = new R5Host(20u, world);
return (self, target, world);
}
// ── watcher role ───────────────────────────────────────────────────────
[Fact]
public void SetTarget_SubscribesOnTarget_AndReceivesImmediateSnapshot()
{
var (self, target, _) = TwoHosts();
target.SetOrigin(new Vector3(3f, 0f, 0f));
self.TargetManager.SetTarget(0, target.Id, radius: 1.0f, quantum: 0.0);
// Watcher subscribed on the target.
Assert.True(target.TargetManager.VoyeurTable!.ContainsKey(self.Id));
// Immediate Ok snapshot fanned to the watcher's host.
Assert.Single(self.HandleUpdateTargetCalls);
Assert.Equal(TargetStatus.Ok, self.HandleUpdateTargetCalls[0].Status);
Assert.Equal(target.Id, self.HandleUpdateTargetCalls[0].ObjectId);
Assert.Equal(new Vector3(3f, 0f, 0f),
self.HandleUpdateTargetCalls[0].InterpolatedPosition.Frame.Origin);
Assert.Equal(TargetStatus.Ok, self.TargetManager.TargetInfo!.Value.Status);
}
[Fact]
public void SetTarget_Zero_SynthesizesTimedOut_LeavesTargetInfoNull()
{
var (self, _, _) = TwoHosts();
self.TargetManager.SetTarget(contextId: 7, objectId: 0, radius: 1.0f, quantum: 0.0);
Assert.Null(self.TargetManager.TargetInfo);
Assert.Single(self.HandleUpdateTargetCalls);
Assert.Equal(TargetStatus.TimedOut, self.HandleUpdateTargetCalls[0].Status);
Assert.Equal(7u, self.HandleUpdateTargetCalls[0].ContextId);
}
[Fact]
public void ClearTarget_UnsubscribesFromTarget()
{
var (self, target, _) = TwoHosts();
self.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
Assert.True(target.TargetManager.VoyeurTable!.ContainsKey(self.Id));
self.TargetManager.ClearTarget();
Assert.Null(self.TargetManager.TargetInfo);
Assert.False(target.TargetManager.VoyeurTable!.ContainsKey(self.Id));
}
[Fact]
public void ReceiveUpdate_ForWrongObject_Ignored()
{
var (self, target, _) = TwoHosts();
self.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
int before = self.HandleUpdateTargetCalls.Count;
var p = new Position(1u, Vector3.Zero, Quaternion.Identity);
self.TargetManager.ReceiveUpdate(new TargetInfo(999u, TargetStatus.Ok, p, p));
Assert.Equal(before, self.HandleUpdateTargetCalls.Count);
}
[Fact]
public void ReceiveUpdate_ExitWorld_ClearsTarget()
{
var (self, target, _) = TwoHosts();
self.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
var p = new Position(1u, Vector3.Zero, Quaternion.Identity);
self.TargetManager.ReceiveUpdate(new TargetInfo(target.Id, TargetStatus.ExitWorld, p, p));
Assert.Null(self.TargetManager.TargetInfo); // cleared
Assert.False(target.TargetManager.VoyeurTable!.ContainsKey(self.Id)); // unsubscribed
}
[Fact]
public void ReceiveUpdate_ComputesInterpolatedHeadingTowardTarget()
{
var (self, target, _) = TwoHosts();
self.SetOrigin(Vector3.Zero);
self.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
var tp = new Position(1u, new Vector3(0f, 5f, 0f), Quaternion.Identity);
self.TargetManager.ReceiveUpdate(new TargetInfo(target.Id, TargetStatus.Ok, tp, tp));
// self→target interp position (0,5,0) normalized = +Y.
var heading = self.TargetManager.TargetInfo!.Value.InterpolatedHeading;
Assert.Equal(0f, heading.X, 3);
Assert.Equal(1f, heading.Y, 3);
}
[Fact]
public void HandleTargetting_UndefinedTarget_TimesOutAfter10Seconds()
{
var (self, target, _) = TwoHosts();
target.Resolvable = false; // no immediate snapshot → status stays Undefined
self.CurTime = 0;
self.PhysicsTimerTime = 0;
self.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
Assert.Equal(TargetStatus.Undefined, self.TargetManager.TargetInfo!.Value.Status);
self.AdvanceClocks(11.0);
self.TargetManager.HandleTargetting();
Assert.Equal(TargetStatus.TimedOut, self.TargetManager.TargetInfo!.Value.Status);
Assert.Contains(self.HandleUpdateTargetCalls, c => c.Status == TargetStatus.TimedOut);
}
// ── watched role + gates ────────────────────────────────────────────────
[Fact]
public void HandleTargetting_Throttles_Within500ms()
{
var (self, target, _) = TwoHosts();
var w = new TargettedVoyeurInfo(self.Id, radius: 0.1f, quantum: 0.0);
// seed a voyeur directly + advance so a sweep WOULD send if not throttled.
target.TargetManager.AddVoyeur(self.Id, 0.1f, 0.0);
target.SetOrigin(new Vector3(10f, 0f, 0f)); // far past radius
target.PhysicsTimerTime = 0.3; // < 0.5 throttle
int before = self.HandleUpdateTargetCalls.Count;
target.TargetManager.HandleTargetting();
Assert.Equal(before, self.HandleUpdateTargetCalls.Count); // throttled, no sweep
}
[Fact]
public void CheckAndUpdateVoyeur_SendsOnlyPastRadius()
{
var (self, target, _) = TwoHosts();
// self must have a matching target_info for ReceiveUpdate to record.
self.TargetManager.SetTarget(0, target.Id, radius: 1.0f, quantum: 0.0);
int afterSubscribe = self.HandleUpdateTargetCalls.Count; // includes immediate snapshot
// small move → within radius → no send
target.SetOrigin(new Vector3(0.5f, 0f, 0f));
target.AdvanceClocks(1.0);
target.TargetManager.HandleTargetting();
Assert.Equal(afterSubscribe, self.HandleUpdateTargetCalls.Count);
// large move → past radius → send
target.SetOrigin(new Vector3(2f, 0f, 0f));
target.AdvanceClocks(1.0);
target.TargetManager.HandleTargetting();
Assert.Equal(afterSubscribe + 1, self.HandleUpdateTargetCalls.Count);
var last = self.HandleUpdateTargetCalls[^1];
Assert.Equal(TargetStatus.Ok, last.Status);
Assert.Equal(2f, last.InterpolatedPosition.Frame.Origin.X, 3);
}
[Fact]
public void GetInterpolatedPosition_DeadReckonsWithVelocity()
{
var (_, target, _) = TwoHosts();
target.SetOrigin(new Vector3(1f, 2f, 0f));
target.Velocity = new Vector3(10f, 0f, 0f);
var p = target.TargetManager.GetInterpolatedPosition(quantum: 0.5);
Assert.Equal(new Vector3(6f, 2f, 0f), p.Frame.Origin); // 1 + 10*0.5 = 6
}
[Fact]
public void AddVoyeur_Existing_UpdatesInPlace_NoResend()
{
var (self, target, _) = TwoHosts();
target.SetOrigin(Vector3.Zero);
target.TargetManager.AddVoyeur(self.Id, radius: 1.0f, quantum: 0.0);
var voyeur = target.TargetManager.VoyeurTable![self.Id];
Assert.Equal(Vector3.Zero, voyeur.LastSentPosition.Frame.Origin);
target.SetOrigin(new Vector3(5f, 0f, 0f));
target.TargetManager.AddVoyeur(self.Id, radius: 2.5f, quantum: 0.3); // existing → update only
Assert.Equal(2.5f, voyeur.Radius);
Assert.Equal(0.3, voyeur.Quantum);
Assert.Equal(Vector3.Zero, voyeur.LastSentPosition.Frame.Origin); // NOT re-sent
}
[Fact]
public void RemoveVoyeur_RemovesEntry()
{
var (self, target, _) = TwoHosts();
target.TargetManager.AddVoyeur(self.Id, 1.0f, 0.0);
Assert.True(target.TargetManager.RemoveVoyeur(self.Id));
Assert.False(target.TargetManager.VoyeurTable!.ContainsKey(self.Id));
Assert.False(target.TargetManager.RemoveVoyeur(self.Id)); // already gone
}
[Fact]
public void NotifyVoyeurOfEvent_BroadcastsToAll_NoDistanceGate()
{
var world = new Dictionary<uint, R5Host>();
var target = new R5Host(20u, world);
var w1 = new R5Host(10u, world);
var w2 = new R5Host(11u, world);
// both watch the target (each gets a target_info via SetTarget)
w1.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
w2.TargetManager.SetTarget(0, target.Id, 1.0f, 0.0);
int w1Before = w1.HandleUpdateTargetCalls.Count;
int w2Before = w2.HandleUpdateTargetCalls.Count;
target.TargetManager.NotifyVoyeurOfEvent(TargetStatus.Teleported);
Assert.Equal(w1Before + 1, w1.HandleUpdateTargetCalls.Count);
Assert.Equal(w2Before + 1, w2.HandleUpdateTargetCalls.Count);
Assert.Equal(TargetStatus.Teleported, w1.HandleUpdateTargetCalls[^1].Status);
}
// ── full round-trip ─────────────────────────────────────────────────────
[Fact]
public void RoundTrip_WatcherTracksMovingTarget()
{
var (self, target, _) = TwoHosts();
target.SetOrigin(Vector3.Zero);
// Watcher sets target with a 1.0 radius (moveto-style, quantum 0).
self.TargetManager.SetTarget(0, target.Id, radius: 1.0f, quantum: 0.0);
Assert.Single(self.HandleUpdateTargetCalls); // immediate snapshot at (0,0,0)
// Target walks to (3,0,0); its per-tick HandleTargetting notices the
// drift and pushes an update the watcher receives.
target.SetOrigin(new Vector3(3f, 0f, 0f));
target.AdvanceClocks(1.0);
target.TargetManager.HandleTargetting();
Assert.Equal(2, self.HandleUpdateTargetCalls.Count);
Assert.Equal(new Vector3(3f, 0f, 0f),
self.HandleUpdateTargetCalls[^1].InterpolatedPosition.Frame.Origin);
// The watcher's cached target position tracks the target.
Assert.Equal(3f, self.TargetManager.TargetInfo!.Value.InterpolatedPosition.Frame.Origin.X, 3);
}
}

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using System.Linq;
using AcDream.Core.Physics;
using AcDream.Core.Tests.Conformance;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Real-DAT availability tests for the L.1b dual command catalog. A command
/// only actually ANIMATES if the entity's <c>MotionTable</c> has a
/// <c>Links</c> or <c>Modifiers</c> entry for the full 32-bit value — an
/// enum/table value alone proves nothing about whether the local DATs will
/// ever play it.
///
/// <para>
/// Reproduces the scan from
/// <c>docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md</c> as
/// pinned assertions: a command "exists" for a MotionTable when its full
/// 32-bit value appears as either (a) an outer <c>Links</c> key's low 16
/// bits (the from-state -&gt; command transition key), (b) an inner
/// <c>Links[...].MotionData</c> key (the actual animation-bearing target),
/// or (c) a <c>Modifiers</c> key. This three-way check is what reproduces
/// the gap doc's hit counts exactly (verified against a live scan of the
/// local <c>client_portal.dat</c>: LifestoneRecall/ACE=19,
/// MarketplaceRecall/ACE=19, AllegianceHometownRecall/ACE=19,
/// OffhandSlashHigh/ACE=31, HouseRecall/ACE=24 tables; all four
/// 2013-numbered equivalents=0 tables; HouseRecall/2013=42 tables, i.e.
/// "both exist" for HouseRecall specifically).
/// </para>
///
/// <para>
/// Gated the same way as the existing DAT-backed conformance suite — see
/// <see cref="ConformanceDats.ResolveDatDir"/> (also mirrored by
/// <c>DoorBugTrajectoryReplayTests.ResolveDatDir</c>): resolve
/// <c>ACDREAM_DAT_DIR</c> or the default <c>Documents\Asheron's Call</c>
/// path, and skip cleanly (<c>return</c>, no failure) when the dats aren't
/// present (CI has no local AC install).
/// </para>
/// </summary>
public class MotionCommandCatalogDatTests
{
/// <summary>
/// True if any local MotionTable can actually animate
/// <paramref name="fullCommand"/> — the from-state transition key
/// (Links outer, low 16 bits), the animation-bearing inner key
/// (Links[...].MotionData), or a Modifiers entry.
/// </summary>
private static bool ExistsInAnyMotionTable(DatCollection dats, uint fullCommand)
{
ushort low16 = (ushort)(fullCommand & 0xFFFFu);
int fullAsInt = unchecked((int)fullCommand);
foreach (var id in dats.GetAllIdsOfType<MotionTable>())
{
var mt = dats.Get<MotionTable>(id);
if (mt is null) continue;
bool outerLow = mt.Links.Keys.Any(k => (k & 0xFFFF) == low16);
if (outerLow) return true;
bool innerFull = mt.Links.Values.Any(md => md.MotionData.ContainsKey(fullAsInt));
if (innerFull) return true;
if (mt.Modifiers.ContainsKey(fullAsInt)) return true;
}
return false;
}
[Fact]
public void AceShiftedRecallCommands_ExistInLocalMotionTables()
{
var datDir = ConformanceDats.ResolveDatDir();
if (datDir is null) return;
using var dats = new DatCollection(datDir, DatAccessType.Read);
Assert.True(ExistsInAnyMotionTable(dats, 0x10000153u), "LifestoneRecall (ACE 0x10000153) must exist in local DAT MotionTables");
Assert.True(ExistsInAnyMotionTable(dats, 0x1000013Au), "HouseRecall (ACE 0x1000013A) must exist in local DAT MotionTables");
}
[Fact]
public void TwoThousandThirteenLifestoneAndHouseRecall_AlsoExist()
{
var datDir = ConformanceDats.ResolveDatDir();
if (datDir is null) return;
using var dats = new DatCollection(datDir, DatAccessType.Read);
// LifestoneRecall's 2013 numbering (0x10000150) does NOT exist locally —
// only the ACE-shifted value animates. HouseRecall's 2013 numbering
// (0x10000137) DOES exist (the gap doc: "both exist; the old value is
// very common").
Assert.False(ExistsInAnyMotionTable(dats, 0x10000150u), "LifestoneRecall (2013 0x10000150) unexpectedly found");
Assert.True(ExistsInAnyMotionTable(dats, 0x10000137u), "HouseRecall (2013 0x10000137) must also exist in local DAT MotionTables");
}
[Theory]
[InlineData(0x10000166u)] // MarketplaceRecall (ACE)
[InlineData(0x10000171u)] // AllegianceHometownRecall (ACE)
[InlineData(0x10000173u)] // OffhandSlashHigh (ACE)
public void AceOnlyCommands_ExistOnlyUnderShiftedIds(uint aceFullCommand)
{
var datDir = ConformanceDats.ResolveDatDir();
if (datDir is null) return;
using var dats = new DatCollection(datDir, DatAccessType.Read);
Assert.True(ExistsInAnyMotionTable(dats, aceFullCommand),
$"ACE value 0x{aceFullCommand:X8} must exist in local DAT MotionTables");
}
[Theory]
[InlineData(0x10000163u)] // MarketplaceRecall (2013)
[InlineData(0x1000016Eu)] // AllegianceHometownRecall (2013)
[InlineData(0x10000170u)] // OffhandSlashHigh (2013)
public void TwoThousandThirteenOnlyValues_HaveZeroLinkHits(uint retail2013FullCommand)
{
var datDir = ConformanceDats.ResolveDatDir();
if (datDir is null) return;
using var dats = new DatCollection(datDir, DatAccessType.Read);
Assert.False(ExistsInAnyMotionTable(dats, retail2013FullCommand),
$"2013 value 0x{retail2013FullCommand:X8} unexpectedly found in local DAT MotionTables");
}
}

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using System.Collections.Generic;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Validates the dual command-catalog seam introduced for the L.1b
/// movement/animation wire-parity slice (<c>IMotionCommandCatalog</c>).
///
/// <para>
/// Two catalogs exist because the local DATs and ACE's wire protocol use a
/// LATER-client command numbering than the Sept 2013 EoR decomp:
/// <see cref="AceModernCommandCatalog"/> (runtime default — matches ACE +
/// local DAT MotionTables) and <see cref="Retail2013CommandCatalog"/>
/// (conformance/reference — matches the 2013 decomp's
/// <c>command_ids[0x198]</c> table verbatim). See
/// <c>docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md</c> for the
/// full divergence analysis (130 common names with different values; the
/// contiguous low-word "+3" shift that begins at <c>SnowAngelState</c>
/// (0x43000115 -&gt; 0x43000118), NOT at <c>AllegianceHometownRecall</c> as an
/// earlier code comment incorrectly claimed).
/// </para>
/// </summary>
public class MotionCommandCatalogTests
{
private static readonly AceModernCommandCatalog AceModern = new();
private static readonly Retail2013CommandCatalog Retail2013 = new();
// ── ACE mode (AceModernCommandCatalog) ──────────────────────────────
//
// These four wires sit inside the old override range (0x016E-0x0197)
// that MotionCommandResolver used to force-map via a blind per-range
// override. Built cleanly from the DatReaderWriter MotionCommand enum,
// they already resolve correctly with NO override:
// LifestoneRecall = 0x10000153, MarketplaceRecall = 0x10000166,
// AllegianceHometownRecall = 0x10000171, OffhandSlashHigh = 0x10000173
// (DatReaderWriter.Enums.MotionCommand, Chorizite.DatReaderWriter 2.1.7).
[Theory]
[InlineData(0x0153, 0x10000153u)] // LifestoneRecall
[InlineData(0x0166, 0x10000166u)] // MarketplaceRecall
[InlineData(0x0171, 0x10000171u)] // AllegianceHometownRecall
[InlineData(0x0173, 0x10000173u)] // OffhandSlashHigh
public void AceModern_ResolvesShiftedRecallAndActionCommands(ushort wire, uint expected)
{
Assert.Equal(expected, AceModern.ReconstructFullCommand(wire));
}
// Same matrix as MotionCommandResolverTests.ReconstructsKnownCommands —
// proves AceModernCommandCatalog reproduces the existing resolver's
// behavior for the well-established low end of the command space.
[Theory]
[InlineData(0x0003, 0x41000003u)] // Ready
[InlineData(0x0005, 0x45000005u)] // WalkForward
[InlineData(0x0007, 0x44000007u)] // RunForward
[InlineData(0x0006, 0x45000006u)] // WalkBackward
[InlineData(0x000D, 0x6500000Du)] // TurnRight
[InlineData(0x000E, 0x6500000Eu)] // TurnLeft
[InlineData(0x000F, 0x6500000Fu)] // SideStepRight
[InlineData(0x0015, 0x40000015u)] // Falling
[InlineData(0x0011, 0x40000011u)] // Dead
[InlineData(0x0012, 0x41000012u)] // Crouch
[InlineData(0x0013, 0x41000013u)] // Sitting
[InlineData(0x0014, 0x41000014u)] // Sleeping
[InlineData(0x0057, 0x10000057u)] // Sanctuary (death)
[InlineData(0x0058, 0x10000058u)] // ThrustMed
[InlineData(0x005B, 0x1000005Bu)] // SlashHigh
[InlineData(0x0061, 0x10000061u)] // Shoot
[InlineData(0x004B, 0x1000004Bu)] // Jumpup
[InlineData(0x0050, 0x10000050u)] // FallDown
[InlineData(0x0087, 0x13000087u)] // Wave
[InlineData(0x0080, 0x13000080u)] // Laugh
[InlineData(0x007D, 0x1300007Du)] // BowDeep
public void AceModern_MatchesExistingResolverMatrix(ushort wire, uint expected)
{
Assert.Equal(expected, AceModern.ReconstructFullCommand(wire));
}
// ── 2013 mode (Retail2013CommandCatalog) ────────────────────────────
//
// Direct-index reconstruction from acclient_2013_pseudo_c.txt's
// command_ids[0x198] table at 0x007c73e8 (line 1017259). The 2013
// decomp's *unshifted* values for the same four logical commands.
[Theory]
[InlineData(0x0150, 0x10000150u)] // LifestoneRecall (2013 value)
[InlineData(0x0163, 0x10000163u)] // MarketplaceRecall (2013 value)
[InlineData(0x016E, 0x1000016Eu)] // AllegianceHometownRecall (2013 value)
[InlineData(0x0170, 0x10000170u)] // OffhandSlashHigh (2013 value)
public void Retail2013_ResolvesUnshiftedRecallAndActionCommands(ushort wire, uint expected)
{
Assert.Equal(expected, Retail2013.ReconstructFullCommand(wire));
}
// Anchor checks straight off the extracted table — these pin the
// extraction itself, independent of the recall-command narrative.
[Theory]
[InlineData(0x0000, 0x80000000u)]
[InlineData(0x0003, 0x41000003u)]
[InlineData(0x0005, 0x45000005u)]
[InlineData(0x0007, 0x44000007u)]
[InlineData(0x000D, 0x6500000Du)]
[InlineData(0x0150, 0x10000150u)]
[InlineData(0x0153, 0x09000153u)] // NOT LifestoneRecall in 2013 numbering — anchor only.
public void Retail2013_AnchorValuesMatchExtractedTable(ushort wire, uint expected)
{
Assert.Equal(expected, Retail2013.ReconstructFullCommand(wire));
}
[Fact]
public void Retail2013_OutOfRangeWireReturnsZero()
{
Assert.Equal(0u, Retail2013.ReconstructFullCommand(0xFFFF));
}
[Fact]
public void Retail2013_LastInRangeIndexResolves()
{
// [0x197] is the final entry of command_ids[0x198].
Assert.Equal(0x10000197u, Retail2013.ReconstructFullCommand(0x0197));
}
[Fact]
public void Retail2013_FirstOutOfRangeIndexReturnsZero()
{
// 0x198 is one past the table's last valid index.
Assert.Equal(0u, Retail2013.ReconstructFullCommand(0x0198));
}
// ── Class-priority collision resolution ─────────────────────────────
//
// Retail's class-byte priority is: lower class byte wins
// (Action 0x10 < ChatEmote 0x12/0x13 < Modifier 0x20 < SubState 0x41
// < ... < Style 0x80). This is exercised directly against the build
// logic via a small synthetic set of colliding low-words, because the
// CURRENT DatReaderWriter.Enums.MotionCommand enum (2.1.7, 409 distinct
// values) happens to contain zero same-low16 collisions today — so a
// matrix test against the live enum alone wouldn't actually exercise
// the tie-break rule.
[Fact]
public void ClassPriority_LowerClassByteWins()
{
var candidates = new Dictionary<ushort, uint>
{
// Same low word (0x0042) claimed by three different classes;
// Action (0x10) must win over Modifier (0x20) and Style (0x80).
[0x0042] = 0u,
};
uint[] colliding = { 0x80000042u, 0x20000042u, 0x10000042u };
uint resolved = AceModernCommandCatalog.ResolveClassPriority(colliding);
Assert.Equal(0x10000042u, resolved);
}
[Fact]
public void ClassPriority_OrderOfInputDoesNotMatter()
{
uint[] collidingReversed = { 0x10000099u, 0x41000099u, 0x80000099u };
uint[] collidingForward = { 0x80000099u, 0x41000099u, 0x10000099u };
Assert.Equal(
AceModernCommandCatalog.ResolveClassPriority(collidingForward),
AceModernCommandCatalog.ResolveClassPriority(collidingReversed));
Assert.Equal(0x10000099u, AceModernCommandCatalog.ResolveClassPriority(collidingForward));
}
}

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using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics;
// ─────────────────────────────────────────────────────────────────────────────
// MotionInterpreterDoMotionFamilyTests — R3-W5 (closes J3, J4, J9, J14).
//
// Oracle: docs/research/2026-07-02-r3-motioninterp/r3-motioninterp-decomp.md
// §2 DoMotion 0x00528d20 @306159
// §5a StopCompletely 0x00527e40 @305208
// §5b StopMotion 0x00528530 @305674
// §1a add_to_queue 0x00527b80 @305032
// docs/research/2026-07-02-r3-motioninterp/W0-pins.md A4 (MovementParameters
// bit table), A9 (StopCompletely jump-snapshot quirk), A10 (combat-stance /
// depth-cap error codes).
// ─────────────────────────────────────────────────────────────────────────────
/// <summary>Fake WeenieObject — IsThePlayer/IsCreature/CanJump independently
/// configurable, matching the ground-lifecycle test file's convention.</summary>
file sealed class FakeWeenie : IWeenieObject
{
public bool IsThePlayerResult;
public bool IsCreatureResult = true;
public bool CanJumpResult = true;
public bool InqJumpVelocity(float extent, out float vz) { vz = 10f; return true; }
public bool InqRunRate(out float rate) { rate = 1f; return true; }
public bool CanJump(float extent) => CanJumpResult;
public bool IsThePlayer() => IsThePlayerResult;
public bool IsCreature() => IsCreatureResult;
}
public sealed class MotionInterpreterDoMotionFamilyTests
{
// ── helpers ───────────────────────────────────────────────────────────────
private static PhysicsBody MakeGrounded()
{
var body = new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
body.TransientState = TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active;
return body;
}
private static MotionInterpreter MakeInterp(PhysicsBody? body = null, IWeenieObject? weenie = null)
{
body ??= MakeGrounded();
return new MotionInterpreter(body, weenie);
}
// =========================================================================
// DoMotion — 0x00528d20 @306159
// =========================================================================
[Fact]
public void DoMotion_NullPhysicsObj_Returns8()
{
var interp = new MotionInterpreter();
var result = interp.DoMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
[Fact]
public void DoMotion_CancelMoveToBit_FiresInterruptSeam()
{
var interp = MakeInterp();
bool fired = false;
interp.InterruptCurrentMovement = () => fired = true;
var p = new MovementParameters { CancelMoveTo = true };
interp.DoMotion(MotionCommand.WalkForward, p);
Assert.True(fired, "the sign-bit (CancelMoveTo) must fire InterruptCurrentMovement before adjust_motion");
}
[Fact]
public void DoMotion_CancelMoveToClear_DoesNotFireInterruptSeam()
{
var interp = MakeInterp();
bool fired = false;
interp.InterruptCurrentMovement = () => fired = true;
var p = new MovementParameters { CancelMoveTo = false };
interp.DoMotion(MotionCommand.WalkForward, p);
Assert.False(fired);
}
[Fact]
public void DoMotion_SetHoldKeyBit_FiresSetHoldKey_WithCancelMoveToBitAsSecondArg()
{
// A4: @306188 SetHoldKey(hold_key_to_apply, ((__inner0_1 >> 0xf) & 1)) —
// the SECOND arg is the cancel_moveto (sign) bit, not a constant.
var interp = MakeInterp();
var p = new MovementParameters
{
SetHoldKey = true,
CancelMoveTo = true,
HoldKeyToApply = HoldKey.Run,
};
interp.DoMotion(MotionCommand.WalkForward, p);
Assert.Equal(HoldKey.Run, interp.RawState.CurrentHoldKey);
}
[Fact]
public void DoMotion_SetHoldKeyBit_FiresBeforeAdjustMotion()
{
// SetHoldKey must land BEFORE adjust_motion runs so the new hold-key
// affects the walk/run reinterpretation in THIS same call (Run
// promotion of WalkForward).
var interp = MakeInterp();
var p = new MovementParameters
{
SetHoldKey = true,
HoldKeyToApply = HoldKey.Run,
};
interp.DoMotion(MotionCommand.WalkForward, p);
// adjust_motion promotes WalkForward -> RunForward only when the
// hold key is (already, as of THIS call) Run.
Assert.Equal(MotionCommand.RunForward, interp.InterpretedState.ForwardCommand);
}
[Fact]
public void DoMotion_SetHoldKeyBitClear_DoesNotChangeHoldKey()
{
var interp = MakeInterp();
interp.RawState.CurrentHoldKey = HoldKey.None;
var p = new MovementParameters
{
SetHoldKey = false,
HoldKeyToApply = HoldKey.Run,
};
interp.DoMotion(MotionCommand.WalkForward, p);
Assert.Equal(HoldKey.None, interp.RawState.CurrentHoldKey);
}
[Fact]
public void DoMotion_ParamsReDefaulted_CallerDistanceHeadingDiscarded()
{
// DoMotion re-derives a canonical local MovementParameters for the
// DoInterpretedMotion call — caller-supplied distance/heading fields
// must not leak into anything the interpreted call reads (the
// params ARE discarded per the decomp; this test pins that a
// caller passing bizarre distance/heading values doesn't change
// dispatch behavior vs the defaults).
var interp1 = MakeInterp();
var interp2 = MakeInterp();
var weird = new MovementParameters { DistanceToObject = 999f, DesiredHeading = 12345f, FailDistance = 1f };
var plain = new MovementParameters();
var r1 = interp1.DoMotion(MotionCommand.WalkForward, weird);
var r2 = interp2.DoMotion(MotionCommand.WalkForward, plain);
Assert.Equal(r2, r1);
Assert.Equal(interp2.InterpretedState.ForwardCommand, interp1.InterpretedState.ForwardCommand);
Assert.Equal(interp2.InterpretedState.ForwardSpeed, interp1.InterpretedState.ForwardSpeed);
}
// ── combat-stance gate (A10: 0x3f/0x40/0x41/0x42) ──────────────────────
[Theory]
[InlineData(MotionCommand.Crouch, WeenieError.CrouchInCombatStance)]
[InlineData(MotionCommand.Sitting, WeenieError.SitInCombatStance)]
[InlineData(MotionCommand.Sleeping, WeenieError.SleepInCombatStance)]
public void DoMotion_JumpChargeMotion_RejectedInCombatStance(uint motion, WeenieError expected)
{
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x80000001u; // any non-NonCombat stance
var result = interp.DoMotion(motion, new MovementParameters());
Assert.Equal(expected, result);
}
[Theory]
[InlineData(MotionCommand.Crouch)]
[InlineData(MotionCommand.Sitting)]
[InlineData(MotionCommand.Sleeping)]
public void DoMotion_JumpChargeMotion_AllowedInNonCombatStance(uint motion)
{
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x8000003Du; // NonCombat
var result = interp.DoMotion(motion, new MovementParameters());
Assert.NotEqual(WeenieError.CrouchInCombatStance, result);
Assert.NotEqual(WeenieError.SitInCombatStance, result);
Assert.NotEqual(WeenieError.SleepInCombatStance, result);
}
[Fact]
public void DoMotion_ChatEmoteBit_RejectedInCombatStance()
{
// motion & 0x2000000 outside NonCombat -> 0x42.
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x80000001u;
uint motion = 0x10000000u | 0x2000000u; // action-class + chat-emote bit
var result = interp.DoMotion(motion, new MovementParameters());
Assert.Equal(WeenieError.ChatEmoteOutsideNonCombat, result);
}
[Fact]
public void DoMotion_ChatEmoteBit_AllowedInNonCombatStance()
{
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x8000003Du; // NonCombat
uint motion = 0x10000000u | 0x2000000u;
var result = interp.DoMotion(motion, new MovementParameters());
Assert.NotEqual(WeenieError.ChatEmoteOutsideNonCombat, result);
}
[Fact]
public void DoMotion_NonJumpChargeMotion_NotGatedByCombatStance()
{
// WalkForward (no 0x2000000 bit, not a jump-charge id) must pass
// through the combat-stance gate regardless of stance.
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x80000001u; // combat stance
var result = interp.DoMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.None, result);
}
// ── action-depth gate (A10: 0x45, GetNumActions >= 6) ──────────────────
[Fact]
public void DoMotion_ActionClassMotion_DepthBelowSix_Allowed()
{
var interp = MakeInterp();
for (int i = 0; i < 5; i++)
interp.InterpretedState.AddAction(0x10000050u, 1f, (uint)i, false);
uint actionMotion = 0x10000060u; // action-class bit set, not itself a jump-charge id
var result = interp.DoMotion(actionMotion, new MovementParameters());
Assert.NotEqual(WeenieError.ActionDepthExceeded, result);
}
[Fact]
public void DoMotion_ActionClassMotion_DepthExactlySix_Rejected()
{
var interp = MakeInterp();
for (int i = 0; i < 6; i++)
interp.InterpretedState.AddAction(0x10000050u, 1f, (uint)i, false);
uint actionMotion = 0x10000060u;
var result = interp.DoMotion(actionMotion, new MovementParameters());
Assert.Equal(WeenieError.ActionDepthExceeded, result);
}
[Fact]
public void DoMotion_ActionClassMotion_DepthFive_NotRejected()
{
var interp = MakeInterp();
for (int i = 0; i < 5; i++)
interp.InterpretedState.AddAction(0x10000050u, 1f, (uint)i, false);
uint actionMotion = 0x10000060u;
var result = interp.DoMotion(actionMotion, new MovementParameters());
Assert.NotEqual(WeenieError.ActionDepthExceeded, result);
}
[Fact]
public void DoMotion_NonActionClassMotion_IgnoresDepthCap()
{
// Bit 0x10000000 clear -> the depth cap never applies, even with 6+
// queued actions.
var interp = MakeInterp();
for (int i = 0; i < 10; i++)
interp.InterpretedState.AddAction(0x10000050u, 1f, (uint)i, false);
var result = interp.DoMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.NotEqual(WeenieError.ActionDepthExceeded, result);
}
// ── raw mirror discipline: raw gets ORIGINAL id, interpreted gets ADJUSTED ──
[Fact]
public void DoMotion_ModifyRawStateBit_MirrorsOriginalId_NotAdjusted()
{
// WalkBackward (ORIGINAL) adjusts to WalkForward w/ negated speed
// (interpreted) but RawState.ApplyMotion must be called with the
// ORIGINAL WalkBackward id (ebp), not the adjusted WalkForward id.
var interp = MakeInterp();
var p = new MovementParameters { ModifyRawState = true, Speed = 1.0f };
interp.DoMotion(MotionCommand.WalkBackward, p);
Assert.Equal(MotionCommand.WalkBackward, interp.RawState.ForwardCommand);
// Interpreted state, meanwhile, adopted the ADJUSTED (WalkForward) id.
Assert.Equal(MotionCommand.WalkForward, interp.InterpretedState.ForwardCommand);
}
[Fact]
public void DoMotion_ModifyRawStateBitClear_DoesNotMirror()
{
var interp = MakeInterp();
var p = new MovementParameters { ModifyRawState = false };
interp.DoMotion(MotionCommand.WalkForward, p);
// RawState.ForwardCommand must remain at its ctor default (Ready) —
// no mirror happened.
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
}
[Fact]
public void DoMotion_FailedDispatch_DoesNotMirrorToRawState()
{
// result == 0 is required for the mirror per @306184 ("if (result ==
// 0 && bit0x2000)"). A combat-stance rejection must not mirror.
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x80000001u;
var p = new MovementParameters { ModifyRawState = true };
var result = interp.DoMotion(MotionCommand.Crouch, p);
Assert.Equal(WeenieError.CrouchInCombatStance, result);
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand); // untouched
}
[Fact]
public void DoMotion_2Arg_AppOverload_StillCompiles_AndDispatches()
{
// App-facing compat overload: DoMotion(uint, float speed = 1.0f).
var interp = MakeInterp();
var result = interp.DoMotion(MotionCommand.WalkForward, 0.8f);
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.WalkForward, interp.InterpretedState.ForwardCommand);
}
// =========================================================================
// StopMotion — 0x00528530 @305674 (mirror shape, no gates)
// =========================================================================
[Fact]
public void StopMotion_NullPhysicsObj_Returns8()
{
var interp = new MotionInterpreter();
var result = interp.StopMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
[Fact]
public void StopMotion_NoCombatStanceGate_CrouchStopsEvenInCombatStance()
{
// Unlike DoMotion, StopMotion has NO combat-stance/depth gating.
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x80000001u;
interp.InterpretedState.ForwardCommand = MotionCommand.Crouch;
var result = interp.StopMotion(MotionCommand.Crouch, new MovementParameters());
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void StopMotion_ModifyRawStateBit_RemovesOriginalId_NotAdjusted()
{
var interp = MakeInterp();
interp.RawState.ForwardCommand = MotionCommand.WalkBackward;
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
var p = new MovementParameters { ModifyRawState = true };
interp.StopMotion(MotionCommand.WalkBackward, p);
// RemoveMotion(ORIGINAL WalkBackward) hits RawState.ForwardCommand
// via the forward-class branch (adjusted WalkForward would also
// match here in this simple case, but the ORIGINAL id is what must
// be passed — see the mismatch test below for a case that
// distinguishes them).
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
}
[Fact]
public void StopMotion_ModifyRawStateBitClear_DoesNotMirror()
{
var interp = MakeInterp();
interp.RawState.ForwardCommand = MotionCommand.WalkForward;
var p = new MovementParameters { ModifyRawState = false };
interp.StopMotion(MotionCommand.WalkForward, p);
Assert.Equal(MotionCommand.WalkForward, interp.RawState.ForwardCommand); // untouched
}
[Fact]
public void StopMotion_2Arg_AppOverload_StillCompiles()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
var result = interp.StopMotion(MotionCommand.WalkForward);
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
}
// =========================================================================
// StopCompletely — 0x00527e40 @305208 (A9 verbatim quirk)
// =========================================================================
[Fact]
public void StopCompletely_NullPhysicsObj_Returns8()
{
var interp = new MotionInterpreter();
var result = interp.StopCompletely();
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
[Fact]
public void StopCompletely_ZeroesForwardSidestepTurnCommands_OnBothStates()
{
var interp = MakeInterp();
interp.RawState.ForwardCommand = MotionCommand.RunForward;
interp.RawState.SidestepCommand = MotionCommand.SideStepRight;
interp.RawState.TurnCommand = MotionCommand.TurnRight;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.SideStepCommand = MotionCommand.SideStepRight;
interp.InterpretedState.TurnCommand = MotionCommand.TurnRight;
interp.StopCompletely();
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
Assert.Equal(1.0f, interp.RawState.ForwardSpeed);
Assert.Equal(0u, interp.RawState.SidestepCommand);
Assert.Equal(0u, interp.RawState.TurnCommand);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
Assert.Equal(1.0f, interp.InterpretedState.ForwardSpeed);
Assert.Equal(0u, interp.InterpretedState.SideStepCommand);
Assert.Equal(0u, interp.InterpretedState.TurnCommand);
}
[Fact]
public void StopCompletely_DoesNotTouchSidestepOrTurnSpeeds_J9()
{
// A9/J9: retail touches ONLY forward cmd/speed + sidestep/turn
// COMMANDS — it does NOT write sidestep_speed or turn_speed. The
// pre-R3 acdream divergence (1.0 speed resets) must be gone.
var interp = MakeInterp();
interp.RawState.SidestepSpeed = 2.5f;
interp.RawState.TurnSpeed = 3.5f;
interp.InterpretedState.SideStepSpeed = 4.5f;
interp.InterpretedState.TurnSpeed = 5.5f;
interp.StopCompletely();
Assert.Equal(2.5f, interp.RawState.SidestepSpeed);
Assert.Equal(3.5f, interp.RawState.TurnSpeed);
Assert.Equal(4.5f, interp.InterpretedState.SideStepSpeed);
Assert.Equal(5.5f, interp.InterpretedState.TurnSpeed);
}
[Fact]
public void StopCompletely_ZerosPhysicsBodyVelocity()
{
var body = MakeGrounded();
body.set_velocity(new Vector3(5f, 3f, 0f));
var interp = MakeInterp(body);
interp.StopCompletely();
Assert.Equal(Vector3.Zero, body.Velocity);
}
[Fact]
public void StopCompletely_InterruptsCurrentMovement()
{
var interp = MakeInterp();
bool fired = false;
interp.InterruptCurrentMovement = () => fired = true;
interp.StopCompletely();
Assert.True(fired);
}
[Fact]
public void StopCompletely_QueuedNodeErrorCode_ReflectsPreStopForwardCommand()
{
// A9 golden: motion_allows_jump is evaluated on the OLD (pre-stop)
// interpreted forward_command, snapshotted BEFORE the overwrite, and
// that snapshot becomes the queued node's jump_error_code. Crouch
// (0x41000012) is in the motion_allows_jump BLOCKED range -> 0x48.
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Crouch;
interp.StopCompletely();
var node = Assert.Single(interp.PendingMotions);
Assert.Equal(0u, node.ContextId);
Assert.Equal(MotionCommand.Ready, node.Motion);
Assert.Equal((uint)WeenieError.YouCantJumpFromThisPosition, node.JumpErrorCode);
}
[Fact]
public void StopCompletely_QueuedNodeErrorCode_ZeroWhenPreStopCommandAllowsJump()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Ready; // passes motion_allows_jump
interp.StopCompletely();
var node = Assert.Single(interp.PendingMotions);
Assert.Equal(0u, node.JumpErrorCode);
}
[Fact]
public void StopCompletely_CellNull_FiresRemoveLinkAnimations()
{
// CurCell proxy: PhysicsObj.CellPosition.ObjCellId == 0 (default/unseeded).
var interp = MakeInterp();
bool fired = false;
interp.RemoveLinkAnimations = () => fired = true;
interp.StopCompletely();
Assert.True(fired, "physics_obj->cell == 0 must fire RemoveLinkAnimations");
}
[Fact]
public void StopCompletely_CellNonNull_DoesNotFireRemoveLinkAnimations()
{
var body = MakeGrounded();
body.SnapToCell(0x12340001u, Vector3.Zero, Vector3.Zero);
var interp = MakeInterp(body);
bool fired = false;
interp.RemoveLinkAnimations = () => fired = true;
interp.StopCompletely();
Assert.False(fired);
}
[Fact]
public void StopCompletely_AlwaysReturnsNone_OnceCallExecutes()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Crouch; // would fail motion_allows_jump
var result = interp.StopCompletely();
Assert.Equal(WeenieError.None, result); // StopCompletely itself always succeeds
}
// =========================================================================
// StandingLongJump state-only branch: Walk/Run/SideStepRight while
// charging -> state write, NO dispatch, NO queue node.
// =========================================================================
private sealed class RecordingSink : IInterpretedMotionSink
{
public readonly List<string> Calls = new();
public bool ApplyMotion(uint motion, float speed)
{
Calls.Add($"APPLY {motion:x8}@{speed:F2}");
return true;
}
public bool StopMotion(uint motion)
{
Calls.Add($"STOP {motion:x8}");
return true;
}
}
[Fact]
public void DoInterpretedMotion_StandingLongJumpCharging_WalkForward_StateOnly_NoDispatch_NoQueue()
{
var interp = MakeInterp();
interp.StandingLongJump = true;
interp.DefaultSink = null; // no App-level sink wired directly on DoInterpretedMotion path
var before = interp.PendingMotions.Count();
var result = interp.DoInterpretedMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.WalkForward, interp.InterpretedState.ForwardCommand);
Assert.Equal(before, interp.PendingMotions.Count());
}
[Fact]
public void DoInterpretedMotion_StandingLongJumpCharging_RunForward_StateOnly_NoDispatch_NoQueue()
{
var interp = MakeInterp();
interp.StandingLongJump = true;
var before = interp.PendingMotions.Count();
var result = interp.DoInterpretedMotion(MotionCommand.RunForward, new MovementParameters());
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.RunForward, interp.InterpretedState.ForwardCommand);
Assert.Equal(before, interp.PendingMotions.Count());
}
[Fact]
public void DoInterpretedMotion_StandingLongJumpCharging_SideStepRight_StateOnly_NoDispatch_NoQueue()
{
var interp = MakeInterp();
interp.StandingLongJump = true;
var before = interp.PendingMotions.Count();
var result = interp.DoInterpretedMotion(MotionCommand.SideStepRight, new MovementParameters());
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.SideStepRight, interp.InterpretedState.SideStepCommand);
Assert.Equal(before, interp.PendingMotions.Count());
}
[Fact]
public void DoInterpretedMotion_StandingLongJumpCharging_OtherMotion_DispatchesNormally()
{
// Only Walk/Run/SideStepRight get the state-only shortcut while
// charging — everything else dispatches through the normal path
// (including queueing).
var interp = MakeInterp();
interp.StandingLongJump = true;
var result = interp.DoInterpretedMotion(MotionCommand.TurnRight, new MovementParameters());
Assert.Equal(WeenieError.None, result);
Assert.Single(interp.PendingMotions);
}
[Fact]
public void DoInterpretedMotion_NotCharging_WalkForward_DispatchesNormally_AndQueues()
{
var interp = MakeInterp();
interp.StandingLongJump = false;
var result = interp.DoInterpretedMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.None, result);
Assert.Single(interp.PendingMotions);
}
// =========================================================================
// DisableJumpDuringLink forces the queued node's jump_error_code to 0x48
// =========================================================================
[Fact]
public void DoInterpretedMotion_DisableJumpDuringLink_ForcesQueuedNodeTo0x48()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Ready; // would otherwise PASS motion_allows_jump
var p = new MovementParameters { DisableJumpDuringLink = true };
interp.DoInterpretedMotion(MotionCommand.WalkForward, p);
var node = Assert.Single(interp.PendingMotions);
Assert.Equal((uint)WeenieError.YouCantJumpFromThisPosition, node.JumpErrorCode);
}
[Fact]
public void DoInterpretedMotion_DisableJumpDuringLinkClear_UsesComputedErrorCode()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Ready;
var p = new MovementParameters { DisableJumpDuringLink = false };
interp.DoInterpretedMotion(MotionCommand.WalkForward, p);
var node = Assert.Single(interp.PendingMotions);
Assert.Equal(0u, node.JumpErrorCode); // WalkForward + Ready both pass motion_allows_jump
}
// ── Dead -> RemoveLinkAnimations ───────────────────────────────────────
[Fact]
public void DoInterpretedMotion_Dead_FiresRemoveLinkAnimations()
{
var interp = MakeInterp();
bool fired = false;
interp.RemoveLinkAnimations = () => fired = true;
interp.DoInterpretedMotion(MotionCommand.Dead, new MovementParameters());
Assert.True(fired);
}
// ── ModifyInterpretedState param gates the state write ─────────────────
[Fact]
public void DoInterpretedMotion_ModifyInterpretedStateClear_DoesNotWriteState()
{
var interp = MakeInterp();
var p = new MovementParameters { ModifyInterpretedState = false };
interp.DoInterpretedMotion(MotionCommand.WalkForward, p);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand); // untouched
}
[Fact]
public void DoInterpretedMotion_ModifyInterpretedStateSet_WritesState()
{
var interp = MakeInterp();
var p = new MovementParameters { ModifyInterpretedState = true, Speed = 1.5f };
interp.DoInterpretedMotion(MotionCommand.WalkForward, p);
Assert.Equal(MotionCommand.WalkForward, interp.InterpretedState.ForwardCommand);
}
// ── CurCell-null tail (proxy: CellPosition.ObjCellId == 0) ──────────────
// NOTE: this is the DoInterpretedMotion success-path CurCell check per
// the plan; the merged function fires RemoveLinkAnimations whenever the
// physics_obj has no cell, mirroring StopCompletely's identical tail.
[Fact]
public void DoInterpretedMotion_ContactBlocked_ActionClass_Returns0x24()
{
var body = new PhysicsBody { State = PhysicsStateFlags.Gravity }; // airborne, no contact
var interp = MakeInterp(body);
var result = interp.DoInterpretedMotion(0x10000060u, new MovementParameters());
Assert.Equal(WeenieError.NotGrounded, result);
}
// =========================================================================
// StopInterpretedMotion — merged verbatim pair
// =========================================================================
[Fact]
public void StopInterpretedMotion_NullPhysicsObj_Returns8()
{
var interp = new MotionInterpreter();
var result = interp.StopInterpretedMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
[Fact]
public void StopInterpretedMotion_Success_EnqueuesReturnToNoneNode()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
var p = new MovementParameters { ContextId = 42 };
interp.StopInterpretedMotion(MotionCommand.WalkForward, p);
var node = Assert.Single(interp.PendingMotions);
Assert.Equal(42u, node.ContextId);
Assert.Equal(MotionCommand.Ready, node.Motion);
}
[Fact]
public void StopInterpretedMotion_ModifyInterpretedStateClear_DoesNotWriteState()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
var p = new MovementParameters { ModifyInterpretedState = false };
interp.StopInterpretedMotion(MotionCommand.WalkForward, p);
Assert.Equal(MotionCommand.WalkForward, interp.InterpretedState.ForwardCommand); // untouched
}
// =========================================================================
// PerformMovement — zero-tick CheckForCompletedMotions flush (closes J14)
// =========================================================================
[Fact]
public void PerformMovement_RawCommand_FiresCheckForCompletedMotions()
{
var interp = MakeInterp();
int flushCount = 0;
interp.CheckForCompletedMotions = () => flushCount++;
interp.PerformMovement(new MovementStruct
{
Type = MovementType.RawCommand,
Motion = MotionCommand.WalkForward,
Speed = 1.0f,
});
Assert.Equal(1, flushCount);
}
[Theory]
[InlineData(MovementType.RawCommand)]
[InlineData(MovementType.InterpretedCommand)]
[InlineData(MovementType.StopRawCommand)]
[InlineData(MovementType.StopInterpretedCommand)]
[InlineData(MovementType.StopCompletely)]
public void PerformMovement_EveryDispatchedOp_FiresFlushExactlyOnce(MovementType type)
{
var interp = MakeInterp();
int flushCount = 0;
interp.CheckForCompletedMotions = () => flushCount++;
interp.PerformMovement(new MovementStruct
{
Type = type,
Motion = MotionCommand.WalkForward,
Speed = 1.0f,
});
Assert.Equal(1, flushCount);
}
[Fact]
public void PerformMovement_InvalidType_DoesNotFireFlush()
{
// The type-dispatch failure (0x47, bad MovementStruct.type) happens
// BEFORE any op is dispatched — no flush should fire for it.
var interp = MakeInterp();
int flushCount = 0;
interp.CheckForCompletedMotions = () => flushCount++;
var result = interp.PerformMovement(new MovementStruct { Type = (MovementType)99 });
Assert.Equal(WeenieError.GeneralMovementFailure, result);
Assert.Equal(0, flushCount);
}
[Fact]
public void PerformMovement_FlushSeamUnset_DoesNotThrow()
{
var interp = MakeInterp();
interp.CheckForCompletedMotions = null;
var result = interp.PerformMovement(new MovementStruct
{
Type = MovementType.StopCompletely,
});
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void PerformMovement_StopCompletely_ResetsToReady_AndFlushes()
{
var interp = MakeInterp();
interp.RawState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
int flushCount = 0;
interp.CheckForCompletedMotions = () => flushCount++;
interp.PerformMovement(new MovementStruct { Type = MovementType.StopCompletely });
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
Assert.Equal(1, flushCount);
}
}

View file

@ -0,0 +1,377 @@
using System.Collections.Generic;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// L.2g S2 — the inbound CMotionInterp funnel (deviation DEV-1).
///
/// Oracle: docs/research/2026-07-02-s2-inbound-funnel-pseudocode.md
/// (decomp: move_to_interpreted_state 0x005289c0 @305936,
/// apply_interpreted_movement 0x00528600 @305713) — validated against the
/// LIVE retail-observer cdb trace (l2g-observer-trace.log), which showed the
/// per-UM dispatch order verbatim: style → forward → sidestep(-stop) →
/// turn(-stop).
/// </summary>
public class MotionInterpreterFunnelTests
{
private sealed class RecordingSink : IInterpretedMotionSink
{
public readonly List<string> Calls = new();
public bool ApplyMotion(uint motion, float speed)
{
Calls.Add($"DIM {motion:x8}@{speed:F2}");
// R3-W5: a style/stance id (>= 0x80000000, i.e. negative as
// int32) has no locomotion MotionData entry in the dat — retail's
// real CMotionTable::DoObjectMotion genuinely fails for it
// (MotionTableManagerError.MotionFailed). The fake sink mirrors
// that so InterpretedMotionState.ForwardCommand isn't clobbered
// by ApplyMotion's negative-motion branch before the very next
// dispatch reads it — matches the live retail-observer trace.
return motion < 0x80000000u;
}
public bool StopMotion(uint motion)
{
Calls.Add($"STOP {motion:x8}");
return true;
}
}
private static MotionInterpreter GroundedInterp()
{
var body = new PhysicsBody();
body.State |= PhysicsStateFlags.Gravity;
body.TransientState |= TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active;
return new MotionInterpreter(body);
}
private static InboundInterpretedState Ims(
uint style = 0x8000003Du,
uint fwd = 0x41000003u, float fwdSpd = 1.0f,
uint side = 0u, float sideSpd = 1.0f,
uint turn = 0u, float turnSpd = 1.0f,
IReadOnlyList<InboundMotionAction>? actions = null)
=> new()
{
CurrentStyle = style,
ForwardCommand = fwd, ForwardSpeed = fwdSpd,
SideStepCommand = side, SideStepSpeed = sideSpd,
TurnCommand = turn, TurnSpeed = turnSpd,
Actions = actions,
};
[Fact]
public void EmptyUm_DispatchesStyleThenReadyThenStops_RetailOrder()
{
// The flags=0 "empty" UM: all defaults → a wholesale stop. Live-trace
// golden (actor minterp 18e8b0f8): DIM style, DIM Ready, then the
// sidestep + turn stop notifications.
var mi = GroundedInterp();
var sink = new RecordingSink();
mi.MoveToInterpretedState(Ims(), sink);
Assert.Equal(new[]
{
"DIM 8000003d@1.00",
"DIM 41000003@1.00",
"STOP 6500000f",
"STOP 6500000d",
}, sink.Calls);
Assert.Equal(0x41000003u, mi.InterpretedState.ForwardCommand);
Assert.Equal(1.0f, mi.InterpretedState.ForwardSpeed);
}
[Fact]
public void RunUm_DispatchesRunAtWireSpeed_AndCachesMyRunRate()
{
// fwd=RunForward@2.85 — apply_interpreted_movement caches
// my_run_rate from forward_speed BEFORE dispatching (305718).
var mi = GroundedInterp();
var sink = new RecordingSink();
mi.MoveToInterpretedState(Ims(fwd: 0x44000007u, fwdSpd: 2.85f), sink);
Assert.Equal(new[]
{
"DIM 8000003d@1.00",
"DIM 44000007@2.85",
"STOP 6500000f",
"STOP 6500000d",
}, sink.Calls);
Assert.Equal(2.85f, mi.MyRunRate);
Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand);
Assert.Equal(2.85f, mi.InterpretedState.ForwardSpeed);
}
[Fact]
public void WalkUm_DoesNotTouchMyRunRate()
{
var mi = GroundedInterp();
mi.MyRunRate = 2.5f;
mi.MoveToInterpretedState(Ims(fwd: 0x45000005u), new RecordingSink());
Assert.Equal(2.5f, mi.MyRunRate); // only RunForward caches
}
[Fact]
public void RunPlusTurnUm_TurnDispatched_NoTurnStop_NoIdleEnqueue()
{
// turn_command != 0 → DIM(turn) then EARLY RETURN — no turn-stop,
// no idle bookkeeping (305711-305713 early return).
var mi = GroundedInterp();
var sink = new RecordingSink();
mi.MoveToInterpretedState(
Ims(fwd: 0x44000007u, fwdSpd: 2.85f, turn: 0x6500000Du, turnSpd: 1.5f), sink);
Assert.Equal(new[]
{
"DIM 8000003d@1.00",
"DIM 44000007@2.85",
"STOP 6500000f",
"DIM 6500000d@1.50",
}, sink.Calls);
}
[Fact]
public void SidestepUm_DispatchedInsteadOfSidestepStop()
{
var mi = GroundedInterp();
var sink = new RecordingSink();
mi.MoveToInterpretedState(Ims(side: 0x6500000Fu, sideSpd: -1.2f), sink);
Assert.Equal(new[]
{
"DIM 8000003d@1.00",
"DIM 41000003@1.00",
"DIM 6500000f@-1.20",
"STOP 6500000d",
}, sink.Calls);
}
[Fact]
public void AirborneBody_NoCycleDispatches_OnlyTurnStop()
{
// Airborne (gravity on, no Contact): apply_interpreted_movement
// substitutes DIM(Falling 0x40000015) for the forward block
// (305723-305727), but DoInterpretedMotion's OWN contact gate
// (0x00528360) then takes the apply-only path for style + Falling —
// GetObjectSequence never fires. This is retail's real mechanism
// behind the K-fix17 "preserve the Falling cycle while airborne"
// empirical guard: airborne remotes simply don't re-cycle from UMs.
// Only the unconditional turn-stop notification comes through.
var body = new PhysicsBody(); // no Contact flag
body.State |= PhysicsStateFlags.Gravity;
var mi = new MotionInterpreter(body);
var sink = new RecordingSink();
mi.MoveToInterpretedState(Ims(fwd: 0x44000007u, fwdSpd: 2.85f), sink);
// Falling (0x40000015) is ALWAYS allowed by contact_allows_move
// (0x00528240 early-accept), so it reaches the sink; the style and
// forward dispatches are gate-blocked (apply-only path).
Assert.Equal(new[] { "DIM 40000015@1.00", "STOP 6500000d" }, sink.Calls);
// #161 correction (2026-07-03): the apply pass runs its dispatches
// with ModifyInterpretedState = FALSE — retail constructs var_2c
// then CLEARS bits 11/14/15 (SetHoldKey / ModifyInterpretedState /
// CancelMoveTo) and re-sets 15/17 from the args; the BN pseudo-C
// smears that bitfield store into the mush expression at raw
// 305778 (`(word & 0x37ff) | (arg2&1)<<15 | (arg3&1)<<17`). ACE
// MotionInterp.cs:444-449 confirms independently. So NEITHER the
// blocked style dispatch NOR the Falling substitution writes
// InterpretedState — the wire's forward command survives the
// airborne pass. This is the retail landing-exit mechanism:
// HitGround's re-apply dispatches the PRESERVED command, and the
// motion table plays the Falling→X landing link. (The previous
// revision of this assertion pinned 0x40000015 — the #161 bug
// itself: the ctor-default params let the Falling dispatch clobber
// forward_command, so a stand-still landing re-dispatched Falling
// forever.)
Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand);
Assert.Equal(2.85f, mi.InterpretedState.ForwardSpeed);
}
[Fact]
public void HitGround_AfterFall_RedispatchesPreservedForward_ExitsFalling()
{
// #161 (remote jump landing stuck in the falling pose): the full
// remote lifecycle. Wire says RunForward@2.85 while grounded; the
// body leaves the ground (LeaveGround engages Falling through the
// sink WITHOUT clobbering the interpreted forward command — the
// apply pass's ModifyInterpretedState=false, raw 305778 / ACE
// MotionInterp.cs:447); on touchdown, HitGround (0x00528ac0) —
// called with GRAVITY STILL SET, its verbatim state&0x400 gate —
// re-applies the PRESERVED command, which is what makes
// GetObjectSequence play the Falling→RunForward landing link. No
// wire input is needed to exit the falling pose.
var body = new PhysicsBody();
body.State |= PhysicsStateFlags.Gravity;
body.TransientState |= TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active;
var mi = new MotionInterpreter(body, new RemoteWeenie());
var sink = new RecordingSink();
mi.DefaultSink = sink; // HitGround/LeaveGround re-apply through DefaultSink
mi.MoveToInterpretedState(Ims(fwd: 0x44000007u, fwdSpd: 2.85f), sink);
Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand);
// Jump start: ground contact drops FIRST (GameWindow's VectorUpdate
// handler order), then LeaveGround re-applies → Falling engages.
body.TransientState &= ~(TransientStateFlags.Contact
| TransientStateFlags.OnWalkable);
sink.Calls.Clear();
mi.LeaveGround();
Assert.Contains(sink.Calls, c => c.StartsWith("DIM 40000015"));
Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand); // NOT clobbered
Assert.Equal(2.85f, mi.InterpretedState.ForwardSpeed);
// Touchdown: contact restored, Gravity still set (the retail
// contract — CMotionInterp::HitGround no-ops without it).
body.TransientState |= TransientStateFlags.Contact
| TransientStateFlags.OnWalkable;
sink.Calls.Clear();
mi.HitGround();
// Retail re-apply order: style (from the copy_movement_from-adopted
// interpreted current_style, raw 0051e757) → preserved forward →
// sidestep-stop → turn-stop. The forward dispatch at the wire
// command IS the falling-pose exit.
Assert.Equal(new[]
{
"DIM 8000003d@1.00",
"DIM 44000007@2.85",
"STOP 6500000f",
"STOP 6500000d",
}, sink.Calls);
}
[Fact]
public void FlatCopy_OverwritesEveryAxis()
{
// copy_movement_from (0x0051e750) is a FLAT overwrite — a fresh UM
// with defaults clears a previously-set sidestep/turn.
var mi = GroundedInterp();
mi.MoveToInterpretedState(
Ims(fwd: 0x44000007u, fwdSpd: 2.85f, side: 0x6500000Fu, turn: 0x6500000Du),
new RecordingSink());
mi.MoveToInterpretedState(Ims(), new RecordingSink());
Assert.Equal(0x41000003u, mi.InterpretedState.ForwardCommand);
Assert.Equal(0u, mi.InterpretedState.SideStepCommand);
Assert.Equal(0u, mi.InterpretedState.TurnCommand);
}
[Fact]
public void RawStateStyle_AdoptedFromIms()
{
// move_to_interpreted_state head: raw_state.current_style =
// ims.current_style (305944).
var mi = GroundedInterp();
mi.MoveToInterpretedState(Ims(style: 0x8000003Cu), new RecordingSink());
Assert.Equal(0x8000003Cu, mi.RawState.CurrentStyle);
}
// ── action list: 15-bit server_action_stamp gate (305953-305989) ──────
[Fact]
public void Actions_FreshStamp_DispatchedAfterMovement_AndStampAdopted()
{
var mi = GroundedInterp();
var sink = new RecordingSink();
var actions = new[] { new InboundMotionAction(0x10000062u, Stamp: 5, Autonomous: false, Speed: 1.25f) };
mi.MoveToInterpretedState(Ims(actions: actions), sink);
Assert.Equal("DIM 10000062@1.25", sink.Calls[^1]); // after the movement dispatches
Assert.Equal(5, mi.ServerActionStamp);
}
[Fact]
public void Actions_StaleStamp_Skipped()
{
var mi = GroundedInterp();
mi.ServerActionStamp = 10;
var sink = new RecordingSink();
mi.MoveToInterpretedState(
Ims(actions: new[] { new InboundMotionAction(0x10000062u, 9, false, 1f) }), sink);
Assert.DoesNotContain(sink.Calls, c => c.StartsWith("DIM 10000062"));
Assert.Equal(10, mi.ServerActionStamp);
}
[Fact]
public void Actions_StampWrapsAt15Bits()
{
// The compare is 15-bit wraparound (mask 0x7fff, threshold 0x3fff).
var mi = GroundedInterp();
mi.ServerActionStamp = 0x7FFE;
var sink = new RecordingSink();
mi.MoveToInterpretedState(
Ims(actions: new[] { new InboundMotionAction(0x10000062u, 2, false, 1f) }), sink);
Assert.Contains(sink.Calls, c => c.StartsWith("DIM 10000062")); // 2 is newer than 0x7ffe
Assert.Equal(2, mi.ServerActionStamp);
}
[Fact]
public void Actions_AutonomousOnLocalPlayer_Skipped()
{
// Retail skips autonomous action replay on the LOCAL player (its own
// echo); remotes always apply (305977-305987).
var body = new PhysicsBody();
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
var mi = new MotionInterpreter(body) { IsLocalPlayer = true };
var sink = new RecordingSink();
mi.MoveToInterpretedState(
Ims(actions: new[] { new InboundMotionAction(0x10000062u, 5, Autonomous: true, 1f) }), sink);
Assert.DoesNotContain(sink.Calls, c => c.StartsWith("DIM 10000062"));
}
[Fact]
public void Actions_ReplayCarriesAutonomyIntoTheInterpretedList()
{
// R5-V4 (#164): retail splices the ACTION's autonomy into the
// dispatch params (bit 0x1000 — raw 305982:
// `var_28 ^= ((action.autonomous << 0xc) ^ var_28) & 0x1000`), so a
// replayed action enters the interpreted actions list
// (InterpretedMotionState::AddAction consumes p.Autonomous) with its
// REAL autonomy. Pre-V4 the replay params were ctor-default →
// Autonomous always false.
var mi = GroundedInterp(); // remote posture: IsLocalPlayer = false
var sink = new RecordingSink();
mi.MoveToInterpretedState(
Ims(actions: new[] { new InboundMotionAction(0x10000062u, 5, Autonomous: true, 1f) }), sink);
var entry = Assert.Single(mi.InterpretedState.Actions, a => a.Command == 0x0062);
Assert.True(entry.Autonomous);
}
[Fact]
public void InboundState_Defaults_MatchRetailUnPack()
{
// InterpretedMotionState::UnPack absent-field defaults (0x0051f400):
// style NonCombat, fwd Ready, speeds 1.0, side/turn 0.
var d = InboundInterpretedState.Default();
Assert.Equal(0x8000003Du, d.CurrentStyle);
Assert.Equal(0x41000003u, d.ForwardCommand);
Assert.Equal(1.0f, d.ForwardSpeed);
Assert.Equal(0u, d.SideStepCommand);
Assert.Equal(1.0f, d.SideStepSpeed);
Assert.Equal(0u, d.TurnCommand);
Assert.Equal(1.0f, d.TurnSpeed);
}
}

View file

@ -0,0 +1,784 @@
using System.Linq;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics;
// ─────────────────────────────────────────────────────────────────────────────
// MotionInterpreterGroundLifecycleTests — R3-W4 (closes J8, J10, J11-shape,
// J12, J13; J18 one-liner rides along).
//
// Oracle: docs/research/2026-07-02-r3-motioninterp/r3-motioninterp-decomp.md
// §4 (HitGround 0x00528ac0 @305996, LeaveGround 0x00528b00 @306022,
// ReportExhaustion 0x005288d0 @305861, enter_default_state 0x00528c80
// @306124) + §5c/5d (set_hold_run 0x00528b70 @306053, SetHoldKey 0x00528bb0
// @306072) + raw acclient_2013_pseudo_c.txt:305838-305932 (apply_current_movement
// 0x00528870, SetWeenieObject 0x00528920, SetPhysicsObject 0x00528970) +
// W0-pins.md A3 (dual-dispatch gate) / A8 (enter_default_state no-clear).
// ─────────────────────────────────────────────────────────────────────────────
/// <summary>Fake WeenieObject — IsThePlayer/IsCreature independently
/// configurable, for the A3 dispatch truth table.</summary>
file sealed class FakeWeenie : IWeenieObject
{
public bool IsThePlayerResult;
public bool IsCreatureResult = true;
public bool InqJumpVelocity(float extent, out float vz) { vz = 10f; return true; }
public bool InqRunRate(out float rate) { rate = 1f; return true; }
public bool CanJump(float extent) => true;
public bool IsThePlayer() => IsThePlayerResult;
public bool IsCreature() => IsCreatureResult;
}
public sealed class MotionInterpreterGroundLifecycleTests
{
// ── helpers ───────────────────────────────────────────────────────────────
private static PhysicsBody MakeGrounded()
{
var body = new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
body.TransientState = TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active;
return body;
}
private static PhysicsBody MakeAirborne()
{
var body = new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
body.TransientState = TransientStateFlags.Active;
return body;
}
private static MotionInterpreter MakeInterp(PhysicsBody? body = null, IWeenieObject? weenie = null)
{
body ??= MakeGrounded();
return new MotionInterpreter(body, weenie);
}
// =========================================================================
// HitGround — 0x00528ac0 @305996
// =========================================================================
[Fact]
public void HitGround_NoPhysicsObj_NoOp()
{
var interp = new MotionInterpreter();
bool called = false;
interp.RemoveLinkAnimations = () => called = true;
interp.HitGround();
Assert.False(called);
}
[Fact]
public void HitGround_NonCreatureWeenie_NoOp()
{
// raw 305720-305724: (weenie_obj == 0 || eax_2 != 0) -- a WEENIE
// present whose IsCreature() returns false skips the whole body.
var weenie = new FakeWeenie { IsCreatureResult = false };
var body = MakeGrounded();
var interp = MakeInterp(body, weenie);
bool called = false;
interp.RemoveLinkAnimations = () => called = true;
interp.HitGround();
Assert.False(called, "a non-creature weenie must skip HitGround's body entirely");
}
[Fact]
public void HitGround_NoWeenie_Proceeds()
{
// weenie_obj == 0 -> the OR short-circuits true, body proceeds.
var body = MakeGrounded();
var interp = MakeInterp(body);
bool called = false;
interp.RemoveLinkAnimations = () => called = true;
interp.HitGround();
Assert.True(called, "no weenie_obj must still proceed (weenie==0 half of the OR)");
}
[Fact]
public void HitGround_GravityFlagClear_NoOp()
{
// raw 305726-305730: state bit 0x400 (Gravity) gates the body.
var body = MakeGrounded();
body.State &= ~PhysicsStateFlags.Gravity;
var interp = MakeInterp(body);
bool called = false;
interp.RemoveLinkAnimations = () => called = true;
interp.HitGround();
Assert.False(called, "HitGround must no-op when the Gravity state flag is clear");
}
[Fact]
public void HitGround_CreatureWithGravity_CallsRemoveLinkAnimationsThenReapplies()
{
var weenie = new FakeWeenie { IsCreatureResult = true };
var body = MakeGrounded();
var interp = MakeInterp(body, weenie);
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
bool called = false;
interp.RemoveLinkAnimations = () => called = true;
interp.HitGround();
Assert.True(called, "HitGround must call the RemoveLinkAnimations seam");
// apply_current_movement(false, true) re-syncs velocity from the
// current interpreted state (grounded write, AP-75-adjacent).
Assert.True(body.Velocity.Length() > 0f, "HitGround must re-apply current movement");
}
// =========================================================================
// LeaveGround — 0x00528b00 @306022
// =========================================================================
[Fact]
public void LeaveGround_NoPhysicsObj_NoOp()
{
var interp = new MotionInterpreter();
bool called = false;
interp.RemoveLinkAnimations = () => called = true;
interp.LeaveGround();
Assert.False(called);
}
[Fact]
public void LeaveGround_NonCreatureWeenie_NoOp()
{
var weenie = new FakeWeenie { IsCreatureResult = false };
var body = MakeGrounded();
var interp = MakeInterp(body, weenie);
interp.StandingLongJump = true;
interp.JumpExtent = 0.7f;
bool called = false;
interp.RemoveLinkAnimations = () => called = true;
interp.LeaveGround();
Assert.False(called);
// Nothing in the body ran -- StandingLongJump/JumpExtent untouched.
Assert.True(interp.StandingLongJump);
Assert.Equal(0.7f, interp.JumpExtent);
}
[Fact]
public void LeaveGround_GravityFlagClear_NoOp()
{
var body = MakeGrounded();
body.State &= ~PhysicsStateFlags.Gravity;
var interp = MakeInterp(body);
interp.StandingLongJump = true;
bool called = false;
interp.RemoveLinkAnimations = () => called = true;
interp.LeaveGround();
Assert.False(called);
Assert.True(interp.StandingLongJump);
}
[Fact]
public void LeaveGround_CreatureWithGravity_SetsVelocityAndResetsJumpState()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.StandingLongJump = true;
interp.JumpExtent = 0.5f;
interp.LeaveGround();
Assert.False(interp.StandingLongJump, "standing_longjump = 0 on leave-ground");
Assert.Equal(0f, interp.JumpExtent, precision: 5);
}
[Fact]
public void LeaveGround_CallsRemoveLinkAnimationsThenReapplies()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
bool called = false;
interp.RemoveLinkAnimations = () => called = true;
interp.LeaveGround();
Assert.True(called, "LeaveGround must call the RemoveLinkAnimations seam");
}
[Fact]
public void LeaveGround_VelocityCarriesGetLeaveGroundVelocity_WithNonzeroJumpExtent()
{
// A6/A5: get_leave_ground_velocity composes get_state_velocity() +
// z=GetJumpVZ(). With JumpExtent set and a weenie present, the body
// local velocity written must match GetLeaveGroundVelocity()'s Z.
//
// Real call-site precondition: by the time LeaveGround fires, the
// body has ALREADY left the ground (jump() calls set_on_walkable(false)
// before LeaveGround runs; a ledge walk-off similarly clears OnWalkable
// via the physics resolver BEFORE this callback). With OnWalkable
// false, LeaveGround's own tail apply_current_movement(0,0) call
// takes the "airborne -- preserve integrated velocity" branch in the
// AP-77 adaptation (ApplyCurrentMovementInterpreted), so the Z this
// call just set is not immediately clobbered by a resync.
var weenie = new AcDream.Core.Physics.PlayerWeenie();
var body = MakeGrounded();
body.set_on_walkable(false);
var interp = MakeInterp(body, weenie);
interp.JumpExtent = 0.5f;
var expected = interp.GetLeaveGroundVelocity();
interp.LeaveGround();
// set_local_velocity transforms local->world via Orientation
// (Identity in these fixtures), so world == local here.
Assert.Equal(expected.Z, body.Velocity.Z, precision: 3);
}
[Fact]
public void LeaveGround_SetLocalVelocity_UsesAutonomousFlag()
{
// raw 305763-305765: CPhysicsObj::set_local_velocity(&var_c, 1) --
// the autonomous=1 arg. PhysicsBody.LastMoveWasAutonomous should
// reflect this after LeaveGround runs (movement_is_autonomous, A3's
// apply_current_movement dispatch reads this same flag).
var body = MakeGrounded();
body.LastMoveWasAutonomous = false;
var interp = MakeInterp(body);
interp.LeaveGround();
Assert.True(body.LastMoveWasAutonomous, "LeaveGround's set_local_velocity call carries autonomous=1");
}
// =========================================================================
// enter_default_state — 0x00528c80 @306124 (A8: append sentinel, NO drain)
// =========================================================================
[Fact]
public void EnterDefaultState_AppendsReadySentinel_WithoutDrainingExistingNodes()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.AddToQueue(1, MotionCommand.RunForward, 0);
interp.AddToQueue(2, MotionCommand.WalkForward, 0x48);
interp.EnterDefaultState();
var nodes = interp.PendingMotions.ToArray();
Assert.Equal(3, nodes.Length);
Assert.Equal(new MotionNode(1, MotionCommand.RunForward, 0), nodes[0]);
Assert.Equal(new MotionNode(2, MotionCommand.WalkForward, 0x48), nodes[1]);
Assert.Equal(new MotionNode(0, MotionCommand.Ready, 0), nodes[2]);
}
[Fact]
public void EnterDefaultState_SetsInitted()
{
var interp = new MotionInterpreter { PhysicsObj = MakeGrounded() };
// Force Initted false to prove EnterDefaultState is what flips it
// (the ctor already defaults it true -- see the Initted-gating
// section below for why).
interp.Initted = false;
interp.EnterDefaultState();
Assert.True(interp.Initted);
}
[Fact]
public void EnterDefaultState_ResetsRawAndInterpretedStateToCtorDefaults()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.RawState.ForwardCommand = MotionCommand.RunForward;
interp.RawState.ForwardSpeed = 2.94f;
interp.RawState.CurrentHoldKey = HoldKey.Run;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.TurnCommand = MotionCommand.TurnRight;
interp.EnterDefaultState();
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
Assert.Equal(1.0f, interp.RawState.ForwardSpeed);
Assert.Equal(HoldKey.None, interp.RawState.CurrentHoldKey);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
Assert.Equal(0u, interp.InterpretedState.TurnCommand);
}
[Fact]
public void EnterDefaultState_CallsInitializeMotionTablesSeam()
{
var interp = MakeInterp();
bool called = false;
interp.InitializeMotionTables = () => called = true;
interp.EnterDefaultState();
Assert.True(called);
}
[Fact]
public void EnterDefaultState_TailCallsLeaveGround()
{
// enter_default_state's LAST step is an unconditional LeaveGround()
// call (raw @306153). With a grounded creature+gravity body and a
// nonzero JumpExtent pre-seeded, LeaveGround's reset (standing_longjump=0,
// jump_extent=0) must be observable after EnterDefaultState.
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.StandingLongJump = true;
interp.JumpExtent = 0.9f;
interp.EnterDefaultState();
Assert.False(interp.StandingLongJump, "EnterDefaultState's LeaveGround tail must fire");
Assert.Equal(0f, interp.JumpExtent, precision: 5);
}
// =========================================================================
// Initted gating — apply_current_movement / ReportExhaustion (A3 entry gate)
// =========================================================================
[Fact]
public void ApplyCurrentMovement_NotInitted_NoOp()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.Initted = false;
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.apply_current_movement(cancelMoveTo: false, allowJump: false);
Assert.Equal(System.Numerics.Vector3.Zero, body.Velocity);
}
[Fact]
public void ApplyCurrentMovement_Initted_Proceeds()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
Assert.True(interp.Initted, "the two-arg constructor defaults Initted=true (see final report)");
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.apply_current_movement(cancelMoveTo: false, allowJump: false);
Assert.True(body.Velocity.Length() > 0f);
}
[Fact]
public void ReportExhaustion_NotInitted_NoOp()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.Initted = false;
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.ReportExhaustion();
Assert.Equal(System.Numerics.Vector3.Zero, body.Velocity);
}
[Fact]
public void ReportExhaustion_NoPhysicsObj_NoOp()
{
var interp = new MotionInterpreter();
// No exception is the assertion -- retail's entry gate is
// physics_obj != 0 && initted != 0, both ANDed.
interp.ReportExhaustion();
}
// =========================================================================
// Dual-dispatch truth table — A3: IsThePlayer && movement_is_autonomous
// gates apply_raw_movement vs apply_interpreted_movement, for
// apply_current_movement AND ReportExhaustion.
//
// Reading raw_movement's effect: apply_raw_movement copies RawState ->
// InterpretedState (see apply_raw_movement's existing doc comment) then
// re-normalizes via adjust_motion. apply_interpreted_movement instead
// reads InterpretedState directly and pushes velocity via
// get_state_velocity/set_local_velocity when grounded. We distinguish
// the two dispatch targets by seeding RawState and InterpretedState with
// DIFFERENT forward commands/speeds and observing which one drove the
// resulting body velocity.
// =========================================================================
[Theory]
[InlineData(true, true, /* expectRaw */ true)] // IsThePlayer && autonomous -> raw
[InlineData(true, false, /* expectRaw */ false)] // IsThePlayer but not autonomous -> interpreted
[InlineData(false, true, /* expectRaw */ false)] // autonomous but NOT the player -> interpreted (remote player IS a creature but not "the player")
[InlineData(false, false, /* expectRaw */ false)] // neither -> interpreted
public void ApplyCurrentMovement_DualDispatch_MatchesA3TruthTable(
bool isThePlayer, bool autonomous, bool expectRaw)
{
var weenie = new FakeWeenie { IsThePlayerResult = isThePlayer, IsCreatureResult = true };
var body = MakeGrounded();
body.LastMoveWasAutonomous = autonomous;
var interp = MakeInterp(body, weenie);
// RawState drives WalkForward (speed 1 => WalkAnimSpeed); InterpretedState
// drives RunForward (speed 1 => RunAnimSpeed). WalkAnimSpeed != RunAnimSpeed
// so the resulting body.Velocity.Y distinguishes which path ran.
interp.RawState.ForwardCommand = MotionCommand.WalkForward;
interp.RawState.ForwardSpeed = 1.0f;
interp.RawState.ForwardHoldKey = HoldKey.None;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.apply_current_movement(cancelMoveTo: false, allowJump: false);
float expectedY = expectRaw
? MotionInterpreter.WalkAnimSpeed // apply_raw_movement re-derives from RawState
: MotionInterpreter.RunAnimSpeed; // apply_interpreted_movement reads InterpretedState as-is
Assert.Equal(expectedY, body.Velocity.Y, precision: 2);
}
[Fact]
public void ApplyCurrentMovement_NoWeenie_Autonomous_DispatchesRaw()
{
// weenie_obj == 0 short-circuits the OR to true (raw 305849:
// weenie_obj == 0 || eax_2 != 0) -- no weenie means "treat as the
// player" for dispatch purposes.
var body = MakeGrounded();
body.LastMoveWasAutonomous = true;
var interp = MakeInterp(body); // no weenie
interp.RawState.ForwardCommand = MotionCommand.WalkForward;
interp.RawState.ForwardSpeed = 1.0f;
interp.RawState.ForwardHoldKey = HoldKey.None;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.apply_current_movement(cancelMoveTo: false, allowJump: false);
Assert.Equal(MotionInterpreter.WalkAnimSpeed, body.Velocity.Y, precision: 2);
}
[Fact]
public void ReportExhaustion_DualDispatch_PassesZeroZeroArgs()
{
// A3: ReportExhaustion's dispatch args are hardcoded (0, 0) --
// distinct from apply_current_movement which passes its own
// (cancelMoveTo, allowJump) through. We can't observe the args
// directly (both paths are void), so this proves ReportExhaustion
// dispatches at all when initted+player+autonomous (raw path) by
// observing the same velocity-divergence trick.
var weenie = new FakeWeenie { IsThePlayerResult = true };
var body = MakeGrounded();
body.LastMoveWasAutonomous = true;
var interp = MakeInterp(body, weenie);
interp.RawState.ForwardCommand = MotionCommand.WalkForward;
interp.RawState.ForwardSpeed = 1.0f;
interp.RawState.ForwardHoldKey = HoldKey.None;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.ReportExhaustion();
Assert.Equal(MotionInterpreter.WalkAnimSpeed, body.Velocity.Y, precision: 2);
}
[Fact]
public void ReportExhaustion_RemotePlayer_DispatchesInterpreted()
{
// The ACE-divergence pin: a remote player weenie (IsThePlayer=false,
// IsCreature=true) must route INTERPRETED, not raw -- even though
// it IS a creature. ACE's IsCreature-gated read would wrongly send
// this down apply_raw_movement.
var weenie = new FakeWeenie { IsThePlayerResult = false, IsCreatureResult = true };
var body = MakeGrounded();
body.LastMoveWasAutonomous = true; // even with autonomous=true...
var interp = MakeInterp(body, weenie);
interp.RawState.ForwardCommand = MotionCommand.WalkForward;
interp.RawState.ForwardSpeed = 1.0f;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.ReportExhaustion();
// ...IsThePlayer==false forces the interpreted path.
Assert.Equal(MotionInterpreter.RunAnimSpeed, body.Velocity.Y, precision: 2);
}
// =========================================================================
// SetWeenieObject / SetPhysicsObject — 0x00528920 / 0x00528970 re-apply
// =========================================================================
[Fact]
public void SetWeenieObject_WhilePhysicsBoundAndInitted_ReappliesMovement()
{
var body = MakeGrounded();
var interp = new MotionInterpreter { PhysicsObj = body, Initted = true };
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.SetWeenieObject(new FakeWeenie { IsThePlayerResult = false });
Assert.True(body.Velocity.Length() > 0f, "SetWeenieObject must re-apply movement when bound+initted");
}
[Fact]
public void SetWeenieObject_NoPhysicsObj_DoesNotReapply()
{
var interp = new MotionInterpreter();
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
// Must not throw despite no PhysicsObj.
interp.SetWeenieObject(new FakeWeenie());
Assert.Null(interp.PhysicsObj);
}
[Fact]
public void SetWeenieObject_NotInitted_DoesNotReapply()
{
var body = MakeGrounded();
var interp = new MotionInterpreter { PhysicsObj = body, Initted = false };
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.SetWeenieObject(new FakeWeenie());
Assert.Equal(System.Numerics.Vector3.Zero, body.Velocity);
}
[Fact]
public void SetPhysicsObject_BindsAndReappliesWhenInitted()
{
var interp = new MotionInterpreter { Initted = true };
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
var body = MakeGrounded();
interp.SetPhysicsObject(body);
Assert.Same(body, interp.PhysicsObj);
Assert.True(body.Velocity.Length() > 0f);
}
[Fact]
public void SetPhysicsObject_NullArg_DoesNotReapply()
{
var interp = new MotionInterpreter { Initted = true };
// arg2 != 0 gates the reapply -- passing null must not throw and
// must not attempt InterpretedState velocity work (no body to write to).
interp.SetPhysicsObject(null);
Assert.Null(interp.PhysicsObj);
}
// =========================================================================
// set_hold_run — 0x00528b70 @306053 (XOR toggle guard)
// =========================================================================
[Fact]
public void SetHoldRun_TogglesFromNoneToRun_WhenHoldingRunKey()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.RawState.CurrentHoldKey = HoldKey.None;
interp.set_hold_run(holdingRun: true, interrupt: false);
Assert.Equal(HoldKey.Run, interp.RawState.CurrentHoldKey);
}
[Fact]
public void SetHoldRun_TogglesFromRunToNone_WhenReleasingRunKey()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.RawState.CurrentHoldKey = HoldKey.Run;
interp.set_hold_run(holdingRun: false, interrupt: false);
Assert.Equal(HoldKey.None, interp.RawState.CurrentHoldKey);
}
[Fact]
public void SetHoldRun_NoChange_WhenAlreadyInRequestedState_IsANoOp()
{
// XOR guard: eax(=arg2==0) != edx(=current!=Run) is FALSE when
// arg2 requests exactly the state we're already in -- skip.
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.RawState.CurrentHoldKey = HoldKey.Run;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
body.Velocity = System.Numerics.Vector3.Zero;
interp.set_hold_run(holdingRun: true, interrupt: false);
Assert.Equal(HoldKey.Run, interp.RawState.CurrentHoldKey);
// No re-apply fired (still zero) -- the guard skipped the whole body.
Assert.Equal(System.Numerics.Vector3.Zero, body.Velocity);
}
[Fact]
public void SetHoldRun_OnChange_CallsApplyCurrentMovementWithInterruptArg()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.RawState.CurrentHoldKey = HoldKey.None;
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.set_hold_run(holdingRun: true, interrupt: true);
// apply_current_movement(arg3, 0) fired -- observable via the
// grounded velocity re-application (AP-75-adjacent write).
Assert.True(body.Velocity.Length() > 0f);
}
// =========================================================================
// SetHoldKey — 0x00528bb0 @306072 (None-only-meaningful-from-Run)
// =========================================================================
[Fact]
public void SetHoldKey_None_FromRun_TakesEffect()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.RawState.CurrentHoldKey = HoldKey.Run;
interp.SetHoldKey(HoldKey.None, cancelMoveTo: false);
Assert.Equal(HoldKey.None, interp.RawState.CurrentHoldKey);
}
[Fact]
public void SetHoldKey_None_FromInvalid_IsIgnored()
{
// raw @306072: setting None only takes effect from Run. Any other
// starting state (Invalid, or already None) is silently ignored.
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.RawState.CurrentHoldKey = HoldKey.Invalid;
interp.SetHoldKey(HoldKey.None, cancelMoveTo: false);
Assert.Equal(HoldKey.Invalid, interp.RawState.CurrentHoldKey);
}
[Fact]
public void SetHoldKey_AlreadyNone_IsNoOp()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.RawState.CurrentHoldKey = HoldKey.None;
interp.SetHoldKey(HoldKey.None, cancelMoveTo: false);
Assert.Equal(HoldKey.None, interp.RawState.CurrentHoldKey);
}
[Fact]
public void SetHoldKey_Run_FromNone_TakesEffect()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.RawState.CurrentHoldKey = HoldKey.None;
interp.SetHoldKey(HoldKey.Run, cancelMoveTo: false);
Assert.Equal(HoldKey.Run, interp.RawState.CurrentHoldKey);
}
[Fact]
public void SetHoldKey_Run_AlreadyRun_IsNoOp()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.RawState.CurrentHoldKey = HoldKey.Run;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
body.Velocity = System.Numerics.Vector3.Zero;
interp.SetHoldKey(HoldKey.Run, cancelMoveTo: false);
Assert.Equal(HoldKey.Run, interp.RawState.CurrentHoldKey);
Assert.Equal(System.Numerics.Vector3.Zero, body.Velocity);
}
[Fact]
public void SetHoldKey_EffectiveChange_ReappliesMovement()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.RawState.CurrentHoldKey = HoldKey.None;
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.SetHoldKey(HoldKey.Run, cancelMoveTo: false);
Assert.True(body.Velocity.Length() > 0f, "an effective SetHoldKey change must reapply movement");
}
// =========================================================================
// adjust_motion creature guard — J18 one-liner (retires register TS-34)
// =========================================================================
[Fact]
public void AdjustMotion_NonCreatureWeenie_SkipsNormalization()
{
var weenie = new FakeWeenie { IsCreatureResult = false };
var interp = MakeInterp(weenie: weenie);
uint motion = MotionCommand.WalkBackward;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.Invalid);
// Retail returns immediately for a non-creature weenie -- WalkBackward
// must NOT be remapped to WalkForward/negated-speed.
Assert.Equal(MotionCommand.WalkBackward, motion);
Assert.Equal(1.0f, speed);
}
[Fact]
public void AdjustMotion_CreatureWeenie_NormalizesAsBefore()
{
var weenie = new FakeWeenie { IsCreatureResult = true };
var interp = MakeInterp(weenie: weenie);
uint motion = MotionCommand.WalkBackward;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.Invalid);
Assert.Equal(MotionCommand.WalkForward, motion);
Assert.Equal(-MotionInterpreter.BackwardsFactor, speed, precision: 5);
}
[Fact]
public void AdjustMotion_NoWeenie_StillNormalizes()
{
// weenie == null must behave like a creature (the "always creature
// unless proven otherwise" retail idiom -- weenie_obj != 0 gates
// the query at all).
var interp = MakeInterp();
uint motion = MotionCommand.WalkBackward;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.Invalid);
Assert.Equal(MotionCommand.WalkForward, motion);
}
}

View file

@ -0,0 +1,955 @@
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics;
// ─────────────────────────────────────────────────────────────────────────────
// MotionInterpreterJumpFamilyTests — R3-W3 (closes J5, J6, J7-interp-side,
// J16-epsilons). Pins per docs/research/2026-07-02-r3-motioninterp/W0-pins.md
// (A1, A2, A5, A6, A10) and r3-motioninterp-decomp.md §3a-3h.
//
// Source addresses tested:
// FUN_00527a50 (0x00527a50) jump_charge_is_allowed @304935
// FUN_005281c0 (0x005281c0) charge_jump @305448
// FUN_00527aa0 (0x00527aa0) get_jump_v_z @304953
// FUN_005280c0 (0x005280c0) get_leave_ground_velocity @305404
// FUN_005282b0 (0x005282b0) jump_is_allowed (full chain)
// FUN_00528780 (0x00528780) jump @305792
// ─────────────────────────────────────────────────────────────────────────────
/// <summary>Fake WeenieObject for jump-family test isolation.</summary>
file sealed class FakeWeenie : IWeenieObject
{
public float RunRate = 1.0f;
public float JumpVz = 10.0f;
public bool CanJumpResult = true;
public bool InqRunRateResult = true;
public bool InqJumpVelocityResult = true;
/// <summary>Controls the JumpStaminaCost virtual (vtable +0x44 per the
/// raw 305549-305556 shape): true = affordable (pass), false = 0x47.</summary>
public bool JumpStaminaCostResult = true;
public int JumpStaminaCostCalls;
public bool InqJumpVelocity(float extent, out float vz)
{
vz = JumpVz * extent;
return InqJumpVelocityResult;
}
public bool InqRunRate(out float rate)
{
rate = RunRate;
return InqRunRateResult;
}
public bool CanJump(float extent) => CanJumpResult;
public bool JumpStaminaCost(float extent, out int cost)
{
JumpStaminaCostCalls++;
cost = 0;
return JumpStaminaCostResult;
}
}
public sealed class MotionInterpreterJumpFamilyTests
{
// ── helpers ───────────────────────────────────────────────────────────────
private static PhysicsBody MakeGrounded()
{
var body = new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
body.TransientState = TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active;
return body;
}
private static PhysicsBody MakeAirborne()
{
var body = new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
body.TransientState = TransientStateFlags.Active;
return body;
}
private static MotionInterpreter MakeInterp(PhysicsBody? body = null, IWeenieObject? weenie = null)
{
body ??= MakeGrounded();
return new MotionInterpreter(body, weenie);
}
// =========================================================================
// jump_charge_is_allowed — 0x00527a50 @304935
//
// Raw (r3-motioninterp-decomp.md §3b):
// weenie_obj = this->weenie_obj;
// if (weenie_obj != 0 && weenie_obj->vtable->CanJump(this->jump_extent) == 0)
// return 0x49;
// forward_command = this->interpreted_state.forward_command;
// if (forward_command != 0x40000008
// && (forward_command <= 0x41000011 || forward_command > 0x41000014))
// return 0;
// return 0x48;
// =========================================================================
[Fact]
public void JumpChargeIsAllowed_NoWeenie_ReadyForward_ReturnsNone()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Ready;
var result = interp.JumpChargeIsAllowed(0.5f);
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void JumpChargeIsAllowed_WeenieCanJumpFalse_ReturnsCantJumpLoadedDown()
{
var weenie = new FakeWeenie { CanJumpResult = false };
var interp = MakeInterp(weenie: weenie);
interp.InterpretedState.ForwardCommand = MotionCommand.Ready;
var result = interp.JumpChargeIsAllowed(0.5f);
Assert.Equal(WeenieError.CantJumpLoadedDown, result);
}
[Fact]
public void JumpChargeIsAllowed_Fallen_ReturnsYouCantJumpFromThisPosition()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Fallen; // 0x40000008
var result = interp.JumpChargeIsAllowed(0.5f);
Assert.Equal(WeenieError.YouCantJumpFromThisPosition, result);
}
[Theory]
[InlineData(MotionCommand.Crouch)] // 0x41000012
[InlineData(MotionCommand.Sitting)] // 0x41000013
[InlineData(MotionCommand.Sleeping)] // 0x41000014
public void JumpChargeIsAllowed_CrouchSitSleepRange_ReturnsYouCantJumpFromThisPosition(uint forward)
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = forward;
var result = interp.JumpChargeIsAllowed(0.5f);
Assert.Equal(WeenieError.YouCantJumpFromThisPosition, result);
}
[Fact]
public void JumpChargeIsAllowed_CrouchLowerBoundExact_Passes()
{
// forward_command <= 0x41000011 passes (the gate is a strict
// inequality on the LOWER bound: forward_command > 0x41000011 is
// required to even consider the block). 0x41000011 == CrouchLowerBound
// itself must PASS (not blocked) — verbatim boundary.
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.CrouchLowerBound; // 0x41000011
var result = interp.JumpChargeIsAllowed(0.5f);
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void JumpChargeIsAllowed_SleepUpperBoundExact_Blocked()
{
// forward_command > 0x41000014 passes; == 0x41000014 (Sleeping) is
// still inside the blocked range (already covered above), but this
// pins the boundary explicitly: 0x41000015 (one past Sleeping) must
// PASS.
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.CrouchUpperExclusive; // 0x41000015
var result = interp.JumpChargeIsAllowed(0.5f);
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void JumpChargeIsAllowed_Falling_Passes()
{
// Falling (0x40000015) is NOT Fallen (0x40000008) — must pass this
// gate (though jump_is_allowed's separate ground check blocks
// mid-air jumps by a different mechanism — A1 adjudication).
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Falling;
var result = interp.JumpChargeIsAllowed(0.5f);
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void JumpChargeIsAllowed_CanJumpCheckedBeforePostureCheck()
{
// Raw order: CanJump gate FIRST, forward_command gate SECOND. A
// weenie that refuses CanJump returns 0x49 even in a posture that
// would otherwise pass.
var weenie = new FakeWeenie { CanJumpResult = false };
var interp = MakeInterp(weenie: weenie);
interp.InterpretedState.ForwardCommand = MotionCommand.Falling; // would pass posture gate
var result = interp.JumpChargeIsAllowed(0.5f);
Assert.Equal(WeenieError.CantJumpLoadedDown, result);
}
// =========================================================================
// charge_jump — 0x005281c0 @305448 (closes J6)
//
// Raw (r3-motioninterp-decomp.md §3e):
// weenie_obj = this->weenie_obj;
// if (weenie_obj != 0 && weenie_obj->vtable->CanJump(this->jump_extent) == 0)
// return 0x49;
// forward_command = this->interpreted_state.forward_command;
// if (forward_command == 0x40000008
// || (forward_command > 0x41000011 && forward_command <= 0x41000014))
// return 0x48;
// transient_state = physics_obj->transient_state;
// if ((transient_state & 1) != 0 && (transient_state & 2) != 0
// && forward_command == 0x41000003
// && interpreted_state.sidestep_command == 0
// && interpreted_state.turn_command == 0)
// standing_longjump = 1;
// return 0;
// =========================================================================
[Fact]
public void ChargeJump_GroundedIdle_ArmsStandingLongJump()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.StandingLongJump = false;
// Default interpreted state: ForwardCommand=Ready, SideStep=0, Turn=0.
var result = interp.ChargeJump();
Assert.Equal(WeenieError.None, result);
Assert.True(interp.StandingLongJump, "grounded + idle must arm StandingLongJump");
}
[Fact]
public void ChargeJump_GroundedButMoving_DoesNotArmStandingLongJump()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.StandingLongJump = false;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
var result = interp.ChargeJump();
Assert.Equal(WeenieError.None, result);
Assert.False(interp.StandingLongJump, "must not arm while moving forward");
}
[Fact]
public void ChargeJump_GroundedIdleButSidestepping_DoesNotArmStandingLongJump()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.StandingLongJump = false;
interp.InterpretedState.ForwardCommand = MotionCommand.Ready;
interp.InterpretedState.SideStepCommand = MotionCommand.SideStepRight;
var result = interp.ChargeJump();
Assert.Equal(WeenieError.None, result);
Assert.False(interp.StandingLongJump, "must not arm while sidestepping");
}
[Fact]
public void ChargeJump_GroundedIdleButTurning_DoesNotArmStandingLongJump()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.StandingLongJump = false;
interp.InterpretedState.ForwardCommand = MotionCommand.Ready;
interp.InterpretedState.TurnCommand = MotionCommand.TurnRight;
var result = interp.ChargeJump();
Assert.Equal(WeenieError.None, result);
Assert.False(interp.StandingLongJump, "must not arm while turning");
}
[Fact]
public void ChargeJump_Airborne_DoesNotArmStandingLongJump()
{
var body = MakeAirborne();
var interp = MakeInterp(body);
interp.StandingLongJump = false;
var result = interp.ChargeJump();
Assert.Equal(WeenieError.None, result);
Assert.False(interp.StandingLongJump, "must not arm while airborne (no Contact+OnWalkable)");
}
[Fact]
public void ChargeJump_WeenieBlocksCanJump_ReturnsCantJumpLoadedDown_NoArm()
{
var weenie = new FakeWeenie { CanJumpResult = false };
var body = MakeGrounded();
var interp = MakeInterp(body, weenie);
interp.StandingLongJump = false;
var result = interp.ChargeJump();
Assert.Equal(WeenieError.CantJumpLoadedDown, result);
Assert.False(interp.StandingLongJump);
}
[Fact]
public void ChargeJump_Fallen_ReturnsYouCantJumpFromThisPosition_NoArm()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.InterpretedState.ForwardCommand = MotionCommand.Fallen;
interp.StandingLongJump = false;
var result = interp.ChargeJump();
Assert.Equal(WeenieError.YouCantJumpFromThisPosition, result);
Assert.False(interp.StandingLongJump);
}
[Fact]
public void ChargeJump_CrouchRange_ReturnsYouCantJumpFromThisPosition_NoArm()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.InterpretedState.ForwardCommand = MotionCommand.Sitting;
interp.StandingLongJump = false;
var result = interp.ChargeJump();
Assert.Equal(WeenieError.YouCantJumpFromThisPosition, result);
Assert.False(interp.StandingLongJump);
}
// ── J6 regression pin: contact_allows_move no longer arms StandingLongJump ──
[Fact]
public void ContactAllowsMove_GroundedAndIdle_DoesNotArmStandingLongJump()
{
// J6: the S2a-flagged misattribution is DELETED. Only ChargeJump
// arms StandingLongJump now — contact_allows_move must have no side
// effect on this flag at all, in either direction.
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.StandingLongJump = false;
interp.contact_allows_move(MotionCommand.WalkForward);
Assert.False(interp.StandingLongJump,
"contact_allows_move must never arm StandingLongJump (J6 — moved to ChargeJump exclusively)");
}
[Fact]
public void ContactAllowsMove_GroundedAndIdle_DoesNotClearPreArmedStandingLongJump()
{
// contact_allows_move must not touch the flag at all — verify it
// doesn't clear a flag armed by a prior ChargeJump call either.
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.StandingLongJump = true;
interp.contact_allows_move(MotionCommand.WalkForward);
Assert.True(interp.StandingLongJump,
"contact_allows_move must not clear an externally-armed StandingLongJump flag");
}
// =========================================================================
// get_jump_v_z — 0x00527aa0 @304953 (A5; closes J16-epsilons)
// Epsilon: 0.000199999995f (NOT the old 0.001 JumpExtentEpsilon).
// =========================================================================
[Fact]
public void GetJumpVZ_EpsilonIsRetailLiteral()
{
Assert.Equal(0.000199999995f, MotionInterpreter.JumpVzEpsilon);
}
[Fact]
public void GetJumpVZ_JustBelowEpsilon_ReturnsZero()
{
var weenie = new FakeWeenie { JumpVz = 10.0f };
var interp = MakeInterp(weenie: weenie);
interp.JumpExtent = 0.0001f; // < 0.000199999995f
Assert.Equal(0f, interp.GetJumpVZ(), precision: 6);
}
[Fact]
public void GetJumpVZ_JustAboveEpsilon_DelegatesToWeenie()
{
var weenie = new FakeWeenie { JumpVz = 10.0f };
var interp = MakeInterp(weenie: weenie);
interp.JumpExtent = 0.0003f; // > 0.000199999995f
float vz = interp.GetJumpVZ();
// Not the zero-fallback: delegates to InqJumpVelocity(extent, ...).
Assert.Equal(weenie.JumpVz * 0.0003f, vz, precision: 4);
}
[Fact]
public void GetJumpVZ_ExactlyOldWrongEpsilon_0_001_IsAboveRetailEpsilon_NotZero()
{
// Regression pin: the OLD (wrong) epsilon was 0.001. At extent =
// 0.0005 the old code would have returned 0 (0.0005 < 0.001), but
// retail's epsilon (0.0002) means 0.0005 must NOT hit the zero path.
var weenie = new FakeWeenie { JumpVz = 10.0f };
var interp = MakeInterp(weenie: weenie);
interp.JumpExtent = 0.0005f;
float vz = interp.GetJumpVZ();
Assert.NotEqual(0f, vz);
Assert.Equal(weenie.JumpVz * 0.0005f, vz, precision: 4);
}
[Fact]
public void GetJumpVZ_NoWeenie_ReturnsDefault()
{
var interp = MakeInterp();
interp.JumpExtent = 0.5f;
Assert.Equal(MotionInterpreter.DefaultJumpVz, interp.GetJumpVZ(), precision: 4);
}
[Fact]
public void GetJumpVZ_ExtentClampsAtMax1()
{
var weenie = new FakeWeenie { JumpVz = 10.0f };
var interp = MakeInterp(weenie: weenie);
interp.JumpExtent = 5.0f; // over-clamped
float vz = interp.GetJumpVZ();
Assert.Equal(10.0f, vz, precision: 4);
}
[Fact]
public void GetJumpVZ_WeenieRefusesInqJumpVelocity_ReturnsZero()
{
var weenie = new FakeWeenie { InqJumpVelocityResult = false };
var interp = MakeInterp(weenie: weenie);
interp.JumpExtent = 0.5f;
Assert.Equal(0f, interp.GetJumpVZ(), precision: 5);
}
// =========================================================================
// get_leave_ground_velocity — 0x005280c0 @305404 (A6; closes J16-epsilons)
// =========================================================================
[Fact]
public void GetLeaveGroundVelocity_WalkingForward_HasPositiveYAndZ()
{
var weenie = new FakeWeenie { JumpVz = 10.0f };
var body = MakeGrounded();
var interp = new MotionInterpreter(body, weenie)
{
JumpExtent = 1.0f,
};
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
var vel = interp.GetLeaveGroundVelocity();
Assert.True(vel.Y > 0f, "Y velocity should be positive when walking forward");
Assert.True(vel.Z > 0f, "Z (jump) velocity should be positive");
}
[Fact]
public void GetLeaveGroundVelocity_TrulyZero_FallsBackToWorldVelocityGlobalToLocal()
{
// A6: fallback fires ONLY when |x| AND |y| AND |z| are ALL <
// epsilon. When it fires, ALL THREE components (including the
// just-computed jump v_z) are overwritten with
// globaltolocal(m_velocityVector) — the existing
// Quaternion.Inverse(Orientation) transform IS global->local; keep.
var body = MakeGrounded();
body.Velocity = new Vector3(2.0f, 3.0f, 0f); // nonzero WORLD velocity (momentum)
body.Orientation = Quaternion.Identity; // identity: local == global for this pin
var interp = new MotionInterpreter(body)
{
JumpExtent = 0f, // below epsilon -> get_jump_v_z returns 0
};
// Default interpreted state = Ready (no walk/run/sidestep command) -> XY also 0.
var vel = interp.GetLeaveGroundVelocity();
// Fallback must have fired: velocity now reflects body.Velocity
// (global->local via inverse-identity == identity here), NOT the
// all-zero get_state_velocity()/get_jump_v_z() composition.
Assert.Equal(2.0f, vel.X, precision: 4);
Assert.Equal(3.0f, vel.Y, precision: 4);
Assert.Equal(0.0f, vel.Z, precision: 4);
}
[Fact]
public void GetLeaveGroundVelocity_TrulyZero_NoWorldVelocity_StaysZero()
{
var body = MakeGrounded();
body.Velocity = Vector3.Zero;
var interp = new MotionInterpreter(body)
{
JumpExtent = 0f,
};
var vel = interp.GetLeaveGroundVelocity();
Assert.Equal(0f, vel.X, precision: 5);
Assert.Equal(0f, vel.Y, precision: 5);
Assert.Equal(0f, vel.Z, precision: 5);
}
[Fact]
public void GetLeaveGroundVelocity_NonzeroXOnly_DoesNotTriggerFallback()
{
// A6: the fallback requires ALL THREE axes below epsilon. A
// sidestep-only launch (nonzero X, zero Y, zero jump Z) must NOT
// trigger the momentum fallback — it should keep the computed X.
var body = MakeGrounded();
body.Velocity = new Vector3(99f, 99f, 99f); // if fallback wrongly fired, this would show
var interp = new MotionInterpreter(body)
{
JumpExtent = 0f, // jump v_z stays 0
};
interp.InterpretedState.SideStepCommand = MotionCommand.SideStepRight;
interp.InterpretedState.SideStepSpeed = 1.0f;
var vel = interp.GetLeaveGroundVelocity();
// X must be the sidestep-derived value, not 99 (fallback did not fire).
Assert.NotEqual(99f, vel.X);
Assert.True(vel.X > 0f, "sidestep should have produced nonzero X from get_state_velocity");
}
[Fact]
public void GetLeaveGroundVelocity_EpsilonBoundary_JustBelow_TriggersFallback()
{
var body = MakeGrounded();
body.Velocity = new Vector3(5f, 0f, 0f);
body.Orientation = Quaternion.Identity;
var interp = new MotionInterpreter(body)
{
JumpExtent = 0.0001f, // < 0.000199999995f -> get_jump_v_z() == 0
};
// Default interpreted state -> XY == 0 too. All three axes are
// exactly at the "essentially zero" edge -> fallback fires.
var vel = interp.GetLeaveGroundVelocity();
Assert.Equal(5f, vel.X, precision: 4);
}
// =========================================================================
// jump_is_allowed — 0x005282b0 (A2, A10; closes J5)
//
// Raw entry shape (r3-motioninterp-decomp.md §3h):
// if (physics_obj != 0) {
// if (weenie != 0) eax_2 = weenie->IsCreature();
// if (weenie != 0 && eax_2 == 0) // non-creature weenie
// goto shared_gate;
// if (physics_obj == 0 || (state bit 0x400) == 0) // gravity-state off
// goto shared_gate;
// if (Contact && OnWalkable) // grounded
// goto shared_gate;
// }
// return 0x24;
//
// shared_gate:
// if (IsFullyConstrained) return 0x47;
// head = pending_motions.head_;
// if (head != 0) eax_6 = head.jump_error_code;
// if (head == 0 || eax_6 == 0) {
// eax_6 = jump_charge_is_allowed();
// if (eax_6 == 0) {
// eax_7 = motion_allows_jump(interpreted_state.forward_command);
// if (eax_7 != 0) return eax_7;
// if (weenie_obj_1 == 0) return eax_7; // == 0 here
// eax_6 = 0x47;
// if (weenie_obj_1->JumpStaminaCost(extent, &cost) != 0)
// return eax_7; // == 0 (success)
// // JumpStaminaCost returned 0 (false) -> falls through, eax_6 stays 0x47
// }
// }
// return eax_6;
// =========================================================================
[Fact]
public void JumpIsAllowed_NullPhysicsObj_ReturnsNotGrounded()
{
var interp = new MotionInterpreter();
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.NotGrounded, result);
}
[Fact]
public void JumpIsAllowed_CreatureWeenie_Airborne_GravityState_ReturnsNotGrounded()
{
var body = MakeAirborne();
var interp = MakeInterp(body);
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.NotGrounded, result);
}
[Fact]
public void JumpIsAllowed_CreatureWeenie_Grounded_ReturnsNone()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
var result = interp.jump_is_allowed(0.5f, out int cost);
Assert.Equal(WeenieError.None, result);
Assert.Equal(0, cost);
}
[Fact]
public void JumpIsAllowed_NonCreatureWeenie_Airborne_SkipsGroundGate_ReturnsNone()
{
// weenie present && !IsCreature() -> skip the ground check entirely,
// go straight to the shared gate. Airborne here must NOT block.
var weenie = new FakeWeenie();
var body = MakeAirborne();
var interp = MakeInterp(body, weenie);
// Non-creature: use an explicit fake that overrides IsCreature.
var nonCreature = new NonCreatureFakeWeenie();
interp.WeenieObj = nonCreature;
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void JumpIsAllowed_NoWeenie_GravityStateOff_SkipsGroundGate_ReturnsNone()
{
// "no weenie" -> weenie_obj == 0 branch is fine either way (the
// `weenie != 0 && eax_2 == 0` non-creature-skip only applies when a
// weenie exists); but the SEPARATE gravity-state-off skip
// (state bit 0x400 clear) also reaches the shared gate regardless
// of weenie presence. Pin: no gravity flag -> shared gate, not
// blocked outright.
var body = new PhysicsBody
{
State = PhysicsStateFlags.None, // gravity flag clear
TransientState = TransientStateFlags.None,
};
var interp = MakeInterp(body);
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void JumpIsAllowed_IsFullyConstrained_ReturnsGeneralMovementFailure()
{
var body = MakeGrounded();
body.IsFullyConstrained = true;
var interp = MakeInterp(body);
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.GeneralMovementFailure, result); // 0x47
}
[Fact]
public void JumpIsAllowed_IsFullyConstrained_BeatsPendingHeadPeek()
{
// A2 ordering: IsFullyConstrained is checked BEFORE the pending-head
// peek. Even if the head carries a DIFFERENT nonzero error, the
// IsFullyConstrained code (0x47) must win.
var body = MakeGrounded();
body.IsFullyConstrained = true;
var interp = MakeInterp(body);
interp.AddToQueue(0, MotionCommand.WalkForward, (uint)WeenieError.CantJumpLoadedDown);
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.GeneralMovementFailure, result);
}
[Fact]
public void JumpIsAllowed_PendingHeadNonzeroError_ShortCircuitsChain()
{
// A2: the peek fires WHENEVER the queue is non-empty (no Count>1
// gate). A nonzero head.JumpErrorCode is returned VERBATIM, and the
// charge/motion/stamina chain is skipped entirely (proven via the
// weenie's CanJump/JumpStaminaCost never being consulted for THIS
// code path — CanJump would return CantJumpLoadedDown some other
// way, so instead assert JumpStaminaCost, which only the fallthrough
// chain calls, is never invoked).
var weenie = new FakeWeenie();
var body = MakeGrounded();
var interp = MakeInterp(body, weenie);
interp.AddToQueue(0, MotionCommand.WalkForward, (uint)WeenieError.YouCantJumpFromThisPosition);
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.YouCantJumpFromThisPosition, result);
Assert.Equal(0, weenie.JumpStaminaCostCalls);
}
[Fact]
public void JumpIsAllowed_PendingHeadZeroError_FallsThroughToChain()
{
// A2: head exists but JumpErrorCode == 0 -> chain still runs.
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.AddToQueue(0, MotionCommand.WalkForward, jumpErrorCode: 0);
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void JumpIsAllowed_EmptyQueue_FallsThroughToChain()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
// No AddToQueue call -> head is null -> chain runs normally.
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void JumpIsAllowed_ChargeBlocked_Fallen_ReturnsYouCantJumpFromThisPosition()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.InterpretedState.ForwardCommand = MotionCommand.Fallen;
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.YouCantJumpFromThisPosition, result);
}
[Fact]
public void JumpIsAllowed_ChargeBlocked_WeenieCanJumpFalse_ReturnsCantJumpLoadedDown()
{
var weenie = new FakeWeenie { CanJumpResult = false };
var body = MakeGrounded();
var interp = MakeInterp(body, weenie);
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.CantJumpLoadedDown, result);
}
[Fact]
public void JumpIsAllowed_MotionAllowsJumpBlocks_ReturnsYouCantJumpFromThisPosition()
{
// jump_charge_is_allowed passes (Ready forward command), but the
// SEPARATE motion_allows_jump(forward_command) check blocks — use a
// forward command in the [0x4000001e, 0x40000039] blocklist band
// that jump_charge_is_allowed does NOT gate on (only Fallen/Crouch
// range does), so this pins the double-check shape.
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.InterpretedState.ForwardCommand = 0x40000020u; // inside [0x4000001e, 0x40000039]
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.YouCantJumpFromThisPosition, result);
}
[Fact]
public void JumpIsAllowed_NoWeenie_PassesChain_ReturnsNone()
{
// motion_allows_jump passes and weenie_obj == null -> return eax_7
// (== 0) directly, skipping the JumpStaminaCost consult entirely.
var body = MakeGrounded();
var interp = MakeInterp(body); // no weenie
var result = interp.jump_is_allowed(0.5f, out int cost);
Assert.Equal(WeenieError.None, result);
Assert.Equal(0, cost);
}
[Fact]
public void JumpIsAllowed_WeenieJumpStaminaCostRefuses_ReturnsGeneralMovementFailure()
{
var weenie = new FakeWeenie { JumpStaminaCostResult = false };
var body = MakeGrounded();
var interp = MakeInterp(body, weenie);
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.GeneralMovementFailure, result); // 0x47
Assert.Equal(1, weenie.JumpStaminaCostCalls);
}
[Fact]
public void JumpIsAllowed_WeenieJumpStaminaCostAffords_ReturnsNone()
{
var weenie = new FakeWeenie { JumpStaminaCostResult = true };
var body = MakeGrounded();
var interp = MakeInterp(body, weenie);
var result = interp.jump_is_allowed(0.5f, out _);
Assert.Equal(WeenieError.None, result);
Assert.Equal(1, weenie.JumpStaminaCostCalls);
}
/// <summary>Fake weenie whose IsCreature() returns false, for the
/// non-creature ground-gate-skip pin.</summary>
private sealed class NonCreatureFakeWeenie : IWeenieObject
{
public bool InqJumpVelocity(float extent, out float vz) { vz = 10f; return true; }
public bool InqRunRate(out float rate) { rate = 1f; return true; }
public bool CanJump(float extent) => true;
public bool IsCreature() => false;
}
// =========================================================================
// jump — 0x00528780 @305792 (closes J7-interp-side)
// =========================================================================
[Fact]
public void Jump_Grounded_SetsJumpExtentAndLeavesWalkable()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
var result = interp.jump(0.5f);
Assert.Equal(WeenieError.None, result);
Assert.Equal(0.5f, interp.JumpExtent, precision: 5);
Assert.False(body.OnWalkable, "Body should no longer be on walkable after jump");
}
[Fact]
public void Jump_Airborne_ReturnsNotGrounded()
{
var body = MakeAirborne();
var interp = MakeInterp(body);
var result = interp.jump(0.5f);
Assert.Equal(WeenieError.NotGrounded, result);
}
[Fact]
public void Jump_WeenieBlocksJump_ClearsStandingLongJump()
{
var weenie = new FakeWeenie { CanJumpResult = false };
var body = MakeGrounded();
var interp = MakeInterp(body, weenie);
interp.StandingLongJump = true;
var result = interp.jump(0.5f);
Assert.Equal(WeenieError.CantJumpLoadedDown, result);
Assert.False(interp.StandingLongJump, "a failed jump attempt cancels any pending StandingLongJump");
}
[Fact]
public void Jump_NullPhysicsObj_ReturnsNoPhysicsObject()
{
var interp = new MotionInterpreter();
var result = interp.jump(0.5f);
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
[Fact]
public void Jump_Success_DoesNotClearStandingLongJump()
{
// Only the FAILURE path clears StandingLongJump (raw 305800:
// `this->standing_longjump = 0;` sits inside the `if (result != 0)`
// branch only). A successful jump leaves whatever value the flag
// already had.
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.StandingLongJump = true;
var result = interp.jump(0.5f);
Assert.Equal(WeenieError.None, result);
Assert.True(interp.StandingLongJump, "success path must not touch StandingLongJump");
}
[Fact]
public void Jump_CallsInterruptCurrentMovementSeam()
{
// J7 / "Adjacent findings": jump() ALWAYS calls
// interrupt_current_movement first (raw @305800), regardless of
// outcome. Register no-op seam until R4's cancel_moveto exists.
var body = MakeGrounded();
var interp = MakeInterp(body);
bool called = false;
interp.InterruptCurrentMovement = () => called = true;
interp.jump(0.5f);
Assert.True(called, "jump() must invoke the InterruptCurrentMovement seam");
}
[Fact]
public void Jump_CallsInterruptCurrentMovementSeam_EvenOnFailure()
{
var body = MakeAirborne();
var interp = MakeInterp(body);
bool called = false;
interp.InterruptCurrentMovement = () => called = true;
interp.jump(0.5f);
Assert.True(called, "jump() calls interrupt_current_movement before jump_is_allowed, unconditionally");
}
// =========================================================================
// IWeenieObject.IsThePlayer — default false; PlayerWeenie true (for W4's
// A3 dispatch gate; no consumer yet in W3).
// =========================================================================
[Fact]
public void IWeenieObject_IsThePlayer_DefaultsFalse()
{
// Default interface members are only reachable through the
// interface type, not the concrete implementer — call via
// IWeenieObject to exercise the DIM (not a compile error site).
IWeenieObject weenie = new FakeWeenie();
Assert.False(weenie.IsThePlayer());
}
[Fact]
public void PlayerWeenie_IsThePlayer_ReturnsTrue()
{
var weenie = new PlayerWeenie();
Assert.True(weenie.IsThePlayer());
}
}

View file

@ -0,0 +1,351 @@
using System.Collections.Generic;
using System.Linq;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// R3-W2 — <c>CMotionInterp::pending_motions</c> lifecycle + the
/// <c>MotionDone</c> consumer (closes J1, J17).
///
/// Oracle: docs/research/2026-07-02-r3-motioninterp/r3-motioninterp-decomp.md
/// §1 (add_to_queue 0x00527b80 @305032, MotionDone 0x00527ec0 @305238,
/// motions_pending 0x00527fe0, HandleExitWorld 0x00527f30,
/// is_standing_still 0x00527fa0 @305309) + §3a (motion_allows_jump
/// 0x005279e0 @304908) + W0-pins.md A1/A7.
/// </summary>
public class MotionInterpreterPendingMotionsTests
{
private static MotionInterpreter GroundedInterp()
{
var body = new PhysicsBody();
body.State |= PhysicsStateFlags.Gravity;
body.TransientState |= TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active;
return new MotionInterpreter(body);
}
// ── AddToQueue / MotionsPending — §1a/§1b verbatim ─────────────────────
[Fact]
public void AddToQueue_AppendsToTail_InOrder()
{
var mi = new MotionInterpreter();
mi.AddToQueue(1, 0x41000003u, 0u);
mi.AddToQueue(2, 0x44000007u, 0x48u);
mi.AddToQueue(3, 0x45000005u, 0u);
Assert.Equal(
new[]
{
new MotionNode(1, 0x41000003u, 0u),
new MotionNode(2, 0x44000007u, 0x48u),
new MotionNode(3, 0x45000005u, 0u),
},
mi.PendingMotions.ToArray());
}
[Fact]
public void MotionsPending_FalseWhenEmpty_TrueWhenNonEmpty()
{
var mi = new MotionInterpreter();
Assert.False(mi.MotionsPending());
mi.AddToQueue(0, MotionCommand.Ready, 0);
Assert.True(mi.MotionsPending());
}
// ── MotionDone — §1c verbatim (unconditional head pop, A7) ────────────
[Fact]
public void MotionDone_PopsHead_RegardlessOfMotionIdOrSuccessFlag()
{
// A7: motion + success are IGNORED — positional protocol, never
// match-by-id. A queue with a head that does NOT match the
// `motion` parameter must still pop that head. §1c gates the whole
// body on physics_obj != null (covered separately by
// MotionDone_NoPhysicsObj_NoOp), so this needs a grounded interp.
var mi = GroundedInterp();
mi.AddToQueue(1, 0x44000007u /* RunForward */, 0u);
mi.AddToQueue(2, 0x45000005u /* WalkForward */, 0u);
// Call MotionDone with a motion id that matches NEITHER queued
// node, and success=false — retail still pops the actual head.
mi.MotionDone(0xDEADBEEFu, false);
Assert.Single(mi.PendingMotions);
Assert.Equal(0x45000005u, mi.PendingMotions.First().Motion);
}
[Fact]
public void MotionDone_EmptyQueue_NoOp()
{
var mi = new MotionInterpreter();
// Should not throw.
mi.MotionDone(0, true);
Assert.False(mi.MotionsPending());
}
[Fact]
public void MotionDone_NoPhysicsObj_NoOp()
{
// §1c: `if (physics_obj != 0) { ... }` — the whole body is
// gated on a non-null physics_obj. A queued node must survive
// MotionDone when PhysicsObj is null.
var mi = new MotionInterpreter();
mi.AddToQueue(0, MotionCommand.Ready, 0);
mi.MotionDone(MotionCommand.Ready, true);
Assert.True(mi.MotionsPending());
}
[Fact]
public void MotionDone_ActionClassHead_FiresUnstickSeam_AndPopsBothActionFifos()
{
// §1c: head.motion & 0x10000000 != 0 -> unstick_from_object +
// InterpretedState.RemoveAction() + RawState.RemoveAction(),
// THEN the unconditional head pop.
var mi = GroundedInterp();
mi.InterpretedState.AddAction(0x10000062u, 1.0f, 5, false);
mi.RawState.AddAction(0x10000062u, 1.0f, 5, false);
bool unstickFired = false;
mi.UnstickFromObject = () => unstickFired = true;
mi.AddToQueue(0, 0x10000062u /* action-class bit 0x10000000 set */, 0u);
mi.MotionDone(0x10000062u, true);
Assert.True(unstickFired);
Assert.Equal(0u, mi.InterpretedState.GetNumActions());
Assert.Empty(mi.RawState.Actions);
Assert.False(mi.MotionsPending());
}
[Fact]
public void MotionDone_NonActionClassHead_DoesNotFireUnstick_OrPopActionFifos()
{
var mi = GroundedInterp();
mi.InterpretedState.AddAction(0x10000062u, 1.0f, 5, false);
mi.RawState.AddAction(0x10000062u, 1.0f, 5, false);
bool unstickFired = false;
mi.UnstickFromObject = () => unstickFired = true;
// Non-action-class motion (no 0x10000000 bit).
mi.AddToQueue(0, MotionCommand.Ready, 0u);
mi.MotionDone(MotionCommand.Ready, true);
Assert.False(unstickFired);
Assert.Equal(1u, mi.InterpretedState.GetNumActions());
Assert.Single(mi.RawState.Actions);
}
[Fact]
public void MotionDone_ActionClassHead_UnstickSeamUnset_DoesNotThrow()
{
// UnstickFromObject is a no-op seam (register row -> R5 StickyManager)
// until wired — null must not throw. Needs a grounded interp so
// MotionDone's physics_obj != null gate actually pops (§1c).
var mi = GroundedInterp();
mi.AddToQueue(0, 0x10000062u, 0u);
mi.MotionDone(0x10000062u, true);
Assert.False(mi.MotionsPending());
}
[Fact]
public void MotionDone_MultipleCalls_PopInFifoOrder()
{
// §1c gates the pop on physics_obj != null.
var mi = GroundedInterp();
mi.AddToQueue(1, 0x41000003u, 0u);
mi.AddToQueue(2, 0x44000007u, 0u);
mi.AddToQueue(3, 0x45000005u, 0u);
mi.MotionDone(0, true);
Assert.Equal(new uint[] { 2, 3 }, mi.PendingMotions.Select(n => n.ContextId));
mi.MotionDone(0, true);
Assert.Equal(new uint[] { 3 }, mi.PendingMotions.Select(n => n.ContextId));
mi.MotionDone(0, true);
Assert.Empty(mi.PendingMotions);
Assert.False(mi.MotionsPending());
}
// ── HandleExitWorld — §1d, same body looped ────────────────────────────
[Fact]
public void HandleExitWorld_DrainsWholeQueue()
{
var mi = new MotionInterpreter();
mi.AddToQueue(1, 0x41000003u, 0u);
mi.AddToQueue(2, 0x44000007u, 0u);
mi.AddToQueue(3, 0x10000062u, 0u); // action-class
mi.HandleExitWorld();
Assert.Empty(mi.PendingMotions);
Assert.False(mi.MotionsPending());
}
[Fact]
public void HandleExitWorld_ActionClassNodes_PopActionFifosForEach()
{
var mi = GroundedInterp();
mi.InterpretedState.AddAction(0x10000062u, 1f, 1, false);
mi.InterpretedState.AddAction(0x10000063u, 1f, 2, false);
mi.RawState.AddAction(0x10000062u, 1f, 1, false);
mi.RawState.AddAction(0x10000063u, 1f, 2, false);
mi.AddToQueue(0, 0x10000062u, 0u);
mi.AddToQueue(0, 0x10000063u, 0u);
mi.HandleExitWorld();
Assert.Equal(0u, mi.InterpretedState.GetNumActions());
Assert.Empty(mi.RawState.Actions);
}
[Fact]
public void HandleExitWorld_EmptyQueue_NoOp()
{
var mi = new MotionInterpreter();
mi.HandleExitWorld();
Assert.False(mi.MotionsPending());
}
// ── is_standing_still — §... 0x00527fa0 verbatim predicate ─────────────
[Theory]
[InlineData(true, true, MotionCommand.Ready, 0u, 0u, true)] // grounded + idle -> true
[InlineData(true, true, MotionCommand.Ready, 0x6500000fu, 0u, false)] // sidestep set -> false
[InlineData(true, true, MotionCommand.Ready, 0u, 0x6500000du, false)] // turn set -> false
[InlineData(true, true, MotionCommand.RunForward, 0u, 0u, false)] // not Ready -> false
[InlineData(true, false, MotionCommand.Ready, 0u, 0u, false)] // OnWalkable false -> false
[InlineData(false, true, MotionCommand.Ready, 0u, 0u, false)] // Contact false -> false
public void IsStandingStill_TruthTable(
bool contact, bool onWalkable, uint fwd, uint side, uint turn, bool expected)
{
var body = new PhysicsBody();
body.State |= PhysicsStateFlags.Gravity;
if (contact) body.TransientState |= TransientStateFlags.Contact;
if (onWalkable) body.TransientState |= TransientStateFlags.OnWalkable;
var mi = new MotionInterpreter(body)
{
InterpretedState =
{
ForwardCommand = fwd,
SideStepCommand = side,
TurnCommand = turn,
},
};
Assert.Equal(expected, mi.IsStandingStill());
}
[Fact]
public void IsStandingStill_NoPhysicsObj_False()
{
var mi = new MotionInterpreter();
Assert.False(mi.IsStandingStill());
}
// ── MotionAllowsJump — A1 pinned blocklist, exact boundaries ───────────
[Theory]
// [0x1000006f, 0x10000078] MagicPowerUp01..10 -> BLOCKED
[InlineData(0x1000006fu, true)]
[InlineData(0x10000070u, true)]
[InlineData(0x10000078u, true)]
[InlineData(0x1000006eu, false)] // just below lower bound -> pass
[InlineData(0x10000079u, false)] // just above upper bound -> pass
// [0x10000128, 0x10000131] -> BLOCKED
[InlineData(0x10000128u, true)]
[InlineData(0x10000130u, true)]
[InlineData(0x10000131u, true)]
[InlineData(0x10000127u, false)]
[InlineData(0x10000132u, false)]
// 0x40000008 (Fallen) exact -> BLOCKED
[InlineData(0x40000008u, true)]
// Falling 0x40000015 -> PASS (the A1 polarity-corrected divergence from ACE)
[InlineData(0x40000015u, false)]
// [0x40000016, 0x40000018] Reload/Unload/Pickup -> BLOCKED
[InlineData(0x40000016u, true)]
[InlineData(0x40000017u, true)]
[InlineData(0x40000018u, true)]
[InlineData(0x40000019u, false)]
// [0x4000001e, 0x40000039] AimLevel..MagicPray -> BLOCKED
[InlineData(0x4000001eu, true)]
[InlineData(0x40000030u, true)]
[InlineData(0x40000039u, true)]
[InlineData(0x4000001du, false)]
[InlineData(0x4000003au, false)]
// [0x41000012, 0x41000014] Crouch/Sitting/Sleeping -> BLOCKED
[InlineData(0x41000012u, true)]
[InlineData(0x41000013u, true)]
[InlineData(0x41000014u, true)]
[InlineData(0x41000011u, false)]
[InlineData(0x41000015u, false)]
// Everything else -> pass
[InlineData(MotionCommand.Ready, false)]
[InlineData(MotionCommand.Dead, false)]
[InlineData(0x6500000du, false)] // TurnRight
[InlineData(0x6500000fu, false)] // SideStepRight
[InlineData(0x44000007u, false)] // RunForward
public void MotionAllowsJump_BlocklistTable(uint motion, bool blocked)
{
var expected = blocked ? WeenieError.YouCantJumpFromThisPosition : WeenieError.None;
Assert.Equal(expected, MotionInterpreter.MotionAllowsJump(motion));
}
// ── End-to-end chain: MotionTableManager.AnimationDone -> sink -> interp pops ──
/// <summary>In-memory <see cref="IAnimationLoader"/> that never resolves —
/// matches MotionTableManagerTests.cs's fixture convention.</summary>
private sealed class NullLoader : IAnimationLoader
{
public Animation? LoadAnimation(uint id) => null;
}
[Fact]
public void EndToEnd_ManagerAnimationDone_PopsInterpPendingHead_Synchronously()
{
// §4 diagram: MotionTableManager (IMotionDoneSink) ->
// MotionInterpreter.MotionDone -> pops the interp's OWN
// pending_motions queue head. Two DIFFERENT queues (manager's
// pending_animations vs interp's pending_motions) kept in lockstep
// only via this callback — never merged. MotionDone's body is
// gated on physics_obj != null (§1c), so the interp needs one.
var interp = GroundedInterp();
var state = new MotionState();
var sequence = new CSequence(new NullLoader());
var manager = new MotionTableManager(table: null, state, sequence, sink: interp);
// The interp independently queued its own motion node (as a real
// DispatchInterpretedMotion call would via AddToQueue).
interp.AddToQueue(contextId: 7, motion: 0x44000007u, jumpErrorCode: 0);
// The manager separately queues a pending animation with a 1-tick
// duration, matching retail's decrementing countdown chain.
manager.AddToQueue(0x44000007u, ticks: 1);
Assert.True(interp.MotionsPending());
manager.AnimationDone(success: true);
// The manager's own queue drained AND, via the sink callback, the
// interp's independent queue popped in the same call.
Assert.Empty(manager.PendingAnimations);
Assert.False(interp.MotionsPending());
}
}

View file

@ -176,7 +176,7 @@ public sealed class MotionInterpreterTests
{
var interp = MakeInterp();
interp.RawState.ForwardCommand = MotionCommand.WalkForward;
interp.RawState.SideStepCommand = MotionCommand.SideStepRight;
interp.RawState.SidestepCommand = MotionCommand.SideStepRight;
interp.RawState.TurnCommand = MotionCommand.TurnRight;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.TurnCommand = MotionCommand.TurnLeft;
@ -186,7 +186,7 @@ public sealed class MotionInterpreterTests
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
Assert.Equal(1.0f, interp.RawState.ForwardSpeed, precision: 5);
Assert.Equal(0u, interp.RawState.SideStepCommand);
Assert.Equal(0u, interp.RawState.SidestepCommand);
Assert.Equal(0u, interp.RawState.TurnCommand);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
Assert.Equal(1.0f, interp.InterpretedState.ForwardSpeed, precision: 5);
@ -423,215 +423,20 @@ public sealed class MotionInterpreterTests
}
// =========================================================================
// jump (FUN_00529390)
// jump (FUN_00529390) / get_jump_v_z (FUN_005286b0) /
// get_leave_ground_velocity (FUN_00528cd0) / jump_is_allowed (FUN_00528ec0)
//
// R3-W3 (closes J5, J6, J7-interp-side, J16-epsilons): the full jump
// family (jump/GetJumpVZ/GetLeaveGroundVelocity/jump_is_allowed) plus
// jump_charge_is_allowed/ChargeJump now live in
// MotionInterpreterJumpFamilyTests.cs, ported against the verbatim
// decomp (r3-motioninterp-decomp.md §3a-3h) and W0-pins.md (A2/A5/A6/A10)
// instead of this file's pre-W3 approximation-era pins (wrong 0.001
// epsilon, jump_is_allowed(extent, int) shape, no IsFullyConstrained /
// pending-head-peek / stamina chain). See that file for the full gate
// tables and epsilon-boundary pins.
// =========================================================================
[Fact]
public void Jump_Grounded_SetsJumpExtentAndLeavesWalkable()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
var result = interp.jump(0.5f);
Assert.Equal(WeenieError.None, result);
Assert.Equal(0.5f, interp.JumpExtent, precision: 5);
Assert.False(body.OnWalkable, "Body should no longer be on walkable after jump");
}
[Fact]
public void Jump_Airborne_ReturnsYouCantJumpWhileInTheAir()
{
var body = MakeAirborne();
var interp = MakeInterp(body);
var result = interp.jump(0.5f);
Assert.Equal(WeenieError.YouCantJumpWhileInTheAir, result);
}
[Fact]
public void Jump_WeenieBlocksJump_ClearStandingLongJump()
{
var weenie = new FakeWeenie { CanJumpResult = false };
var body = MakeGrounded();
var interp = MakeInterp(body, weenie);
interp.StandingLongJump = true;
var result = interp.jump(0.5f);
Assert.Equal(WeenieError.CantJumpLoadedDown, result);
Assert.False(interp.StandingLongJump);
}
[Fact]
public void Jump_NullPhysicsObj_ReturnsNoPhysicsObject()
{
var interp = new MotionInterpreter();
var result = interp.jump(0.5f);
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
// =========================================================================
// get_jump_v_z (FUN_005286b0)
// =========================================================================
[Fact]
public void GetJumpVz_ZeroExtent_ReturnsZero()
{
var interp = MakeInterp();
interp.JumpExtent = 0f;
Assert.Equal(0f, interp.get_jump_v_z(), precision: 5);
}
[Fact]
public void GetJumpVz_NoWeenie_ReturnsDefault()
{
var interp = MakeInterp();
interp.JumpExtent = 0.5f;
Assert.Equal(MotionInterpreter.DefaultJumpVz, interp.get_jump_v_z(), precision: 4);
}
[Fact]
public void GetJumpVz_WithWeenie_DelegatesToInqJumpVelocity()
{
var weenie = new FakeWeenie { JumpVz = 8.0f };
var interp = MakeInterp(weenie: weenie);
interp.JumpExtent = 1.0f;
float vz = interp.get_jump_v_z();
// FakeWeenie returns JumpVz * extent = 8.0 * 1.0 = 8.0
Assert.Equal(8.0f, vz, precision: 4);
}
[Fact]
public void GetJumpVz_ExtentClampsAt1()
{
var weenie = new FakeWeenie { JumpVz = 10.0f };
var interp = MakeInterp(weenie: weenie);
interp.JumpExtent = 5.0f; // over-clamped
float vz = interp.get_jump_v_z();
// Should clamp extent to 1.0: FakeWeenie returns 10.0 * 1.0 = 10.0
Assert.Equal(10.0f, vz, precision: 4);
}
[Fact]
public void GetJumpVz_WeenieReturnsFailure_ReturnsZero()
{
var weenie = new FakeWeenie { InqJumpVelocityResult = false };
var interp = MakeInterp(weenie: weenie);
interp.JumpExtent = 0.5f;
Assert.Equal(0f, interp.get_jump_v_z(), precision: 5);
}
// =========================================================================
// get_leave_ground_velocity (FUN_00528cd0)
// =========================================================================
[Fact]
public void GetLeaveGroundVelocity_WalkingForward_HasPositiveYAndZ()
{
var weenie = new FakeWeenie { JumpVz = 10.0f };
var body = MakeGrounded();
var interp = new MotionInterpreter(body, weenie)
{
JumpExtent = 1.0f,
};
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
var vel = interp.get_leave_ground_velocity();
Assert.True(vel.Y > 0f, "Y velocity should be positive when walking forward");
Assert.True(vel.Z > 0f, "Z (jump) velocity should be positive");
}
[Fact]
public void GetLeaveGroundVelocity_Standing_ZeroExtent_ReturnsZeroXY()
{
var body = MakeGrounded();
var interp = new MotionInterpreter(body)
{
JumpExtent = 0f, // below epsilon
};
// Default interpreted state = Ready (no walk/run command)
var vel = interp.get_leave_ground_velocity();
Assert.Equal(0f, vel.X, precision: 5);
Assert.Equal(0f, vel.Y, precision: 5);
Assert.Equal(0f, vel.Z, precision: 5);
}
// =========================================================================
// jump_is_allowed (FUN_00528ec0)
// =========================================================================
[Fact]
public void JumpIsAllowed_Grounded_ReturnsNone()
{
var interp = MakeInterp(MakeGrounded());
var result = interp.jump_is_allowed(0.5f, 0);
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void JumpIsAllowed_Airborne_ReturnsYouCantJumpWhileInTheAir()
{
var interp = MakeInterp(MakeAirborne());
var result = interp.jump_is_allowed(0.5f, 0);
Assert.Equal(WeenieError.YouCantJumpWhileInTheAir, result);
}
[Fact]
public void JumpIsAllowed_WeenieBlocks_ReturnsCantJumpLoadedDown()
{
var weenie = new FakeWeenie { CanJumpResult = false };
var interp = MakeInterp(MakeGrounded(), weenie);
var result = interp.jump_is_allowed(0.5f, 0);
Assert.Equal(WeenieError.CantJumpLoadedDown, result);
}
[Fact]
public void JumpIsAllowed_NoGravityFlag_ReturnsYouCantJumpWhileInTheAir()
{
var body = new PhysicsBody
{
State = PhysicsStateFlags.None, // no gravity
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
};
var interp = MakeInterp(body);
// No gravity → must be airborne-style
var result = interp.jump_is_allowed(0.5f, 0);
Assert.Equal(WeenieError.YouCantJumpWhileInTheAir, result);
}
[Fact]
public void JumpIsAllowed_NullPhysicsObj_ReturnsGeneralFailure()
{
var interp = new MotionInterpreter();
var result = interp.jump_is_allowed(0.5f, 0);
Assert.Equal(WeenieError.GeneralMovementFailure, result);
}
// =========================================================================
// contact_allows_move (FUN_00528dd0)
// =========================================================================
@ -673,35 +478,24 @@ public sealed class MotionInterpreterTests
Assert.True(allowLeft);
}
[Fact]
public void ContactAllowsMove_FallenState_RejectsMove()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.InterpretedState.ForwardCommand = MotionCommand.Fallen;
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
Assert.False(allowed);
}
[Fact]
public void ContactAllowsMove_DeadState_RejectsMove()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.InterpretedState.ForwardCommand = MotionCommand.Dead;
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
Assert.False(allowed);
}
// L.2g S2 (2026-07-02): the posture-rejection tests that used to live
// here pinned a MISATTRIBUTED port — the Fallen/Dead/crouch-range checks
// belong to jump_charge_is_allowed (0x00527a50) / motion_allows_jump
// (0x005279e0), NOT to contact_allows_move. The real contact_allows_move
// (0x00528240, pseudo-C 305471) never reads the forward-command posture:
// a grounded creature in ANY posture may receive motion
// (GetObjectSequence handles the posture→locomotion transition via
// links). Verified against the live retail-observer trace
// (RetailObserverTraceConformanceTests, 183/183 dispatch conformant).
[Theory]
[InlineData(MotionCommand.Fallen)]
[InlineData(MotionCommand.Dead)]
[InlineData(MotionCommand.Crouch)]
[InlineData(MotionCommand.Sitting)]
[InlineData(MotionCommand.Sleeping)]
public void ContactAllowsMove_PostureState_RejectsMove(uint postureCommand)
[InlineData(0x41000012u)] // inside the crouch range (0x41000011, 0x41000015)
public void ContactAllowsMove_GroundedPosture_StillAllowsMove(uint postureCommand)
{
var body = MakeGrounded();
var interp = MakeInterp(body);
@ -709,20 +503,25 @@ public sealed class MotionInterpreterTests
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
Assert.False(allowed);
Assert.True(allowed);
}
[Fact]
public void ContactAllowsMove_CrouchRange_RejectsMove()
public void ContactAllowsMove_AirborneCreature_AcceptsFallingAndTurns_BlocksWalk()
{
var body = MakeGrounded();
// Verbatim 0x00528240: Falling (0x40000015) / Dead-class (0x40000011)
// and TurnLeft/TurnRight are ALWAYS allowed; a gravity-bound creature
// without Contact+OnWalkable is blocked for everything else
// (including the style command, which falls through to the gate).
var body = new PhysicsBody { State = PhysicsStateFlags.Gravity };
var interp = MakeInterp(body);
// 0x41000012 is inside (0x41000011, 0x41000015) — crouch state
interp.InterpretedState.ForwardCommand = 0x41000012u;
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
Assert.False(allowed);
Assert.True(interp.contact_allows_move(MotionCommand.Falling));
Assert.True(interp.contact_allows_move(0x40000011u));
Assert.True(interp.contact_allows_move(MotionCommand.TurnRight));
Assert.True(interp.contact_allows_move(MotionCommand.TurnLeft));
Assert.False(interp.contact_allows_move(MotionCommand.WalkForward));
Assert.False(interp.contact_allows_move(0x8000003Du));
}
[Fact]
@ -742,8 +541,15 @@ public sealed class MotionInterpreterTests
}
[Fact]
public void ContactAllowsMove_GroundedAndIdle_SetsStandingLongJump()
public void ContactAllowsMove_GroundedAndIdle_DoesNotSetStandingLongJump()
{
// R3-W3 (closes J6): the S2a-flagged misattribution is DELETED.
// Retail arms StandingLongJump ONLY in charge_jump (0x005281c0) —
// contact_allows_move (0x00528240) never reads or writes it. See
// MotionInterpreterJumpFamilyTests.ContactAllowsMove_GroundedAndIdle_DoesNotArmStandingLongJump
// for the full regression pin (both arm and no-clear directions)
// and ChargeJump_GroundedIdle_ArmsStandingLongJump for where the
// arming now actually happens.
var body = MakeGrounded();
var interp = MakeInterp(body);
// All interpreted commands at default (Ready, no sidestep, no turn)
@ -751,7 +557,7 @@ public sealed class MotionInterpreterTests
interp.contact_allows_move(MotionCommand.WalkForward);
Assert.True(interp.StandingLongJump, "Should set StandingLongJump when grounded and idle");
Assert.False(interp.StandingLongJump, "contact_allows_move must never touch StandingLongJump (J6)");
}
// =========================================================================

View file

@ -0,0 +1,299 @@
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
// ─────────────────────────────────────────────────────────────────────────────
// MotionNormalizationTests — Phase D6.1: adjust_motion + apply_run_to_command.
//
// Source addresses tested (docs/research/2026-07-01-d6-motion-interp-pseudocode.md):
// FUN_00528010 (0x00528010) CMotionInterp::adjust_motion
// FUN_00527be0 (0x00527be0) CMotionInterp::apply_run_to_command
//
// Golden constants (retail, verified against ACE MotionInterp.cs byte-for-byte):
// BackwardsFactor = 0.649999976 (0x007c8910)
// WalkAnimSpeed = 3.11999989 (0x007c891c, retail-exact — NOT 3.12f)
// SidestepAnimSpeed = 1.25
// SidestepFactor = 0.5
// RunTurnFactor = 1.5
// MaxSidestepAnimRate = 3.0
// ─────────────────────────────────────────────────────────────────────────────
/// <summary>
/// Fake WeenieObject for injecting a known run rate into apply_run_to_command /
/// adjust_motion without a real weenie.
/// </summary>
file sealed class FakeRunRateWeenie : IWeenieObject
{
public float RunRate;
public bool InqRunRateResult = true;
public bool InqJumpVelocity(float extent, out float vz)
{
vz = 0f;
return false;
}
public bool InqRunRate(out float rate)
{
rate = RunRate;
return InqRunRateResult;
}
public bool CanJump(float extent) => true;
}
public sealed class MotionNormalizationTests
{
// Retail-exact sidestep scale: SidestepFactor(0.5) * (3.11999989 / 1.25) ≈ 1.24799995...
private const float SidestepScale = 0.5f * (3.11999989f / MotionInterpreter.SidestepAnimSpeed);
private static MotionInterpreter MakeInterp(IWeenieObject? weenie = null)
{
return new MotionInterpreter { WeenieObj = weenie };
}
// ── adjust_motion: per-command remap + scale ─────────────────────────────
[Fact]
public void AdjustMotion_WalkBackward_RemapsToWalkForward_NegatesAndScalesSpeed()
{
// 0x00528010: WalkBackwards -> cmd = WalkForward; speed *= -BackwardsFactor
var interp = MakeInterp();
uint motion = MotionCommand.WalkBackward;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.None);
Assert.Equal(MotionCommand.WalkForward, motion);
Assert.Equal(-MotionInterpreter.BackwardsFactor, speed, 5);
Assert.Equal(-0.649999976f, speed, 5);
}
[Fact]
public void AdjustMotion_TurnLeft_RemapsToTurnRight_NegatesSpeed()
{
var interp = MakeInterp();
uint motion = MotionCommand.TurnLeft;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.None);
Assert.Equal(MotionCommand.TurnRight, motion);
Assert.Equal(-1.0f, speed, 5);
}
[Fact]
public void AdjustMotion_SideStepLeft_RemapsToSideStepRight_NegatesBeforeScale()
{
// Negate happens BEFORE the ×1.248 sidestep scale, so the net factor is -1.248.
var interp = MakeInterp();
uint motion = MotionCommand.SideStepLeft;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.None);
Assert.Equal(MotionCommand.SideStepRight, motion);
Assert.Equal(-SidestepScale, speed, 5);
Assert.Equal(-1.24799995f, speed, 4);
}
[Fact]
public void AdjustMotion_SideStepRight_ScalesSpeed_NoNegate()
{
var interp = MakeInterp();
uint motion = MotionCommand.SideStepRight;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.None);
Assert.Equal(MotionCommand.SideStepRight, motion);
Assert.Equal(SidestepScale, speed, 5);
Assert.Equal(1.24799995f, speed, 4);
}
[Fact]
public void AdjustMotion_RunForward_EarlyReturns_NoScaleNoHoldKeyPath()
{
// GOTCHA: RunForward returns immediately -- no scale AND no holdkey promotion,
// even when holdKey == Run (there's nothing left to promote it to, but the
// early-return also means speed is untouched).
var interp = MakeInterp(new FakeRunRateWeenie { RunRate = 2.94f });
uint motion = MotionCommand.RunForward;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.Run);
Assert.Equal(MotionCommand.RunForward, motion);
Assert.Equal(1.0f, speed, 5);
}
[Fact]
public void AdjustMotion_NonSidestepNonTurnNonForward_Unchanged_ExceptHoldKeyPath()
{
// Ready is not one of the switch cases and not SideStepRight after remap,
// so command/speed pass through unchanged when holdKey doesn't promote it.
var interp = MakeInterp();
uint motion = MotionCommand.Ready;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.None);
Assert.Equal(MotionCommand.Ready, motion);
Assert.Equal(1.0f, speed, 5);
}
// ── adjust_motion: holdKey inheritance + Run promotion ───────────────────
[Fact]
public void AdjustMotion_HoldKeyInvalid_FallsBackToCurrentHoldKey_PromotesWalkForwardWhenRun()
{
var interp = MakeInterp();
interp.RawState.CurrentHoldKey = HoldKey.Run; // R3-W6: CurrentHoldKey aliases RawState
uint motion = MotionCommand.WalkForward;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.Invalid);
// apply_run_to_command: WalkForward + speed>0 -> RunForward; speed *= speedMod (1.0, no weenie).
Assert.Equal(MotionCommand.RunForward, motion);
Assert.Equal(1.0f, speed, 5);
}
[Fact]
public void AdjustMotion_HoldKeyNone_DoesNotPromote()
{
var interp = MakeInterp();
interp.RawState.CurrentHoldKey = HoldKey.Run; // R3-W6: CurrentHoldKey aliases RawState
uint motion = MotionCommand.WalkForward;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.None);
Assert.Equal(MotionCommand.WalkForward, motion);
Assert.Equal(1.0f, speed, 5);
}
[Fact]
public void AdjustMotion_HoldKeyRunPassedDirectly_PromotesWalkForward()
{
var interp = MakeInterp(new FakeRunRateWeenie { RunRate = 2.75f });
uint motion = MotionCommand.WalkForward;
float speed = 1.0f;
interp.adjust_motion(ref motion, ref speed, HoldKey.Run);
Assert.Equal(MotionCommand.RunForward, motion);
Assert.Equal(2.75f, speed, 5);
}
// ── apply_run_to_command ──────────────────────────────────────────────────
[Fact]
public void ApplyRunToCommand_WalkForward_PositiveSpeed_PromotesToRunForward_ScalesByRunRate()
{
var interp = MakeInterp(new FakeRunRateWeenie { RunRate = 2.94f });
uint motion = MotionCommand.WalkForward;
float speed = 1.0f;
interp.apply_run_to_command(ref motion, ref speed);
Assert.Equal(MotionCommand.RunForward, motion);
Assert.Equal(2.94f, speed, 5);
}
[Fact]
public void ApplyRunToCommand_WalkForward_NegativeSpeed_StaysWalkForward_ScalesUnconditionally()
{
// GOTCHA: speed *= speedMod is UNCONDITIONAL -- backward (negative speed)
// still gets run-scaled even though it is NOT promoted to RunForward.
var interp = MakeInterp(new FakeRunRateWeenie { RunRate = 2.94f });
uint motion = MotionCommand.WalkForward;
float speed = -0.649999976f;
interp.apply_run_to_command(ref motion, ref speed);
Assert.Equal(MotionCommand.WalkForward, motion);
Assert.Equal(-0.649999976f * 2.94f, speed, 4);
}
[Fact]
public void ApplyRunToCommand_TurnRight_ScalesByRunTurnFactor_NoRunRateNoClamp()
{
var interp = MakeInterp(new FakeRunRateWeenie { RunRate = 2.94f });
uint motion = MotionCommand.TurnRight;
float speed = 1.0f;
interp.apply_run_to_command(ref motion, ref speed);
Assert.Equal(MotionCommand.TurnRight, motion);
Assert.Equal(1.5f, speed, 5);
}
[Fact]
public void ApplyRunToCommand_SideStepRight_BelowClamp_ScalesByRunRate()
{
var interp = MakeInterp(new FakeRunRateWeenie { RunRate = 2.0f });
uint motion = MotionCommand.SideStepRight;
float speed = 1.0f;
interp.apply_run_to_command(ref motion, ref speed);
Assert.Equal(MotionCommand.SideStepRight, motion);
Assert.Equal(2.0f, speed, 5);
}
[Fact]
public void ApplyRunToCommand_SideStepRight_AbovePositiveClamp_ClampsToPositiveMax()
{
// runRate 2.94 * speed 1.248 (post adjust_motion sidestep scale) ≈ 3.669 > 3.0
var interp = MakeInterp(new FakeRunRateWeenie { RunRate = 2.94f });
uint motion = MotionCommand.SideStepRight;
float speed = 1.24799995f;
interp.apply_run_to_command(ref motion, ref speed);
Assert.Equal(MotionCommand.SideStepRight, motion);
Assert.Equal(3.0f, speed, 5);
}
[Fact]
public void ApplyRunToCommand_SideStepRight_AboveNegativeClamp_ClampsToNegativeMax()
{
var interp = MakeInterp(new FakeRunRateWeenie { RunRate = 2.94f });
uint motion = MotionCommand.SideStepRight;
float speed = -1.24799995f;
interp.apply_run_to_command(ref motion, ref speed);
Assert.Equal(MotionCommand.SideStepRight, motion);
Assert.Equal(-3.0f, speed, 5);
}
[Fact]
public void ApplyRunToCommand_UsesMyRunRate_WhenInqRunRateFails()
{
var weenie = new FakeRunRateWeenie { RunRate = 999f, InqRunRateResult = false };
var interp = MakeInterp(weenie);
interp.MyRunRate = 1.5f;
uint motion = MotionCommand.WalkForward;
float speed = 1.0f;
interp.apply_run_to_command(ref motion, ref speed);
Assert.Equal(MotionCommand.RunForward, motion);
Assert.Equal(1.5f, speed, 5);
}
[Fact]
public void ApplyRunToCommand_NoWeenie_SpeedModDefaultsToOne()
{
var interp = MakeInterp(weenie: null);
uint motion = MotionCommand.SideStepRight;
float speed = 1.0f;
interp.apply_run_to_command(ref motion, ref speed);
Assert.Equal(1.0f, speed, 5);
}
}

View file

@ -0,0 +1,175 @@
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Covers <see cref="MotionSequenceGate"/> — the inbound movement-event
/// staleness gate ported from retail (L.2g S1, deviation DEV-6):
///
/// <list type="bullet">
/// <item><c>CPhysicsObj::is_newer</c> (0x00451ad0) — the wraparound u16
/// timestamp compare (ACE <c>PhysicsObj.is_newer</c> confirms the
/// semantics; the BN pseudo-C return values are setcc-garbled).</item>
/// <item>The 0xF74C dispatch INSTANCE_TS gate
/// (<c>ACSmartBox::DispatchSmartBoxEvent</c>,
/// acclient_2013_pseudo_c.txt:357214-357239): stale incarnation → drop
/// BEFORE any movement stamp is touched.</item>
/// <item><c>CPhysics::SetObjectMovement</c> (0x00509690,
/// acclient_2013_pseudo_c.txt:271370): MOVEMENT_TS accepts only strictly
/// newer sequences and stamps BEFORE the server-control gate;
/// SERVER_CONTROLLED_MOVE_TS drops when the stored stamp is strictly
/// newer than the incoming one (equal passes).</item>
/// </list>
/// </summary>
public class MotionSequenceGateTests
{
// CPhysicsObj::is_newer(old, new): abs(new-old) > 0x7fff ? new < old : old < new.
[Theory]
[InlineData((ushort)0, (ushort)1, true)] // simple newer
[InlineData((ushort)1, (ushort)0, false)] // simple older
[InlineData((ushort)5, (ushort)5, false)] // equal is not newer
[InlineData((ushort)0, (ushort)0x7FFF, true)] // abs diff exactly 0x7fff → normal compare
[InlineData((ushort)0, (ushort)0x8000, false)] // abs diff 0x8000 → wraparound branch
[InlineData((ushort)0xFFFF, (ushort)0, true)] // 0 is newer than 0xFFFF (wrap)
[InlineData((ushort)0xFFFE, (ushort)2, true)] // newer across the seam
[InlineData((ushort)2, (ushort)0xFFFE, false)] // older across the seam
public void IsNewer_MatchesRetailWraparoundCompare(ushort oldStamp, ushort newStamp, bool expected)
{
Assert.Equal(expected, MotionSequenceGate.IsNewer(oldStamp, newStamp));
}
[Fact]
public void FirstEvent_WithFreshMovementSequence_IsAccepted()
{
var gate = new MotionSequenceGate();
Assert.True(gate.TryAcceptMovementEvent(instanceSeq: 0, movementSeq: 1, serverControlSeq: 0));
}
[Fact]
public void DuplicateMovementSequence_IsDropped()
{
// Gate 1 accepts strictly-newer only — an identical movementSeq is a
// duplicate delivery, not a new command.
var gate = new MotionSequenceGate();
Assert.True(gate.TryAcceptMovementEvent(0, 5, 0));
Assert.False(gate.TryAcceptMovementEvent(0, 5, 0));
}
[Fact]
public void StaleMovementSequence_IsDropped_ThenNewerAccepted()
{
var gate = new MotionSequenceGate();
Assert.True(gate.TryAcceptMovementEvent(0, 5, 0));
Assert.False(gate.TryAcceptMovementEvent(0, 4, 0)); // reordered straggler
Assert.True(gate.TryAcceptMovementEvent(0, 6, 0));
}
[Fact]
public void MovementSequence_WrapsAroundTheU16Seam()
{
// Stamps live in u16 space and wrap; retail seeds them from the
// CreateObject PhysicsDesc timestamp block, so a gate near the seam
// must accept the post-wrap values as newer.
var gate = new MotionSequenceGate();
gate.Seed(instanceSeq: 0, movementSeq: 0xFFFD, serverControlSeq: 0);
Assert.True(gate.TryAcceptMovementEvent(0, 0xFFFE, 0));
Assert.True(gate.TryAcceptMovementEvent(0, 2, 0)); // 2 is newer than 0xFFFE by wrap rule
Assert.False(gate.TryAcceptMovementEvent(0, 0xFFFE, 0)); // and the old stamp is now stale
}
[Fact]
public void SeededGate_AcceptsNextSequence_RejectsThePast()
{
// The exact case zero-init would break: spawning near a long-lived
// entity whose movement sequence is already past 0x8000. Retail
// seeds update_times from CreateObject's PhysicsDesc timestamps
// (ACE WorldObject_Networking.cs:411-420 writes all 9 in enum
// order), so the first UM after spawn is judged against the
// seeded stamp, not zero.
var gate = new MotionSequenceGate();
gate.Seed(instanceSeq: 3, movementSeq: 0x9000, serverControlSeq: 2);
Assert.True(gate.TryAcceptMovementEvent(3, 0x9001, 2));
Assert.False(gate.TryAcceptMovementEvent(3, 0x8FFF, 2)); // pre-spawn straggler
}
[Fact]
public void Reseed_WithOlderStamps_DoesNotRegress()
{
// The #138 rehydrate path replays RETAINED CreateObject spawns
// through the normal spawn handler (GameWindow.RehydrateServerEntities
// ForLandblock) — re-seeding from that cached spawn must not roll the
// live stamps backward, or a post-rehydrate straggler UM would be
// accepted as fresh. First Seed adopts wholesale (fresh object);
// later Seeds only advance.
var gate = new MotionSequenceGate();
gate.Seed(instanceSeq: 3, movementSeq: 0x9000, serverControlSeq: 2);
Assert.True(gate.TryAcceptMovementEvent(3, 0x9001, 2));
gate.Seed(instanceSeq: 3, movementSeq: 0x8000, serverControlSeq: 2); // stale replay
Assert.False(gate.TryAcceptMovementEvent(3, 0x9001, 2)); // still a duplicate
Assert.True(gate.TryAcceptMovementEvent(3, 0x9002, 2));
gate.Seed(instanceSeq: 4, movementSeq: 0x9010, serverControlSeq: 2); // genuine re-create
Assert.False(gate.TryAcceptMovementEvent(3, 0x9011, 2)); // old incarnation stale
Assert.True(gate.TryAcceptMovementEvent(4, 0x9011, 2));
}
[Fact]
public void StaleServerControl_Drops_ButMovementStampStillAdvances()
{
// Retail stamps MOVEMENT_TS BEFORE evaluating the server-control gate
// (0x00509690: update_times[1] written at 0x005096dd, the SC compare
// runs after) — a movement event dropped for stale server-control
// still consumes its movement sequence.
var gate = new MotionSequenceGate();
Assert.True(gate.TryAcceptMovementEvent(0, 1, 5));
Assert.False(gate.TryAcceptMovementEvent(0, 2, 4)); // sc=4 older than stored 5 → drop
Assert.False(gate.TryAcceptMovementEvent(0, 2, 5)); // movementSeq 2 was consumed by the drop
Assert.True(gate.TryAcceptMovementEvent(0, 3, 5)); // next movementSeq proceeds
}
[Fact]
public void EqualServerControl_Passes()
{
// The SC gate drops only when the STORED stamp is strictly newer than
// the incoming one; equal means "same server-control era" and applies.
var gate = new MotionSequenceGate();
Assert.True(gate.TryAcceptMovementEvent(0, 1, 7));
Assert.True(gate.TryAcceptMovementEvent(0, 2, 7));
}
[Fact]
public void StaleInstance_Drops_WithoutConsumingMovementSequence()
{
// The INSTANCE_TS gate runs at dispatch level, BEFORE
// CPhysics::SetObjectMovement — a stale-incarnation event must not
// touch the movement stamps.
var gate = new MotionSequenceGate();
Assert.True(gate.TryAcceptMovementEvent(2, 1, 0));
Assert.False(gate.TryAcceptMovementEvent(1, 2, 0)); // stale incarnation
Assert.True(gate.TryAcceptMovementEvent(2, 2, 0)); // seq 2 was NOT consumed by the instance drop
}
[Fact]
public void NewerInstance_IsAdoptedAndApplied()
{
// DIVERGENCE (register row added with this port): retail queues the
// blob until the newer incarnation exists (SmartBox::QueueBlobForObject,
// dispatch return 4); acdream adopts the newer instance stamp and
// applies immediately.
var gate = new MotionSequenceGate();
Assert.True(gate.TryAcceptMovementEvent(1, 1, 0));
Assert.True(gate.TryAcceptMovementEvent(2, 2, 0)); // newer incarnation adopted
Assert.False(gate.TryAcceptMovementEvent(1, 3, 0)); // old incarnation now stale
}
[Fact]
public void InstanceCompare_WrapsAroundTheU16Seam()
{
var gate = new MotionSequenceGate();
gate.Seed(instanceSeq: 0xFFFE, movementSeq: 0, serverControlSeq: 0);
Assert.True(gate.TryAcceptMovementEvent(0xFFFE, 1, 0));
Assert.True(gate.TryAcceptMovementEvent(2, 2, 0)); // instance 2 newer than 0xFFFE by wrap
}
}

View file

@ -0,0 +1,217 @@
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
// ─────────────────────────────────────────────────────────────────────────────
// MotionVelocityPipelineTests — Phase D6.2: the full raw→interpreted→velocity
// pipeline (apply_raw_movement 0x005287e0 → get_state_velocity 0x00527d50).
//
// These pin the retail-faithful LOCAL velocity for every direction — the exact
// behavior the D6.2 controller integration now routes through, replacing the
// hand-mirrored backward/strafe formulas (register TS-22). Golden values are
// derived from the pseudocode doc
// (docs/research/2026-07-01-d6-motion-interp-pseudocode.md) and the retail
// constants on MotionInterpreter.
//
// Notable retail-faithful change vs the old hand-mirror: strafe is now
// 1.25 × (0.5·WalkAnimSpeed/SidestepAnimSpeed) × runRate = ~1.56 × runRate,
// clamped via SideStepSpeed ≤ 3.0 (so |v.X| ≤ 3.75). The old code used
// 1.25 × runRate with no sidestep-scale and no clamp.
// ─────────────────────────────────────────────────────────────────────────────
file sealed class FakeRunRateWeenie : IWeenieObject
{
public float RunRate;
public bool InqRunRateResult = true;
public bool InqJumpVelocity(float extent, out float vz) { vz = 0f; return false; }
public bool InqRunRate(out float rate) { rate = RunRate; return InqRunRateResult; }
public bool CanJump(float extent) => true;
}
public sealed class MotionVelocityPipelineTests
{
private const float RunRate = 2.75f; // ≈ the +Acdream test char's run rate
private const float WalkAnim = MotionInterpreter.WalkAnimSpeed; // 3.11999989
private const float RunAnim = MotionInterpreter.RunAnimSpeed; // 4.0
private const float SideAnim = MotionInterpreter.SidestepAnimSpeed; // 1.25
private const float BackFac = MotionInterpreter.BackwardsFactor; // 0.649999976
private const float MaxSide = MotionInterpreter.MaxSidestepAnimRate;// 3.0
// adjust_motion sidestep scale: 0.5 * (WalkAnim / SideAnim) ≈ 1.24799995
private const float SideScale = MotionInterpreter.SidestepFactor * (WalkAnim / SideAnim);
private static MotionInterpreter MakeInterp(float runRate)
=> new() { WeenieObj = new FakeRunRateWeenie { RunRate = runRate } };
private static RawMotionState Raw(
uint forward = MotionCommand.Ready, uint sidestep = 0u, uint turn = 0u,
HoldKey hold = HoldKey.None)
=> new()
{
CurrentHoldKey = hold,
ForwardCommand = forward,
ForwardHoldKey = forward != MotionCommand.Ready ? hold : HoldKey.Invalid,
ForwardSpeed = 1.0f,
SidestepCommand = sidestep,
SidestepHoldKey = sidestep != 0u ? hold : HoldKey.Invalid,
SidestepSpeed = 1.0f,
TurnCommand = turn,
TurnHoldKey = turn != 0u ? hold : HoldKey.Invalid,
TurnSpeed = 1.0f,
};
// ── forward ──────────────────────────────────────────────────────────────
[Fact]
public void RunForward_VelocityIsRunAnimSpeedTimesRunRate()
{
var interp = MakeInterp(RunRate);
interp.apply_raw_movement(Raw(forward: MotionCommand.WalkForward, hold: HoldKey.Run));
// WalkForward + Run → RunForward @ runRate; v.Y = RunAnim * runRate (== maxSpeed, no clamp).
var v = interp.get_state_velocity();
Assert.Equal(RunAnim * RunRate, v.Y, 3);
Assert.Equal(0f, v.X, 5);
}
[Fact]
public void WalkForward_NoRun_VelocityIsWalkAnimSpeed()
{
var interp = MakeInterp(RunRate);
interp.apply_raw_movement(Raw(forward: MotionCommand.WalkForward, hold: HoldKey.None));
var v = interp.get_state_velocity();
Assert.Equal(WalkAnim * 1.0f, v.Y, 3); // no run scaling; WalkForward @ 1.0
}
// ── backward (the TS-22 fix: no longer zero) ─────────────────────────────
[Fact]
public void RunBackward_VelocityIsNegativeWalkTimesBackwardFactorTimesRunRate()
{
var interp = MakeInterp(RunRate);
interp.apply_raw_movement(Raw(forward: MotionCommand.WalkBackward, hold: HoldKey.Run));
// WalkBackward → WalkForward, speed *= -0.65; Run → *= runRate (unconditional,
// promotion sign-gated so it stays WalkForward). v.Y = WalkAnim * (-0.65 * runRate).
var v = interp.get_state_velocity();
Assert.Equal(-(WalkAnim * BackFac * RunRate), v.Y, 3);
Assert.True(v.Y < 0f, "backward velocity must be negative");
// Matches the OLD hand-mirror (WalkAnim * 0.65 * runMul) — backward is unchanged.
}
// ── strafe (retail-faithful magnitude + ±3.0 clamp) ──────────────────────
[Fact]
public void RunStrafeRight_ClampsSideStepSpeedToThree_VelocityIs3p75()
{
var interp = MakeInterp(RunRate); // 1.248*2.75 = 3.432 > 3.0 → clamps
interp.apply_raw_movement(Raw(sidestep: MotionCommand.SideStepRight, hold: HoldKey.Run));
var v = interp.get_state_velocity();
Assert.Equal(SideAnim * MaxSide, v.X, 3); // 1.25 * 3.0 = 3.75
Assert.Equal(3.75f, v.X, 3);
Assert.Equal(0f, v.Y, 5);
}
[Fact]
public void RunStrafeRight_BelowClamp_VelocityIsScaledSidestep()
{
const float lowRun = 2.0f; // 1.248*2.0 = 2.496 < 3.0 → no clamp
var interp = MakeInterp(lowRun);
interp.apply_raw_movement(Raw(sidestep: MotionCommand.SideStepRight, hold: HoldKey.Run));
var v = interp.get_state_velocity();
// v.X = SideAnim * (SideScale * lowRun) = 1.56 * lowRun ≈ 3.12
Assert.Equal(SideAnim * SideScale * lowRun, v.X, 3);
}
[Fact]
public void RunStrafeLeft_NegatedAndClamped_VelocityIsNeg3p75()
{
var interp = MakeInterp(RunRate);
interp.apply_raw_movement(Raw(sidestep: MotionCommand.SideStepLeft, hold: HoldKey.Run));
// SideStepLeft → SideStepRight, negated → -1.248; *runRate = -3.432; clamp → -3.0.
var v = interp.get_state_velocity();
Assert.Equal(-(SideAnim * MaxSide), v.X, 3); // -3.75
Assert.True(v.X < 0f, "strafe-left velocity must be negative");
}
// ── turn (drives the local Yaw omega: base π/2 × TurnSpeed) ───────────────
[Fact]
public void RunTurnRight_InterpretedTurnSpeedIsPositiveRunTurnFactor()
{
var interp = MakeInterp(RunRate);
interp.apply_raw_movement(Raw(turn: MotionCommand.TurnRight, hold: HoldKey.Run));
Assert.Equal(MotionCommand.TurnRight, interp.InterpretedState.TurnCommand);
Assert.Equal(MotionInterpreter.RunTurnFactor, interp.InterpretedState.TurnSpeed, 5); // +1.5
}
[Fact]
public void RunTurnLeft_RemapsToTurnRightWithNegativeRunTurnFactor()
{
var interp = MakeInterp(RunRate);
interp.apply_raw_movement(Raw(turn: MotionCommand.TurnLeft, hold: HoldKey.Run));
// TurnLeft → TurnRight, speed *= -1; Run → *= 1.5 → -1.5.
Assert.Equal(MotionCommand.TurnRight, interp.InterpretedState.TurnCommand);
Assert.Equal(-MotionInterpreter.RunTurnFactor, interp.InterpretedState.TurnSpeed, 5); // -1.5
}
[Fact]
public void WalkTurn_NoRun_TurnSpeedIsUnity()
{
var interp = MakeInterp(RunRate);
interp.apply_raw_movement(Raw(turn: MotionCommand.TurnRight, hold: HoldKey.None));
Assert.Equal(MotionCommand.TurnRight, interp.InterpretedState.TurnCommand);
Assert.Equal(1.0f, interp.InterpretedState.TurnSpeed, 5); // no run factor
}
// ── idle ─────────────────────────────────────────────────────────────────
[Fact]
public void Idle_ReadyState_ZeroVelocity()
{
var interp = MakeInterp(RunRate);
interp.apply_raw_movement(Raw()); // Ready, no sidestep/turn
var v = interp.get_state_velocity();
Assert.Equal(0f, v.X, 5);
Assert.Equal(0f, v.Y, 5);
}
// ── attack / non-locomotion forward command (#170) ───────────────────────
[Theory]
[InlineData(0x10000062u)] // AttackHigh1
[InlineData(0x10000063u)] // AttackMed1
[InlineData(0x10000064u)] // AttackLow1
[InlineData(0x10000186u)] // AttackHigh4 (shifted late block)
public void AttackForwardCommand_ZeroVelocity(uint attackCommand)
{
// #170: an ATTACK forward command (action-class 0x1000006x/0x100001xx)
// is neither WalkForward (0x45000005) nor RunForward (0x44000007), so
// retail's get_state_velocity (0x00527d50) hits its `else → 0` branch —
// the creature plants its feet instead of coasting at the last run
// velocity. Cross-checked against holtburger grounded_local_velocity
// (`_ => Vector3::zero()`) and the retail decomp. This is the invariant
// the #170 glide fix relies on: GameWindow's remote dead-reckon now
// refreshes the body velocity from get_state_velocity each tick, so a
// creature that switches from a run-chase (ForwardCommand=RunForward)
// to an attack (ForwardCommand=0x1000006x) resolves to zero velocity
// and stops gliding.
var interp = MakeInterp(RunRate);
interp.InterpretedState.ForwardCommand = attackCommand;
interp.InterpretedState.ForwardSpeed = 0.97f;
var v = interp.get_state_velocity();
Assert.Equal(0f, v.X, 5);
Assert.Equal(0f, v.Y, 5);
Assert.Equal(0f, v.Z, 5);
}
}

View file

@ -162,6 +162,46 @@ public sealed class PhysicsBodyTests
Assert.False(body.IsActive);
}
[Fact]
public void UpdatePhysicsInternal_zeroes_small_velocity_even_when_airborne()
{
// Retail UpdatePhysicsInternal (0x005107be) zeroes velocity below 0.25 m/s
// UNCONDITIONALLY — NOT gated on OnWalkable. acdream previously gated it on
// OnWalkable; the verbatim rebuild removes the gate. Gravity re-accelerates the
// same frame via the unconditional `Velocity += Acceleration * dt`, so the fall
// still accumulates on Z.
var body = MakeAirborne(); // not Contact, not OnWalkable
body.set_velocity(new Vector3(0.1f, 0f, 0f)); // < 0.25 m/s
body.Acceleration = new Vector3(0f, 0f, PhysicsBody.Gravity);
body.UpdatePhysicsInternal(1f / 30f);
Assert.True(MathF.Abs(body.Velocity.X) < 1e-4f, $"X not zeroed: {body.Velocity.X}");
Assert.True(body.Velocity.Z < 0f, $"gravity did not accumulate: {body.Velocity.Z}");
}
// ════════════════════════════════════════════════════════════════════
// frames_stationary_fall carry state (retail transient_state bits)
// ════════════════════════════════════════════════════════════════════
[Fact]
public void TransientStateFlags_has_stationary_bits()
{
// retail transient_state StationaryFall/Stop/Stuck (handle_all_collisions
// pc:282743/282749/282753; seeded back into transition pc:280940-947).
Assert.Equal(0x10u, (uint)TransientStateFlags.StationaryFall);
Assert.Equal(0x20u, (uint)TransientStateFlags.StationaryStop);
Assert.Equal(0x40u, (uint)TransientStateFlags.StationaryStuck);
}
[Fact]
public void PhysicsBody_has_fsf_and_cached_velocity_defaults()
{
var body = new PhysicsBody();
Assert.Equal(0, body.FramesStationaryFall);
Assert.Equal(Vector3.Zero, body.CachedVelocity);
}
// ════════════════════════════════════════════════════════════════════
// set_velocity — velocity clamping
// ════════════════════════════════════════════════════════════════════

View file

@ -487,9 +487,20 @@ public class PhysicsEngineTests
collisionType: ShadowCollisionType.Cylinder,
cylHeight: 1.835f);
// Without the gate (movingEntityId == 0): the sweep must self-push.
// This proves the registry actually causes a collision, so the
// following filtered case is not a vacuous pass.
// Without the gate (movingEntityId == 0): the sweep must be
// INTERFERED WITH by the self-entry. This proves the registry
// actually causes a collision, so the following filtered case is not
// a vacuous pass.
//
// Observable updated for the 2026-07-05 CCylSphere family port: the
// old hand-rolled response radial-pushed the sphere ~1 m sideways
// (the original #42 symptom this test asserted). Retail's dispatcher
// (0x0053b440) resolves this geometry — airborne, dead-center on the
// cylinder axis, moving up — through land_on_cylinder → the Collide
// re-test, whose interp gate hard-stops (COLLIDED); ValidateTransition
// then reverts to a stay-put (no sideways teleport, Ok=true). The
// response-model-independent interference signal is the DENIED +Z
// movement: the sweep must NOT reach the +0.022 target.
var unfiltered = engine.ResolveWithTransition(
currentPos: bodyPos, targetPos: targetPos,
cellId: 0xA9B40039u,
@ -498,11 +509,11 @@ public class PhysicsEngineTests
isOnGround: false,
movingEntityId: 0u);
float unfilteredXY = MathF.Sqrt(
(unfiltered.Position.X - targetPos.X) * (unfiltered.Position.X - targetPos.X) +
(unfiltered.Position.Y - targetPos.Y) * (unfiltered.Position.Y - targetPos.Y));
Assert.True(unfilteredXY > 0.5f,
$"Without movingEntityId, sweep should self-push (got XY drift {unfilteredXY:F3}m)");
Assert.True(unfiltered.Position.Z < targetPos.Z - 0.01f,
$"Without movingEntityId, the sweep must collide with the mover's own " +
$"ShadowEntry and deny the +Z movement (retail: land_on_cylinder → " +
$"Collide re-test → COLLIDED → stay-put). Got Z={unfiltered.Position.Z:F4}, " +
$"target Z={targetPos.Z:F4}");
// With the gate: the sweep must leave XY unchanged.
var filtered = engine.ResolveWithTransition(

View file

@ -0,0 +1,457 @@
using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Mechanism validation for the remote-creature de-overlap redo (#184).
///
/// The reported symptom: packed monsters interpenetrate in acdream but barely in retail on
/// the SAME ACE. Retail de-overlaps them CLIENT-side by running the collision sweep on every
/// remote creature every tick against its neighbours' LIVE positions (the shadow == the
/// resolved m_position), with the server position a gentle catch-up target.
///
/// The first attempt (reverted commit 9c0849dd) synced the broadphase shadow to the RAW
/// server position and never to the resolved body — so each creature de-overlapped against a
/// STALE overlapping shadow and any separation was discarded on the next update. These tests
/// prove, in Core, the two load-bearing facts BEFORE wiring GameWindow (so we don't spend
/// another visual gate on an unproven mechanism):
///
/// 1. catch-up (approach the target) + ResolveWithTransition sweep + shadow-follows-resolved
/// => two converging creatures SETTLE at contact-distance (sum of radii), not overlapping
/// — the PROACTIVE de-overlap (each is stopped short of its overlapping target by its
/// neighbour) and PERSISTENCE (the stopped position holds because the shadow tracks it).
///
/// 2. the SAME loop WITHOUT the shadow-follows-resolved sync (shadow left at each creature's
/// START / server-truth position) => the creatures OVERLAP — proving the sync is
/// load-bearing, not a residual (all three Slice-1 reviewers flagged this; it was wrongly
/// deferred).
///
/// Grounded creature-vs-creature, flat terrain, purely-horizontal convergence so the vertical
/// axis is stable and the assertion is about XY separation. Sphere dims = the human Setup
/// (R 0.48, capsule top 1.835 — TS-46). Mirrors the Path B sweep call in GameWindow
/// (isOnGround, EdgeSlide, self-skip via movingEntityId).
/// </summary>
public class RemoteDeOverlapMechanismTests
{
private readonly ITestOutputHelper _out;
public RemoteDeOverlapMechanismTests(ITestOutputHelper output) => _out = output;
private const uint Lb = 0xA9B40000u;
private const uint Cell = Lb | 0x0001u;
private const float R = 0.48f, H = 1.835f, StepUp = 0.60f, StepDown = 0.60f;
private const float ContactDist = 2f * R; // 0.96 m centre-to-centre when just touching
private const float GroundZ = R; // foot sphere resting on the flat (Z=0) terrain
private const float StepPerTick = 0.03f; // catch-up step magnitude toward the target
// The pair freezes at the first-contact position, so the residual overlap at rest is ~one
// catch-up step (validate_transition restores curr_pos on the step that would deepen the
// overlap). Accept up to ~2 steps of slack; a finer step settles nearer ContactDist.
private const float SettleSlack = 2f * StepPerTick + 0.01f;
private static PhysicsEngine BuildEngine()
{
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
engine.AddLandblock(Lb, new TerrainSurface(new byte[81], new float[256]),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
return engine;
}
private static void RegisterCreatureAt(PhysicsEngine e, uint id, Vector3 c)
=> e.ShadowObjects.Register(id, 0u, c, Quaternion.Identity, R,
0f, 0f, Lb, ShadowCollisionType.Sphere, 0f, 1f, 0u,
EntityCollisionFlags.IsCreature, isStatic: false);
// #184 Slice 2b: a PLAYER remote's shadow — flagged IsPlayer (BF_PLAYER,
// 0x8 → EntityCollisionFlags.IsPlayer) and IsCreature (a player IS an
// ItemType.Creature). Non-PK (no IsPK/IsPKLite), so the PvP walk-through
// exemption's only live disqualifier would be an IsPlayer *mover* — which
// the production remote sweep never sets (it passes moverFlags: EdgeSlide).
private static void RegisterPlayerAt(PhysicsEngine e, uint id, Vector3 c)
=> e.ShadowObjects.Register(id, 0u, c, Quaternion.Identity, R,
0f, 0f, Lb, ShadowCollisionType.Sphere, 0f, 1f, 0u,
EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsCreature, isStatic: false);
private static PhysicsBody GroundedBody(Vector3 pos) => new PhysicsBody
{
Position = pos,
Orientation = Quaternion.Identity,
State = PhysicsStateFlags.ReportCollisions,
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable
| TransientStateFlags.Active,
Velocity = Vector3.Zero,
};
/// <summary>One catch-up-step + sweep for one creature (human dims); returns the resolved position.</summary>
private Vector3 StepToward(PhysicsEngine engine, uint id, PhysicsBody body, ref uint cell,
Vector3 target)
=> StepToward(engine, id, body, ref cell, target, R, H);
/// <summary>One catch-up-step + sweep with an explicit mover radius/height (Slice 3).</summary>
private Vector3 StepToward(PhysicsEngine engine, uint id, PhysicsBody body, ref uint cell,
Vector3 target, float radius, float height)
{
Vector3 pre = body.Position;
Vector3 flatTarget = new Vector3(target.X, target.Y, pre.Z);
Vector3 delta = flatTarget - pre;
float dist = delta.Length();
Vector3 post = dist <= StepPerTick ? flatTarget : pre + delta / dist * StepPerTick;
var r = engine.ResolveWithTransition(pre, post, cell, radius, height, StepUp, StepDown,
isOnGround: true, body: body,
moverFlags: ObjectInfoState.EdgeSlide,
movingEntityId: id);
body.Position = r.Position;
if (r.CellId != 0) cell = r.CellId;
return body.Position;
}
[Fact]
public void ConvergingCreatures_WithShadowFollowingResolved_SettleAtContactDistance()
{
var engine = BuildEngine();
// Two creatures 2 m apart (well clear), each catching up toward the SAME centre point
// (10,10) — if either reached it they would coincide (full overlap). The sweep must stop
// each short at contact-distance from the other.
uint idA = 0xA1u, idB = 0xB2u;
var target = new Vector3(10f, 10f, GroundZ);
var a = GroundedBody(new Vector3(9f, 10f, GroundZ));
var b = GroundedBody(new Vector3(11f, 10f, GroundZ));
RegisterCreatureAt(engine, idA, a.Position);
RegisterCreatureAt(engine, idB, b.Position);
uint cellA = Cell, cellB = Cell;
float sepAt = 0f;
for (int tick = 0; tick < 250; tick++)
{
// Creature A: catch-up + sweep against B's CURRENT shadow, then sync A's shadow to
// the resolved body (retail: change_cell from the resolved m_position).
var pa = StepToward(engine, idA, a, ref cellA, target);
engine.ShadowObjects.UpdatePosition(idA, pa, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellA);
var pb = StepToward(engine, idB, b, ref cellB, target);
engine.ShadowObjects.UpdatePosition(idB, pb, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellB);
float s = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y));
if (tick == 200) sepAt = s; // separation snapshot 50 ticks before the end
if (tick % 50 == 0 || tick == 249)
_out.WriteLine($"tick{tick,3}: A=({a.Position.X:F2},{a.Position.Y:F2}) " +
$"B=({b.Position.X:F2},{b.Position.Y:F2}) sep={s:F3}");
}
float sep = Vector2.Distance(new(a.Position.X, a.Position.Y),
new(b.Position.X, b.Position.Y));
_out.WriteLine($"with-sync final sep={sep:F3} m (contact-distance = {ContactDist:F2} m)");
// The sweep de-overlaps them to a stable equilibrium ~0.10 m inside touching-distance
// ("barely overlapping" — the retail look), from a start where, without the sync, they
// fully coincide. Assert: clearly de-overlapped (>= 0.80 m, i.e. within ~0.16 of contact) ...
Assert.True(sep >= ContactDist - 0.16f,
$"converging creatures must de-overlap to near contact-distance; got {sep:F3} m (contact {ContactDist:F2})");
// ... and STABLE (not collapsing back into overlap over the last 50 ticks).
Assert.True(MathF.Abs(sep - sepAt) < 0.02f,
$"the de-overlapped separation must be stable; drifted {sepAt:F3} -> {sep:F3}");
}
[Fact]
public void ConvergingCreatures_WithoutShadowSync_Overlap_ProvingTheSyncIsLoadBearing()
{
var engine = BuildEngine();
uint idA = 0xA1u, idB = 0xB2u;
var target = new Vector3(10f, 10f, GroundZ);
var a = GroundedBody(new Vector3(9f, 10f, GroundZ));
var b = GroundedBody(new Vector3(11f, 10f, GroundZ));
RegisterCreatureAt(engine, idA, a.Position);
RegisterCreatureAt(engine, idB, b.Position);
uint cellA = Cell, cellB = Cell;
// SAME convergence, but the shadow is NEVER re-synced to the resolved body — it stays at
// each creature's START position (the "shadow at server/stale truth" bug). Each creature
// sweeps against where its neighbour WAS, not where it IS, so nothing stops them reaching
// the shared centre => they end up overlapping.
for (int tick = 0; tick < 250; tick++)
{
StepToward(engine, idA, a, ref cellA, target);
StepToward(engine, idB, b, ref cellB, target);
}
float sep = Vector2.Distance(new(a.Position.X, a.Position.Y),
new(b.Position.X, b.Position.Y));
_out.WriteLine($"no-sync final sep={sep:F3} m (contact-distance = {ContactDist:F2} m)");
// Without the sync each creature sweeps against its neighbour's STALE start-position
// shadow, so nothing stops them reaching the shared centre => they pack well inside
// contact-distance. This is the load-bearing contrast with the synced test above.
Assert.True(sep < 0.40f,
$"without the shadow-follows-resolved sync the creatures should heavily OVERLAP (< 0.40 m — both reach " +
$"the shared centre because each sweeps only its neighbour's stale start-shadow); got {sep:F3} m — " +
$"if this fails the sync may not be the mechanism, rethink before wiring");
}
/// <summary>
/// Integration test through the PRODUCTION catch-up driver (the #184 review's
/// finding-1 gap): the earlier mechanism tests use a synthetic fixed step, but
/// production drives the body from <see cref="RemoteMotionCombiner.ComputeOffset"/>
/// → <see cref="InterpolationManager.AdjustOffset"/>, which has a STALL-BLIP: when
/// the body is blocked short of an OVERLAPPING server waypoint (exactly the
/// de-overlap equilibrium) it makes no progress, node_fail_counter climbs past 3
/// over ~5-frame windows, and it fires a blip-to-tail (a jump straight AT the
/// overlap target) then clears the queue. The concern: if the per-tick sweep does
/// not absorb that blip, the monster pops into its neighbour a few times a second.
/// This drives the REAL loop (Enqueue at UP cadence + ComputeOffset + sweep +
/// shadow-sync) for two creatures converging on a shared point and asserts BOTH
/// that they de-overlap AND that no single tick's net move spikes (the sweep
/// absorbs every blip — matching retail, which runs the same interp + collision).
/// </summary>
[Fact]
public void ConvergingCreatures_RealInterpLoop_DeOverlapsAndAbsorbsTheStallBlip()
{
var engine = BuildEngine();
uint idA = 0xA1u, idB = 0xB2u;
var target = new Vector3(10f, 10f, GroundZ); // shared point → coincide if reached
var a = GroundedBody(new Vector3(9f, 10f, GroundZ));
var b = GroundedBody(new Vector3(11f, 10f, GroundZ));
RegisterCreatureAt(engine, idA, a.Position);
RegisterCreatureAt(engine, idB, b.Position);
uint cellA = Cell, cellB = Cell;
var interpA = new InterpolationManager();
var interpB = new InterpolationManager();
var combA = new RemoteMotionCombiner();
var combB = new RemoteMotionCombiner();
const float maxSpeed = 4f; // motion-table max speed → catch-up ≤ 2× = 8 m/s
const float dt = 1f / 60f;
const int upEvery = 10; // ~6 Hz UpdatePosition cadence
float maxSpikeA = 0f, maxSpikeB = 0f;
for (int tick = 0; tick < 600; tick++) // 10 s — long enough for many stall-blip cycles
{
if (tick % upEvery == 0)
{
// "UpdatePosition": the server keeps reporting the (overlapping) target —
// MoveOrTeleport near-branch enqueues it for the catch-up to chase.
interpA.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: a.Position);
interpB.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: b.Position);
}
var preA = a.Position;
a.Position += combA.ComputeOffset(dt, a.Position, Vector3.Zero, a.Orientation, interpA, maxSpeed);
var rA = engine.ResolveWithTransition(preA, a.Position, cellA, R, H, StepUp, StepDown,
isOnGround: true, body: a, moverFlags: ObjectInfoState.EdgeSlide, movingEntityId: idA);
a.Position = rA.Position; if (rA.CellId != 0) cellA = rA.CellId;
engine.ShadowObjects.UpdatePosition(idA, a.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellA);
var preB = b.Position;
b.Position += combB.ComputeOffset(dt, b.Position, Vector3.Zero, b.Orientation, interpB, maxSpeed);
var rB = engine.ResolveWithTransition(preB, b.Position, cellB, R, H, StepUp, StepDown,
isOnGround: true, body: b, moverFlags: ObjectInfoState.EdgeSlide, movingEntityId: idB);
b.Position = rB.Position; if (rB.CellId != 0) cellB = rB.CellId;
engine.ShadowObjects.UpdatePosition(idB, b.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellB);
// Ignore the initial approach (they start 2 m apart and legitimately move
// ~0.13 m/tick); measure the per-tick net move only once they are near the
// equilibrium where the stall-blip fires.
if (tick > 120)
{
maxSpikeA = MathF.Max(maxSpikeA, Vector2.Distance(new(a.Position.X, a.Position.Y), new(preA.X, preA.Y)));
maxSpikeB = MathF.Max(maxSpikeB, Vector2.Distance(new(b.Position.X, b.Position.Y), new(preB.X, preB.Y)));
}
}
float sep = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y));
_out.WriteLine($"real-interp: sep={sep:F3} m, maxSpike A={maxSpikeA:F3} B={maxSpikeB:F3}");
Assert.True(sep >= ContactDist - 0.16f,
$"real-loop converging creatures must de-overlap to near contact-distance; got {sep:F3} m");
// The stall-blip must be absorbed by the sweep every time — no tick jumps the body
// more than a large catch-up step (8 m/s × dt ≈ 0.13 m; allow generous headroom).
Assert.True(maxSpikeA < 0.30f && maxSpikeB < 0.30f,
$"a stall-blip escaped the sweep (monster popped into its neighbour): " +
$"maxSpike A={maxSpikeA:F3} B={maxSpikeB:F3} m (limit 0.30)");
}
/// <summary>
/// Slice 3 (#184): the de-overlap distance must SCALE with the mover's radius —
/// a LARGE creature (bigger Setup sphere) spreads WIDER than a human, a small one
/// tighter. Production now passes each creature's Setup-derived radius/height
/// (GameWindow.GetSetupCylinder × ObjScale) into this exact sweep instead of the
/// hardcoded human 0.48/1.835. Register + sweep two LARGE creatures (R=0.9) and
/// assert they settle near 2×0.9 = 1.8 m — materially wider than the human 0.96 m
/// contact — proving the sweep de-overlaps at the radius it is given (the property
/// Slice 3 relies on).
/// </summary>
[Fact]
public void ConvergingLargeCreatures_DeOverlapWiderThanHuman()
{
const float bigR = 0.9f, bigH = 3.2f;
const float bigContact = 2f * bigR; // 1.80 m centre-to-centre when touching
var engine = BuildEngine();
uint idA = 0xA1u, idB = 0xB2u;
var target = new Vector3(10f, 10f, bigR); // shared centre → coincide if reached
var a = GroundedBody(new Vector3(7.5f, 10f, bigR)); // start well clear (2.5 m each side)
var b = GroundedBody(new Vector3(12.5f, 10f, bigR));
engine.ShadowObjects.Register(idA, 0u, a.Position, Quaternion.Identity, bigR,
0f, 0f, Lb, ShadowCollisionType.Sphere, 0f, 1f, 0u, EntityCollisionFlags.IsCreature, isStatic: false);
engine.ShadowObjects.Register(idB, 0u, b.Position, Quaternion.Identity, bigR,
0f, 0f, Lb, ShadowCollisionType.Sphere, 0f, 1f, 0u, EntityCollisionFlags.IsCreature, isStatic: false);
uint cellA = Cell, cellB = Cell;
for (int tick = 0; tick < 300; tick++)
{
var pa = StepToward(engine, idA, a, ref cellA, target, bigR, bigH);
engine.ShadowObjects.UpdatePosition(idA, pa, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellA);
var pb = StepToward(engine, idB, b, ref cellB, target, bigR, bigH);
engine.ShadowObjects.UpdatePosition(idB, pb, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellB);
}
float sep = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y));
_out.WriteLine($"large-creature sep={sep:F3} m (big contact {bigContact:F2}, human contact {ContactDist:F2})");
Assert.True(sep >= bigContact - 0.20f,
$"large creatures must de-overlap near their 2R contact ({bigContact:F2} m); got {sep:F3} m");
Assert.True(sep > ContactDist + 0.4f,
$"large creatures must spread materially WIDER than the human contact ({ContactDist:F2} m); got {sep:F3} m");
}
/// <summary>
/// #184 Slice 2b — RETAIL PvP: two non-PK PLAYER remotes must WALK THROUGH each
/// other, NOT de-overlap. Slice 2b collapses the remote fork so grounded players
/// run the sweep, but the production remote-player mover carries
/// <see cref="ObjectInfoState.IsPlayer"/> (mirroring the LOCAL player at
/// <c>PlayerMovementController</c>), so <see cref="CollisionExemption"/>'s PvP
/// block (mover-IsPlayer AND target-IsPlayer, neither PK/PKLite/Impenetrable)
/// EXEMPTS the pair — you can stand inside another non-PK player in AC. Retail
/// sets IsPlayer on every object's own transition (OBJECTINFO::init 0x0050cf30
/// <c>state |= 0x100</c> from its weenie <c>IsPlayer()</c>); FindObjCollisions
/// pc:276812 exempts the non-PK pair. This test drives the real interp loop with
/// two IsPlayer movers converging on a shared point and asserts they reach it
/// (pass through, sep &lt; 0.40 m) instead of stopping at contact-distance. The
/// adversarial review of the first 2b draft caught the missing IsPlayer bit — the
/// draft de-overlapped players (MORE solid than retail).
/// </summary>
[Fact]
public void ConvergingPlayers_WalkThroughEachOther_PerRetailPvpExemption()
{
var engine = BuildEngine();
uint idA = 0x50000001u, idB = 0x50000002u; // player guids (0x50…)
var target = new Vector3(10f, 10f, GroundZ); // shared point → coincide if not blocked
var a = GroundedBody(new Vector3(9f, 10f, GroundZ));
var b = GroundedBody(new Vector3(11f, 10f, GroundZ));
RegisterPlayerAt(engine, idA, a.Position);
RegisterPlayerAt(engine, idB, b.Position);
uint cellA = Cell, cellB = Cell;
var interpA = new InterpolationManager();
var interpB = new InterpolationManager();
var combA = new RemoteMotionCombiner();
var combB = new RemoteMotionCombiner();
const float maxSpeed = 4f;
const float dt = 1f / 60f;
const int upEvery = 10;
// Production remote-PLAYER mover flags (RemotePhysicsUpdater sweep, IsPlayerGuid branch).
const ObjectInfoState playerMover = ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide;
for (int tick = 0; tick < 600; tick++)
{
if (tick % upEvery == 0)
{
interpA.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: a.Position);
interpB.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: b.Position);
}
var preA = a.Position;
a.Position += combA.ComputeOffset(dt, a.Position, Vector3.Zero, a.Orientation, interpA, maxSpeed);
var rA = engine.ResolveWithTransition(preA, a.Position, cellA, R, H, StepUp, StepDown,
isOnGround: true, body: a, moverFlags: playerMover, movingEntityId: idA);
a.Position = rA.Position; if (rA.CellId != 0) cellA = rA.CellId;
engine.ShadowObjects.UpdatePosition(idA, a.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellA);
var preB = b.Position;
b.Position += combB.ComputeOffset(dt, b.Position, Vector3.Zero, b.Orientation, interpB, maxSpeed);
var rB = engine.ResolveWithTransition(preB, b.Position, cellB, R, H, StepUp, StepDown,
isOnGround: true, body: b, moverFlags: playerMover, movingEntityId: idB);
b.Position = rB.Position; if (rB.CellId != 0) cellB = rB.CellId;
engine.ShadowObjects.UpdatePosition(idB, b.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellB);
}
float sep = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y));
_out.WriteLine($"player-vs-player (PvP exempt): sep={sep:F3} m (contact {ContactDist:F2})");
// The PvP exemption fires (both movers IsPlayer, non-PK) → nothing stops them
// reaching the shared centre → they coincide, exactly like the without-sync
// creature case. If this asserts >= contact-distance, the mover lost its
// IsPlayer bit and players are wrongly de-overlapping (MORE solid than retail).
Assert.True(sep < 0.40f,
$"two non-PK player remotes must WALK THROUGH each other (retail PvP exemption); " +
$"got sep={sep:F3} m — if this is near contact-distance the remote mover is missing IsPlayer");
}
/// <summary>
/// #184 Slice 2b — a PLAYER remote DOES collide with (and de-overlap) a MONSTER,
/// and the #40 stall-blip is absorbed on the IsPlayer mover. This is the other
/// half of the PvP story: the exemption only fires player-vs-player, so a player
/// mover (IsPlayer) vs a creature target (IsCreature, not IsPlayer) proceeds to
/// collision. Drives the real interp loop with a player converging on a monster
/// and asserts (a) they de-overlap to near contact-distance and (b) no tick's net
/// move spikes — proving #40 is dead for the player-mover sweep (the reason Path A
/// omitted it), the property the visual gate can't measure.
/// </summary>
[Fact]
public void PlayerVsMonster_DeOverlapsAndAbsorbsTheStallBlip()
{
var engine = BuildEngine();
uint idPlayer = 0x50000001u, idMonster = 0x80000002u;
var target = new Vector3(10f, 10f, GroundZ);
var p = GroundedBody(new Vector3(9f, 10f, GroundZ)); // player
var m = GroundedBody(new Vector3(11f, 10f, GroundZ)); // monster
RegisterPlayerAt(engine, idPlayer, p.Position);
RegisterCreatureAt(engine, idMonster, m.Position);
uint cellP = Cell, cellM = Cell;
var interpP = new InterpolationManager();
var interpM = new InterpolationManager();
var combP = new RemoteMotionCombiner();
var combM = new RemoteMotionCombiner();
const float maxSpeed = 4f;
const float dt = 1f / 60f;
const int upEvery = 10;
const ObjectInfoState playerMover = ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide;
float maxSpikeP = 0f, maxSpikeM = 0f;
for (int tick = 0; tick < 600; tick++)
{
if (tick % upEvery == 0)
{
interpP.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: p.Position);
interpM.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: m.Position);
}
var preP = p.Position;
p.Position += combP.ComputeOffset(dt, p.Position, Vector3.Zero, p.Orientation, interpP, maxSpeed);
var rP = engine.ResolveWithTransition(preP, p.Position, cellP, R, H, StepUp, StepDown,
isOnGround: true, body: p, moverFlags: playerMover, movingEntityId: idPlayer);
p.Position = rP.Position; if (rP.CellId != 0) cellP = rP.CellId;
engine.ShadowObjects.UpdatePosition(idPlayer, p.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellP);
var preM = m.Position;
m.Position += combM.ComputeOffset(dt, m.Position, Vector3.Zero, m.Orientation, interpM, maxSpeed);
var rM = engine.ResolveWithTransition(preM, m.Position, cellM, R, H, StepUp, StepDown,
isOnGround: true, body: m, moverFlags: ObjectInfoState.EdgeSlide, movingEntityId: idMonster);
m.Position = rM.Position; if (rM.CellId != 0) cellM = rM.CellId;
engine.ShadowObjects.UpdatePosition(idMonster, m.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellM);
if (tick > 120)
{
maxSpikeP = MathF.Max(maxSpikeP, Vector2.Distance(new(p.Position.X, p.Position.Y), new(preP.X, preP.Y)));
maxSpikeM = MathF.Max(maxSpikeM, Vector2.Distance(new(m.Position.X, m.Position.Y), new(preM.X, preM.Y)));
}
}
float sep = Vector2.Distance(new(p.Position.X, p.Position.Y), new(m.Position.X, m.Position.Y));
_out.WriteLine($"player-vs-monster: sep={sep:F3} m, maxSpike P={maxSpikeP:F3} M={maxSpikeM:F3}");
Assert.True(sep >= ContactDist - 0.16f,
$"a player converging on a monster must de-overlap to near contact-distance (no PvP exemption vs a creature); got {sep:F3} m");
Assert.True(maxSpikeP < 0.30f && maxSpikeM < 0.30f,
$"#40 reintroduced for the player mover — a stall-blip escaped the sweep: maxSpike P={maxSpikeP:F3} M={maxSpikeM:F3} m (limit 0.30)");
}
}

View file

@ -6,18 +6,19 @@ using Xunit;
namespace AcDream.Core.Tests.Physics;
// ─────────────────────────────────────────────────────────────────────────────
// PositionManagerTests — 6 tests covering ComputeOffset.
// RemoteMotionCombinerTests — 6 tests covering ComputeOffset (class renamed R5
// from PositionManager; see RemoteMotionCombiner's class doc).
//
// Mirrors retail CPhysicsObj::UpdateObjectInternal (acclient @ 0x00513730).
// Pure-function combiner: animation root motion (seqVel × dt, rotated by
// body orientation) + InterpolationManager.AdjustOffset correction.
// ─────────────────────────────────────────────────────────────────────────────
public sealed class PositionManagerTests
public sealed class RemoteMotionCombinerTests
{
// ── helpers ───────────────────────────────────────────────────────────────
private static PositionManager Make() => new();
private static RemoteMotionCombiner Make() => new();
private static InterpolationManager EmptyInterp() => new();

View file

@ -1,330 +0,0 @@
using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Phase L.1c (2026-04-28). Covers <see cref="RemoteMoveToDriver"/> — the
/// per-tick steering port of retail
/// <c>MoveToManager::HandleMoveToPosition</c> for server-controlled remote
/// creatures.
/// </summary>
public class RemoteMoveToDriverTests
{
private const float Epsilon = 1e-3f;
private static float Yaw(Quaternion q)
{
var fwd = Vector3.Transform(new Vector3(0, 1, 0), q);
return MathF.Atan2(-fwd.X, fwd.Y);
}
[Fact]
public void Drive_AlreadyAtTarget_ReportsArrived()
{
var bodyPos = new Vector3(10f, 20f, 0f);
var bodyRot = Quaternion.Identity;
var dest = new Vector3(10f, 20.3f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0.5f, distanceToObject: 0.6f,
dt: 0.016f, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
Assert.Equal(bodyRot, newOrient); // orientation untouched
}
[Fact]
public void Drive_AceMeleePacket_UsesDistanceToObjectAsArrival()
{
// ACE chase packet: MinDistance=0, DistanceToObject=0.6 (melee).
// Body at 0.5m from target should ARRIVE — not keep oscillating
// around the target the way it did pre-fix when only MinDistance
// was the gate. This is the "monster keeps running in different
// directions when it should be attacking" regression fix.
var bodyPos = new Vector3(0f, 0f, 0f);
var bodyRot = Quaternion.Identity;
var dest = new Vector3(0f, 0.5f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0f, distanceToObject: 0.6f,
dt: 0.016f, moveTowards: true,
out _);
Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
}
[Fact]
public void Drive_FleeArrival_UsesMinDistance()
{
// Flee branch (moveTowards=false): arrival when dist >= MinDistance.
// Retail / ACE both use MinDistance for the flee-arrival threshold.
var bodyPos = new Vector3(0f, 0f, 0f);
var bodyRot = Quaternion.Identity;
var dest = new Vector3(0f, 6f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 5.0f, distanceToObject: 0.6f,
dt: 0.016f, moveTowards: false,
out _);
Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
}
[Fact]
public void Drive_ChaseDoesNotArriveAtMinDistanceFloor()
{
// Regression: my earlier max(MinDistance, DistanceToObject) port
// would have arrived here because dist (1.5) <= MinDistance (2.0).
// Retail uses DistanceToObject for chase arrival, so a chase at
// dist=1.5 with DistanceToObject=0.6 should still STEER, not arrive.
var bodyPos = new Vector3(0f, 0f, 0f);
var bodyRot = Quaternion.Identity;
var dest = new Vector3(0f, 1.5f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 2.0f, distanceToObject: 0.6f,
dt: 0.016f, moveTowards: true,
out _);
Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
}
[Fact]
public void Drive_ChasingButNotInRange_ReportsSteering()
{
var bodyPos = new Vector3(0f, 0f, 0f);
var bodyRot = Quaternion.Identity; // facing +Y
var dest = new Vector3(0f, 50f, 0f); // straight ahead
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0f, distanceToObject: 0f,
dt: 0.016f, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
// Already facing target → snap branch keeps yaw at 0.
Assert.InRange(Yaw(newOrient), -Epsilon, Epsilon);
}
[Fact]
public void Drive_TargetSlightlyOffAxis_SnapsWithinTolerance()
{
// Body facing +Y; target at (1, 10, 0) — that's a small angle
// (about 5.7°), well within the 20° snap tolerance.
var bodyPos = Vector3.Zero;
var bodyRot = Quaternion.Identity;
var dest = new Vector3(1f, 10f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0f, distanceToObject: 0f,
dt: 0.016f, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
// Snap should land us pointing at (1, 10): yaw = atan2(-1, 10) ≈ -0.0997 rad.
float expectedYaw = MathF.Atan2(-1f, 10f);
Assert.InRange(Yaw(newOrient), expectedYaw - Epsilon, expectedYaw + Epsilon);
// Verify orientation actually transforms +Y onto the (1,10) line.
var worldFwd = Vector3.Transform(new Vector3(0, 1, 0), newOrient);
Assert.InRange(worldFwd.X / worldFwd.Y, 0.1f - 1e-3f, 0.1f + 1e-3f);
}
[Fact]
public void Drive_TargetBeyondTolerance_RotatesByLimitedStep()
{
// Body facing +Y; target at (-10, 0) — that's 90° to the left
// (well beyond the 20° snap tolerance), so we turn by at most
// TurnRateRadPerSec * dt this tick rather than snapping.
var bodyPos = Vector3.Zero;
var bodyRot = Quaternion.Identity; // yaw = 0
var dest = new Vector3(-10f, 0f, 0f); // yaw = +π/2 (left)
const float dt = 0.1f;
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0f, distanceToObject: 0f,
dt: dt, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
float expectedStep = RemoteMoveToDriver.TurnRateRadPerSec * dt;
// We should turn LEFT (positive yaw) toward the target.
Assert.InRange(Yaw(newOrient), expectedStep - Epsilon, expectedStep + Epsilon);
}
[Fact]
public void Drive_TargetBehind_TurnsRightOrLeftViaShortestPath()
{
// Body facing +Y; target directly behind at (0, -10, 0).
// |delta| = π, equally close either way; the implementation
// picks one (sign depends on float wobble) — just assert
// we made progress (yaw changed by exactly TurnRate * dt).
var bodyPos = Vector3.Zero;
var bodyRot = Quaternion.Identity;
var dest = new Vector3(0f, -10f, 0f);
const float dt = 0.1f;
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0f, distanceToObject: 0f,
dt: dt, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
float expectedStep = RemoteMoveToDriver.TurnRateRadPerSec * dt;
Assert.InRange(MathF.Abs(Yaw(newOrient)), expectedStep - Epsilon, expectedStep + Epsilon);
}
[Fact]
public void Drive_PreservesOrientationAtArrival()
{
var bodyPos = new Vector3(5f, 5f, 0f);
var bodyRot = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 1.234f);
var dest = new Vector3(5.01f, 5.01f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0.5f, distanceToObject: 0.6f,
dt: 0.016f, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
// Caller would zero velocity; orientation should be untouched
// so the body settles facing whatever direction it was already.
Assert.Equal(bodyRot, newOrient);
}
[Fact]
public void ClampApproachVelocity_NoOverShoot_LandsExactlyAtThreshold()
{
// Body 1 m from destination, running at 4 m/s, dt = 0.1 s.
// Naive advance = 0.4 m → would end at 0.6 m from dest, exactly
// on the threshold. With threshold=0.6 and remaining=0.4, the
// clamp should let the full velocity through (advance == remaining).
var bodyPos = new Vector3(0f, 0f, 0f);
var dest = new Vector3(0f, 1f, 0f);
var vel = new Vector3(0f, 4f, 0f);
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.1f, moveTowards: true);
// Within float-precision: 4 m/s × 0.1 s = 0.4 m, exactly the
// remaining distance. The clamp may apply a 0.99999×-style
// tiny scale due to FP rounding — accept anything ≥ 99.9% of
// the input as "no meaningful overshoot prevention applied."
Assert.InRange(clamped.Y, 4f * 0.999f, 4f);
Assert.Equal(0f, clamped.X);
Assert.Equal(0f, clamped.Z);
}
[Fact]
public void ClampApproachVelocity_WouldOverShoot_ScalesDownToExactLanding()
{
// Body 1 m from destination, running at 4 m/s, dt = 0.2 s.
// Naive advance = 0.8 m → would overshoot 0.6 m threshold by 0.4 m.
// remaining = 0.4 m, advance = 0.8 m → scale = 0.5.
// Velocity should be halved → 2 m/s.
var bodyPos = new Vector3(0f, 0f, 0f);
var dest = new Vector3(0f, 1f, 0f);
var vel = new Vector3(0f, 4f, 0f);
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.2f, moveTowards: true);
Assert.InRange(clamped.Y, 2f - Epsilon, 2f + Epsilon);
Assert.Equal(0f, clamped.X);
}
[Fact]
public void ClampApproachVelocity_AlreadyAtThreshold_ZeroesHorizontal()
{
// Body exactly 0.6 m from dest with threshold 0.6 → remaining ≈ 0.
// Any horizontal velocity would overshoot; clamp must zero it.
var bodyPos = new Vector3(0f, 0f, 0f);
var dest = new Vector3(0f, 0.6f, 0f);
var vel = new Vector3(0f, 4f, 0.5f); // some Z to confirm Z is preserved
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.016f, moveTowards: true);
Assert.Equal(0f, clamped.X);
Assert.Equal(0f, clamped.Y);
Assert.Equal(0.5f, clamped.Z); // gravity / Z handling unaffected
}
[Fact]
public void ClampApproachVelocity_FleeBranch_NoOp()
{
// moveTowards=false (flee): no overshoot risk, return velocity unchanged.
var bodyPos = Vector3.Zero;
var dest = new Vector3(0f, 1f, 0f);
var vel = new Vector3(0f, -4f, 0f);
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 5f, dt: 0.5f, moveTowards: false);
Assert.Equal(vel, clamped);
}
[Fact]
public void OriginToWorld_AppliesLandblockGridShift()
{
// Cell ID 0xA8B4000E → landblock x=0xA8, y=0xB4. With live center
// at (0xA9, 0xB4), that's one landblock west and zero north,
// so origin (10, 20, 0) inside that landblock should map to
// (10 - 192, 20 + 0, 0) = (-182, 20, 0) in render-world space.
var w = RemoteMoveToDriver.OriginToWorld(
originCellId: 0xA8B4000Eu,
originX: 10f, originY: 20f, originZ: 0f,
liveCenterLandblockX: 0xA9, liveCenterLandblockY: 0xB4);
Assert.Equal(-182f, w.X);
Assert.Equal(20f, w.Y);
Assert.Equal(0f, w.Z);
}
[Fact]
public void TurnRateFor_WalkingReturnsBaseRate()
{
// Retail: omega.z = ±π/2 × turn_speed (1.0) = π/2 rad/s ≈ 90°/s
// Anchor: docs/research/named-retail/acclient_2013_pseudo_c.txt
// CMotionInterp::apply_run_to_command 0x00527be0 only
// multiplies under HoldKey.Run — walking is unscaled.
float rate = RemoteMoveToDriver.TurnRateFor(running: false);
Assert.Equal(MathF.PI / 2.0f, rate, precision: 5);
}
[Fact]
public void TurnRateFor_RunningAppliesRunTurnFactor()
{
// Retail: omega.z = ±π/2 × turn_speed × run_turn_factor
// run_turn_factor = 1.5f at 0x007c8914 (PDB-named).
// apply_run_to_command (acclient_2013_pseudo_c.txt:305098)
// multiplies turn_speed by 1.5f when input is TurnRight
// under HoldKey.Run.
float rate = RemoteMoveToDriver.TurnRateFor(running: true);
Assert.Equal(MathF.PI / 2.0f * 1.5f, rate, precision: 5);
}
[Fact]
public void TurnRateRadPerSec_BackCompatStillResolvesToWalkingRate()
{
// Existing call sites that haven't yet migrated to TurnRateFor
// (e.g., RemoteMoveToDriver.Drive's TurnSpeed=1.0 callers) still
// see the walking-rate constant. Same numerical value as
// BaseTurnRateRadPerSec.
Assert.Equal(RemoteMoveToDriver.BaseTurnRateRadPerSec,
RemoteMoveToDriver.TurnRateRadPerSec, precision: 5);
}
}

View file

@ -0,0 +1,52 @@
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// R4-V5 #160 fix: retail's apply_run_to_command (0x00527be0) run-rate
/// chain is <c>weenie ? (InqRunRate() ?: my_run_rate) : 1.0</c>. Remote
/// weenies FAIL InqRunRate, landing on my_run_rate — the field the mt-6/7
/// unpack writes with the wire's MoveToRunRate (M13). These pin that a
/// RemoteWeenie-equipped interp scales the run promotion by MyRunRate
/// (observer-side movetos ran in slow motion when the interp had no
/// weenie and took the degenerate 1.0 branch).
/// </summary>
public class RemoteWeenieRunRateTests
{
[Fact]
public void ApplyRunToCommand_RemoteWeenie_ScalesByWireRunRate()
{
var interp = new MotionInterpreter(new PhysicsBody())
{
WeenieObj = new RemoteWeenie(),
MyRunRate = 4.5f, // the mt-6 wire write (unpack @300603)
};
uint motion = MotionCommand.WalkForward;
float speed = 1.0f;
interp.apply_run_to_command(ref motion, ref speed);
Assert.Equal(MotionCommand.RunForward, motion);
Assert.Equal(4.5f, speed, 3);
}
[Fact]
public void ApplyRunToCommand_NoWeenie_KeepsRetailDegenerateBranch()
{
// Verbatim retail: a weenie-LESS (detached-class) object scales by
// 1.0 (raw 305062-305076 `else x87_r7 = 1f`). Production bodies all
// carry a weenie (player: PlayerWeenie; remotes: RemoteWeenie).
var interp = new MotionInterpreter(new PhysicsBody())
{
MyRunRate = 4.5f,
};
uint motion = MotionCommand.WalkForward;
float speed = 1.0f;
interp.apply_run_to_command(ref motion, ref speed);
Assert.Equal(MotionCommand.RunForward, motion);
Assert.Equal(1.0f, speed, 3);
}
}

View file

@ -0,0 +1,191 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// L.2g S2 conformance harness, layer 1: golden fixtures parsed from a LIVE
/// cdb trace of a RETAIL observer client
/// (Fixtures/l2g-observer-trace.log, captured 2026-07-02 with
/// tools/cdb/l2g-observer.cdb while a retail actor ran the structured
/// motion protocol through ACE).
///
/// Each [MTIS] block is an exact INPUT (the InterpretedMotionState retail
/// received, dumped field-by-field) and the [DIM] lines that follow on the
/// same minterp are retail's exact OUTPUT (every DoInterpretedMotion
/// dispatch, in order). We replay every input through acdream's funnel and
/// assert an identical dispatch sequence — retail's actual runtime is the
/// oracle, not anyone's reading of the decomp.
///
/// Exclusions (documented, not silent):
/// - Action-class dispatches (0x10000000 bit) come from the UM's action
/// LIST, which the [MTIS] struct dump doesn't include (LList pointer
/// only) — filtered from both sides; covered by the synthetic action
/// tests in MotionInterpreterFunnelTests instead.
/// - motion==0x80000000 entries (the unpack-level DoMotion(command_ids[0])
/// style call for wire style index 0) — outside
/// move_to_interpreted_state, so it can never appear in a
/// MoveToInterpretedState replay; the filter stays for that trace-
/// mechanics reason. The PRODUCTION gap the old note pointed at ("S3
/// wires the unpack-level style-on-change") CLOSED in R5-V4: the
/// GameWindow routing heads dispatch DoMotion(style) on change for every
/// movement type (unpack_movement @00524502-0052452c; conformance:
/// RemoteChaseEndToEndHarnessTests.ChaseArm_WithStanceChange_
/// AppliesStanceBeforeTheChase).
/// </summary>
public class RetailObserverTraceConformanceTests
{
private sealed record TraceCase(
int Line, string Minterp, InboundInterpretedState Ims, List<uint> Dims);
private sealed class RecordingSink : IInterpretedMotionSink
{
public readonly List<uint> Applied = new();
public bool ApplyMotion(uint motion, float speed)
{
Applied.Add(motion);
// R3-W5: style/stance ids (>= 0x80000000) have no dat MotionData
// entry — retail's real motion-table lookup fails for them
// (see MotionInterpreterDoMotionFamilyTests / the interface
// doc on IInterpretedMotionSink.ApplyMotion for the full
// rationale). The fake sink mirrors that so the style dispatch
// doesn't clobber ForwardCommand before the next read.
return motion < 0x80000000u;
}
public bool StopMotion(uint motion) => true;
}
private static string TracePath()
{
var dir = AppContext.BaseDirectory;
while (dir is not null && !File.Exists(Path.Combine(dir, "AcDream.slnx")))
dir = Directory.GetParent(dir)?.FullName;
Assert.NotNull(dir);
return Path.Combine(dir!, "tests", "AcDream.Core.Tests", "Fixtures", "l2g-observer-trace.log");
}
private static List<TraceCase> ParseTrace()
{
var lines = File.ReadAllLines(TracePath());
var cases = new List<TraceCase>();
var mtisRe = new Regex(@"\[MTIS\] minterp=(\w+)");
var fieldRe = new Regex(@"\+0x(\w+) (\w+)\s+: (\S+)");
var dimRe = new Regex(@"\[DIM\] minterp=(\w+) motion=(\w+)");
for (int i = 0; i < lines.Length; i++)
{
var m = mtisRe.Match(lines[i]);
if (!m.Success) continue;
string minterp = m.Groups[1].Value;
var ims = InboundInterpretedState.Default();
int j = i + 1;
for (; j < lines.Length; j++)
{
var f = fieldRe.Match(lines[j]);
if (!f.Success) break;
string name = f.Groups[2].Value;
string val = f.Groups[3].Value;
uint ParseHex() => Convert.ToUInt32(val, 16);
float ParseF() => float.Parse(val, CultureInfo.InvariantCulture);
switch (name)
{
case "current_style": ims.CurrentStyle = ParseHex(); break;
case "forward_command": ims.ForwardCommand = ParseHex(); break;
case "forward_speed": ims.ForwardSpeed = ParseF(); break;
case "sidestep_command": ims.SideStepCommand = ParseHex(); break;
case "sidestep_speed": ims.SideStepSpeed = ParseF(); break;
case "turn_command": ims.TurnCommand = ParseHex(); break;
case "turn_speed": ims.TurnSpeed = ParseF(); break;
}
}
// Collect this minterp's DIMs until the next UNPACK/MTIS event.
var dims = new List<uint>();
for (; j < lines.Length; j++)
{
if (lines[j].Contains("[UNPACK]") || lines[j].Contains("[MTIS]")) break;
var d = dimRe.Match(lines[j]);
if (d.Success && d.Groups[1].Value == minterp)
dims.Add(Convert.ToUInt32(d.Groups[2].Value, 16));
}
// A SECOND style dispatch marks a second apply_current_movement
// pass fired by the physics tick (HitGround / LeaveGround
// re-apply, CMotionInterp::HitGround 0x00528ac0) — not by this
// UM. Keep only the first pass as this UM's output. (2 cases in
// the capture — the actor's jump/land moments.)
int secondStyle = -1;
for (int k = 1; k < dims.Count; k++)
if (dims[k] == ims.CurrentStyle) { secondStyle = k; break; }
if (secondStyle > 0) dims = dims.Take(secondStyle).ToList();
cases.Add(new TraceCase(i + 1, minterp, ims, dims));
}
return cases;
}
private static bool IsExcluded(uint motion)
=> (motion & 0x10000000u) != 0 // action-list dispatches, not in the dump
|| motion == 0x80000000u; // unpack-level style-index-0 call
[Fact]
public void EveryTracedUm_ProducesRetailsExactDispatchSequence()
{
var cases = ParseTrace();
Assert.True(cases.Count > 100, $"expected >100 traced UMs, parsed {cases.Count}");
int verified = 0;
var failures = new List<string>();
foreach (var c in cases)
{
// The trace breakpoint sits at DoInterpretedMotion ENTRY
// (pre-gate); the sink records POST-gate (GetObjectSequence)
// calls. For grounded bodies they coincide. A Falling dispatch
// for a non-Falling forward command marks the traced body as
// AIRBORNE at that moment (the actor's jump) — replay those
// with contact cleared, and drop the traced style entry from
// the expectation (called pre-gate, blocked post-gate).
bool airborne = c.Ims.ForwardCommand != 0x40000015u
&& c.Dims.Contains(0x40000015u);
var body = new PhysicsBody();
body.State |= PhysicsStateFlags.Gravity;
body.TransientState |= TransientStateFlags.Active;
if (!airborne)
body.TransientState |= TransientStateFlags.Contact
| TransientStateFlags.OnWalkable;
var mi = new MotionInterpreter(body);
var sink = new RecordingSink();
mi.MoveToInterpretedState(c.Ims, sink);
var expected = c.Dims.Where(d => !IsExcluded(d)
&& (!airborne || d != c.Ims.CurrentStyle)).ToList();
var actual = sink.Applied.Where(d => !IsExcluded(d)).ToList();
if (!expected.SequenceEqual(actual))
{
failures.Add(
$"line {c.Line} minterp {c.Minterp}: " +
$"fwd=0x{c.Ims.ForwardCommand:X8}@{c.Ims.ForwardSpeed:F2} " +
$"side=0x{c.Ims.SideStepCommand:X8} turn=0x{c.Ims.TurnCommand:X8} — " +
$"retail [{string.Join(",", expected.Select(d => d.ToString("X8")))}] " +
$"vs acdream [{string.Join(",", actual.Select(d => d.ToString("X8")))}]");
}
else
{
verified++;
}
}
Assert.True(failures.Count == 0,
$"{failures.Count} of {cases.Count} traced UMs diverged "
+ $"({verified} conformant):\n" + string.Join("\n", failures.Take(12)));
}
}

View file

@ -6,41 +6,8 @@ namespace AcDream.Core.Tests.Physics;
public sealed class ServerControlledLocomotionTests
{
[Fact]
public void PlanMoveToStart_SeedsImmediateRunCycle()
{
var plan = ServerControlledLocomotion.PlanMoveToStart();
Assert.True(plan.IsMoving);
Assert.Equal(MotionCommand.RunForward, plan.Motion);
Assert.Equal(1.0f, plan.SpeedMod);
}
[Fact]
public void PlanMoveToStart_AppliesRetailRunRate()
{
var plan = ServerControlledLocomotion.PlanMoveToStart(
moveToSpeed: 1.25f,
runRate: 1.5f,
canRun: true);
Assert.True(plan.IsMoving);
Assert.Equal(MotionCommand.RunForward, plan.Motion);
Assert.Equal(1.875f, plan.SpeedMod);
}
[Fact]
public void PlanMoveToStart_UsesWalkWhenRunDisallowed()
{
var plan = ServerControlledLocomotion.PlanMoveToStart(
moveToSpeed: 0.75f,
runRate: 2.0f,
canRun: false);
Assert.True(plan.IsMoving);
Assert.Equal(MotionCommand.WalkForward, plan.Motion);
Assert.Equal(0.75f, plan.SpeedMod);
}
[Fact]
public void PlanFromVelocity_StopsBelowRetailNoiseThreshold()

View file

@ -0,0 +1,147 @@
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// #185 (2026-07-08) — the outdoor-stairs "invisible wall" root cause: the
/// former per-part landblock shadow registration used a synthetic part-id
/// <c>entity.Id * 256u + partIndex</c> that OVERFLOWED uint32 for class-prefixed
/// landblock ids (<c>0x40</c>/<c>0x80</c>/<c>0xC0</c>…). The <c>&lt;&lt; 8</c> dropped the
/// prefix byte, so different-class entities sharing the low 24 bits collided on
/// one shadow part-id and <c>Register</c>'s deregister-then-insert silently
/// overwrote one entity's collision geometry — rendered stair steps with NO
/// collision. The fix registers each multi-part entity via
/// <see cref="ShadowObjectRegistry.RegisterMultiPart"/> under its UNIQUE 32-bit
/// <c>entity.Id</c> (retail <c>add_shadows_to_cells</c> / <c>CPartArray::AddPartsShadow</c>).
/// </summary>
public class ShadowRegistrationOverflowTests
{
// Two real stair-entity ids from the #185 capture that share the low 24 bits
// (0xF68221) but differ in the class-prefix byte.
private const uint EntityA = 0x40F68221u;
private const uint EntityB = 0xC0F68221u;
private const uint LbId = 0xF6820000u;
private const float OffX = 0f, OffY = 0f;
// ── The root cause, as pure arithmetic ────────────────────────────────
[Fact]
public void OldPartIdScheme_OverflowsUint32_AndCollides()
{
// entity.Id * 256u == entity.Id << 8, truncated to 32 bits → the prefix
// byte falls off the top and the two distinct entities alias.
uint oldPartA = unchecked(EntityA * 256u); // 0x40F68221 << 8 → 0xF6822100
uint oldPartB = unchecked(EntityB * 256u); // 0xC0F68221 << 8 → 0xF6822100
Assert.Equal(0xF6822100u, oldPartA);
Assert.Equal(oldPartA, oldPartB); // COLLISION = the #185 bug
Assert.NotEqual(EntityA, EntityB); // …yet the entities ARE distinct
}
// ── The bug: old per-part Register loses one registration ─────────────
private static ShadowShape Cyl(Vector3 local) => new(
GfxObjId: 0u, LocalPosition: local, LocalRotation: Quaternion.Identity,
Scale: 1f, CollisionType: ShadowCollisionType.Cylinder, Radius: 1f, CylHeight: 2f);
[Fact]
public void OldPerPartRegister_CollidingIds_SecondSilentlyOverwritesFirst()
{
var reg = new ShadowObjectRegistry();
// Two DIFFERENT physical objects at DIFFERENT cells, registered the OLD way
// (Register with the synthetic overflowing part-id). EntityA at cell (0,0),
// EntityB at cell (1,0) — 30 m apart in X.
var posA = new Vector3(12f, 12f, 50f); // → cell LbId|1
var posB = new Vector3(42f, 12f, 50f); // → cell LbId|9
reg.Register(unchecked(EntityA * 256u), 0u, posA, Quaternion.Identity, 1f,
OffX, OffY, LbId, ShadowCollisionType.Cylinder, 2f);
reg.Register(unchecked(EntityB * 256u), 0u, posB, Quaternion.Identity, 1f,
OffX, OffY, LbId, ShadowCollisionType.Cylinder, 2f);
// EntityA's registration is GONE (its part-id was reused by EntityB): its
// cell is empty. This is exactly the missing stair-step collision.
Assert.Empty(reg.GetObjectsInCell(LbId | 1u));
Assert.NotEmpty(reg.GetObjectsInCell(LbId | 9u));
Assert.Equal(1, reg.TotalRegistered); // one silently lost
}
// ── The fix: RegisterMultiPart keys on the unique entity.Id ───────────
[Fact]
public void RegisterMultiPart_CollidingLowBitsIds_BothSurvive()
{
var reg = new ShadowObjectRegistry();
var posA = new Vector3(12f, 12f, 50f); // → cell LbId|1
var posB = new Vector3(42f, 12f, 50f); // → cell LbId|9
reg.RegisterMultiPart(EntityA, posA, Quaternion.Identity,
new[] { Cyl(Vector3.Zero) }, 0u, EntityCollisionFlags.None,
OffX, OffY, LbId, isStatic: true);
reg.RegisterMultiPart(EntityB, posB, Quaternion.Identity,
new[] { Cyl(Vector3.Zero) }, 0u, EntityCollisionFlags.None,
OffX, OffY, LbId, isStatic: true);
// Both distinct entities survive at their own cells — no overflow collision.
Assert.Contains(reg.GetObjectsInCell(LbId | 1u), e => e.EntityId == EntityA);
Assert.Contains(reg.GetObjectsInCell(LbId | 9u), e => e.EntityId == EntityB);
Assert.Equal(2, reg.TotalRegistered);
}
// ── The builder: one BSP shape per BSP part; shells + no-BSP excluded ──
private static GfxObjPhysics BspGfx(float radius)
{
var leaf = new PhysicsBSPNode { Type = BSPNodeType.Leaf };
return new GfxObjPhysics
{
BSP = new PhysicsBSPTree { Root = leaf },
BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = radius },
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
PhysicsPolygons = new Dictionary<ushort, Polygon>(),
Vertices = new VertexArray(),
};
}
[Fact]
public void FromLandblockBspParts_OneShapePerBspPart_LocalTransformPreserved()
{
var meshRefs = new[]
{
new MeshRef(0x01000AC5u, Matrix4x4.CreateTranslation(0f, 0.5f, 0.4f)),
new MeshRef(0x01000AC5u, Matrix4x4.CreateTranslation(0f, 1.0f, 0.8f)),
new MeshRef(0x0BADBADu, Matrix4x4.Identity), // no physics BSP → skipped
};
var shapes = ShadowShapeBuilder.FromLandblockBspParts(
meshRefs, isBuildingShell: false,
getGfxObj: id => id == 0x01000AC5u ? BspGfx(1.05f) : null);
Assert.Equal(2, shapes.Count); // only the two BSP-bearing parts
Assert.All(shapes, s => Assert.Equal(ShadowCollisionType.BSP, s.CollisionType));
Assert.All(shapes, s => Assert.Equal(0x01000AC5u, s.GfxObjId));
// Local part offsets survive (decomposed from PartTransform).
Assert.Contains(shapes, s => Vector3.Distance(s.LocalPosition, new Vector3(0f, 0.5f, 0.4f)) < 1e-4f);
Assert.Contains(shapes, s => Vector3.Distance(s.LocalPosition, new Vector3(0f, 1.0f, 0.8f)) < 1e-4f);
// Radius = local BoundingSphere radius × part scale (1.0).
Assert.All(shapes, s => Assert.Equal(1.05f, s.Radius, 3));
}
[Fact]
public void FromLandblockBspParts_BuildingShell_ReturnsEmpty()
{
var meshRefs = new[] { new MeshRef(0x01000AC5u, Matrix4x4.Identity) };
var shapes = ShadowShapeBuilder.FromLandblockBspParts(
meshRefs, isBuildingShell: true, getGfxObj: _ => BspGfx(1f));
Assert.Empty(shapes); // building shells collide via the building channel
}
}

View file

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
@ -90,4 +91,32 @@ public class ShadowShapeBuilderShapeSourceTests
Assert.Empty(shapes);
}
// 2026-07-07 — the PREMISE of the player-vs-monster crowd-collision fix (the
// CSphere family port): a humanoid Setup carries body Spheres and NO
// CylSpheres, so FromSetup emits Sphere-type shadows → collision runs through
// Transition.SphereCollision (the retail CSphere::intersects_sphere family),
// NOT the cylinder path. Mirrors the human Setup 0x02000001 (two body spheres
// at 0.475 / 1.350, r=0.48 — TS-46 / the physics digest). If this ever flips
// to CylSphere-first, the crowd fix would be aimed at the wrong dispatcher.
[Fact]
public void Setup_WithBodySpheres_NoCylSpheres_EmitsSphereShapes()
{
var setup = new Setup
{
CylSpheres = new List<CylSphere>(),
Spheres = new List<Sphere>
{
new Sphere { Origin = new Vector3(0f, 0f, 0.475f), Radius = 0.48f },
new Sphere { Origin = new Vector3(0f, 0f, 1.350f), Radius = 0.48f },
},
Parts = new List<QualifiedDataId<GfxObj>>(),
PlacementFrames = new Dictionary<Placement, AnimationFrame>(),
};
var shapes = ShadowShapeBuilder.FromSetup(setup, entScale: 1f, hasPhysicsBsp: _ => false);
Assert.Equal(2, shapes.Count);
Assert.All(shapes, s => Assert.Equal(ShadowCollisionType.Sphere, s.CollisionType));
}
}

View file

@ -0,0 +1,251 @@
using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
using Xunit.Abstractions;
using Plane = System.Numerics.Plane;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Conformance tests for the retail <c>CSphere::intersects_sphere</c> collision
/// family port (2026-07-07) — dispatcher <c>0x00537A80</c> + <c>step_sphere_up</c>
/// <c>0x00537900</c> + <c>slide_sphere</c> <c>0x00537440</c> +
/// <c>land_on_sphere</c> <c>0x005379a0</c> + <c>collide_with_point</c>
/// <c>0x00537230</c> + <c>step_sphere_down</c> <c>0x00536d20</c>. Pseudocode:
/// docs/research/2026-07-07-csphere-collision-family-pseudocode.md.
///
/// <para>
/// The driving repro: the user's live report that a player packed inside a crowd
/// of monsters gets wedged and can't wiggle free, where retail leaves room to
/// shuffle out. Humanoid creatures/players collide as body <b>Spheres</b>
/// (Setup.Spheres → <see cref="ShadowShapeBuilder.FromSetup"/> emits
/// <see cref="ShadowCollisionType.Sphere"/>), so the crowd contact runs through
/// <c>Transition.SphereCollision</c>. Before this port that method was a
/// hand-rolled 3-D wall-slide with a forced fixed de-penetration (register
/// <b>TS-45</b>) — opposing radial pushes from neighbours cancelled and the
/// player wedged. The faithful family routes the slide through the shared crease
/// projection, restoring retail's tangential shuffle. Synthetic spheres only — no
/// dat dependency.
/// </para>
/// </summary>
public class SphereCollisionFamilyTests
{
private readonly ITestOutputHelper _out;
public SphereCollisionFamilyTests(ITestOutputHelper output) => _out = output;
private const uint TestLandblockId = 0xA9B40000u;
private const uint TestCellId = TestLandblockId | 0x0001u; // landcell (0,0)
private const float SphereRadius = 0.48f; // retail player capsule radius
private const float SphereHeight = 1.20f;
private const float StepUpHeight = 0.60f;
private const float StepDownHeight = 0.04f;
private const float CreatureRadius = 0.48f; // a humanoid body sphere
/// <summary>
/// THE headline behavior: the crease slide lets a grounded player SHUFFLE
/// AROUND a body-sphere creature that partly blocks the path, instead of
/// sticking to it. The creature sits slightly EAST of the player's northward
/// line; the player walks N, grazes the creature's south-west, and must slide
/// along it (crease = collisionNormal × ground-up) and continue past.
///
/// <para>
/// This is the retail-faithful tangential slide the port restores. The
/// pre-2026-07-07 hand-rolled SphereCollision force-pushed the contact
/// RADIALLY to a fixed <c>combinedR + 1 cm</c> shell (shoving the player
/// south-west, back along its approach) — TS-45. In a crowd those radial
/// shoves from several neighbours fight each other and wedge the player; the
/// tangential crease slide is what leaves "room to shuffle out". The player
/// starts CLEAR (not penetrating) — a start deep inside overlapping spheres
/// reverts in retail too (validate_transition restores curr_pos on a
/// non-clean step, 0x0050aa70:272593), so that is not a valid repro.
/// </para>
/// </summary>
[Fact]
public void GroundedDiagonalApproach_SlidesPastOffsetCreature()
{
var engine = BuildEngine(out _);
RegisterCreatureSphere(engine, 0xC0C0u, 10.35f, 12f); // slightly EAST of the N path
var body = MakeGroundedBody(new Vector3(10f, 10f, 0f));
Vector3 pos = body.Position;
uint cellId = TestCellId;
bool grounded = true;
var perTick = new Vector3(0f, 0.08f, 0f); // push NORTH
for (int tick = 0; tick < 60; tick++)
{
var result = engine.ResolveWithTransition(
pos, pos + perTick, cellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
grounded, body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
body.Position = result.Position;
pos = result.Position;
cellId = result.CellId;
grounded = result.IsOnGround;
_out.WriteLine($"tick {tick,2}: ({pos.X:F3},{pos.Y:F3})");
}
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) grounded={grounded}");
// The creature centre is at Y=12. If the player slid around it, it ends
// NORTH of the creature; if it stuck, it wedges near Y≈11 (surface at
// Y = 12 sqrt(0.96² 0.35²) ≈ 11.11).
Assert.True(pos.Y > 12.5f,
$"Player must slide around the offset creature and continue north, not stick at " +
$"its surface; got Y={pos.Y:F3}");
}
/// <summary>
/// A single body-sphere creature dead ahead: the player pushing straight into
/// it must stop AT the surface (a head-on push has no crease tangent → the
/// slide degenerates → Collided) and must NOT penetrate or pass through.
/// Surface contact is at Y = 11.5 (0.48+0.48) = 10.54.
/// </summary>
[Fact]
public void GroundedSingleCreature_HeadOnPush_BlocksWithoutPenetration()
{
var engine = BuildEngine(out _);
RegisterCreatureSphere(engine, 0xC0B0u, 12f, 11.5f); // due north
var body = MakeGroundedBody(new Vector3(12f, 10f, 0f));
Vector3 pos = body.Position;
uint cellId = TestCellId;
bool grounded = true;
var perTick = new Vector3(0f, 0.08f, 0f); // straight in
for (int tick = 0; tick < 30; tick++)
{
var result = engine.ResolveWithTransition(
pos, pos + perTick, cellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
grounded, body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
body.Position = result.Position;
pos = result.Position;
cellId = result.CellId;
grounded = result.IsOnGround;
}
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3})");
Assert.True(pos.Y < 10.7f,
$"Player must be blocked at the sphere surface (Y≈10.54), not penetrate; got Y={pos.Y:F3}");
Assert.True(pos.Y > 10.3f,
$"Player must actually reach the creature (not stop early); got Y={pos.Y:F3}");
}
/// <summary>
/// An ETHEREAL sphere (state 0x4, non-static) is fully passable — the branch-1
/// early-OK consume plus the caller's Layer-2 override. Guards the door/ghost
/// passability against the family rewrite.
/// </summary>
[Fact]
public void GroundedEtherealSphere_IsFullyPassable()
{
var engine = BuildEngine(out _);
RegisterCreatureSphere(engine, 0xC0E0u, 12f, 11.5f,
state: 0x4u, isCreatureFlag: false); // ETHEREAL_PS, non-static
var body = MakeGroundedBody(new Vector3(12f, 10f, 0f));
Vector3 pos = body.Position;
uint cellId = TestCellId;
bool grounded = true;
var perTick = new Vector3(0f, 0.08f, 0f);
for (int tick = 0; tick < 45; tick++)
{
var result = engine.ResolveWithTransition(
pos, pos + perTick, cellId,
SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
grounded, body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
body.Position = result.Position;
pos = result.Position;
cellId = result.CellId;
grounded = result.IsOnGround;
}
_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3})");
Assert.True(pos.Y > 12.5f,
$"Ethereal sphere must not block (walked from 10 past the axis); got Y={pos.Y:F3}");
}
// ───────────────────────────────────────────────────────────────
// Harness (mirrors CylSphereFamilyTests)
// ───────────────────────────────────────────────────────────────
private static PhysicsEngine BuildEngine(out PhysicsDataCache cache)
{
cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
var heights = new byte[81];
var heightTable = new float[256]; // all zero → terrain Z = 0
engine.AddLandblock(
landblockId: TestLandblockId,
terrain: new TerrainSurface(heights, heightTable),
cells: Array.Empty<CellSurface>(),
portals: Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
return engine;
}
/// <summary>
/// Register a humanoid body sphere at foot height (Z = SphereRadius) so the
/// player's foot sphere overlaps it horizontally. Flagged as a creature by
/// default (the crowd case), mimicking a live monster's body-sphere shadow.
/// </summary>
private static void RegisterCreatureSphere(PhysicsEngine engine, uint entityId,
float x, float y, float radius = CreatureRadius, uint state = 0u,
bool isCreatureFlag = true)
{
engine.ShadowObjects.Register(
entityId, gfxObjId: 0u,
new Vector3(x, y, SphereRadius), Quaternion.Identity, radius,
worldOffsetX: 0f, worldOffsetY: 0f, landblockId: TestLandblockId,
collisionType: ShadowCollisionType.Sphere,
cylHeight: 0f, scale: 1f,
state: state,
flags: isCreatureFlag ? EntityCollisionFlags.IsCreature : EntityCollisionFlags.None,
isStatic: false);
}
private static PhysicsBody MakeGroundedBody(Vector3 position)
{
var floorPlane = new Plane(Vector3.UnitZ, 0f);
var floorVerts = new[]
{
new Vector3(-100f, -100f, 0f),
new Vector3( 100f, -100f, 0f),
new Vector3( 100f, 100f, 0f),
new Vector3(-100f, 100f, 0f),
};
return new PhysicsBody
{
Position = position,
Orientation = Quaternion.Identity,
ContactPlaneValid = true,
ContactPlane = floorPlane,
ContactPlaneCellId = TestCellId,
WalkablePolygonValid = true,
WalkablePlane = floorPlane,
WalkableVertices = floorVerts,
WalkableUp = Vector3.UnitZ,
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
};
}
}

View file

@ -0,0 +1,136 @@
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// R3-W1 — pins <see cref="WeenieError"/>'s numeric values against the
/// definitive retail table in
/// docs/research/2026-07-02-r3-motioninterp/W0-pins.md §A10 (an exhaustive
/// sweep of every <c>return &lt;code&gt;</c> site across raw 304908-306277 +
/// 300150-300540: 19 return sites + 1 store site, all attributed). These
/// codes are local-only (never on the wire), so the renumber from the
/// pre-R3 shuffled names is a safe rename — this test is the single
/// source of truth that a future edit can't silently un-pin.
/// </summary>
public sealed class WeenieErrorCodeTableTests
{
[Fact]
public void None_Is0x00()
=> Assert.Equal(0x00u, (uint)WeenieError.None);
[Fact]
public void NoPhysicsObject_Is0x08()
=> Assert.Equal(0x08u, (uint)WeenieError.NoPhysicsObject);
/// <summary>
/// 0x0B — NoMotionInterpreter. R4-V1 addition (M12), per
/// docs/research/2026-07-03-r4-moveto/r4-moveto-decomp.md §12 constants
/// inventory row (<c>8, 0xb, 0x36, 0x37, 0x38, 0x3d, 0x47</c>).
/// </summary>
[Fact]
public void NoMotionInterpreter_Is0x0B()
=> Assert.Equal(0x0Bu, (uint)WeenieError.NoMotionInterpreter);
[Fact]
public void NotGrounded_Is0x24()
=> Assert.Equal(0x24u, (uint)WeenieError.NotGrounded);
[Fact]
public void CrouchInCombatStance_Is0x3f()
=> Assert.Equal(0x3fu, (uint)WeenieError.CrouchInCombatStance);
[Fact]
public void SitInCombatStance_Is0x40()
=> Assert.Equal(0x40u, (uint)WeenieError.SitInCombatStance);
[Fact]
public void SleepInCombatStance_Is0x41()
=> Assert.Equal(0x41u, (uint)WeenieError.SleepInCombatStance);
[Fact]
public void ChatEmoteOutsideNonCombat_Is0x42()
=> Assert.Equal(0x42u, (uint)WeenieError.ChatEmoteOutsideNonCombat);
/// <summary>
/// 0x36 — ActionCancelled. R4-V1 addition (M12). Site:
/// <c>MoveToManager::PerformMovement</c> (§3a @0052a901) — every new
/// moveto cancels the previous one with this code before dispatching;
/// also <c>CPhysicsObj::interrupt_current_movement</c>'s
/// <c>MovementManager::CancelMoveTo(0x36)</c> call (§9e). Per §7c, the
/// arg is NEVER READ inside <c>MoveToManager::CancelMoveTo</c>'s body in
/// this build — kept for parity/logging, not behavior.
/// </summary>
[Fact]
public void ActionCancelled_Is0x36()
=> Assert.Equal(0x36u, (uint)WeenieError.ActionCancelled);
/// <summary>
/// 0x37 — ObjectGone. R4-V1 addition (M12). Site:
/// <c>MoveToManager::HandleUpdateTarget</c> (§6d @307866-307867) —
/// retarget delivery with a non-OK target status.
/// </summary>
[Fact]
public void ObjectGone_Is0x37()
=> Assert.Equal(0x37u, (uint)WeenieError.ObjectGone);
/// <summary>
/// 0x38 — NoObject. R4-V1 addition (M12). Site:
/// <c>MoveToManager::HandleUpdateTarget</c> (§6d @307857-307858) — the
/// FIRST target callback arrives with a non-OK status (target never
/// resolved).
/// </summary>
[Fact]
public void NoObject_Is0x38()
=> Assert.Equal(0x38u, (uint)WeenieError.NoObject);
[Fact]
public void ActionDepthExceeded_Is0x45()
=> Assert.Equal(0x45u, (uint)WeenieError.ActionDepthExceeded);
[Fact]
public void GeneralMovementFailure_Is0x47()
=> Assert.Equal(0x47u, (uint)WeenieError.GeneralMovementFailure);
[Fact]
public void YouCantJumpFromThisPosition_Is0x48()
=> Assert.Equal(0x48u, (uint)WeenieError.YouCantJumpFromThisPosition);
[Fact]
public void CantJumpLoadedDown_Is0x49()
=> Assert.Equal(0x49u, (uint)WeenieError.CantJumpLoadedDown);
/// <summary>
/// 0x3D — YouChargedTooFar. R4-V1 addition (M12). Site:
/// <c>MoveToManager::HandleMoveToPosition</c> Phase 2 arrival check —
/// <c>fail_distance</c> exceeded (r4-moveto-decomp.md §6b).
/// </summary>
[Fact]
public void YouChargedTooFar_Is0x3D()
=> Assert.Equal(0x3Du, (uint)WeenieError.YouChargedTooFar);
/// <summary>
/// Every code in the A10 table in one pass — guards against a
/// future partial edit desyncing an individual test above from the
/// enum declaration.
/// </summary>
[Theory]
[InlineData(WeenieError.None, 0x00u)]
[InlineData(WeenieError.NoPhysicsObject, 0x08u)]
[InlineData(WeenieError.NoMotionInterpreter, 0x0Bu)]
[InlineData(WeenieError.NotGrounded, 0x24u)]
[InlineData(WeenieError.ActionCancelled, 0x36u)]
[InlineData(WeenieError.ObjectGone, 0x37u)]
[InlineData(WeenieError.NoObject, 0x38u)]
[InlineData(WeenieError.CrouchInCombatStance, 0x3fu)]
[InlineData(WeenieError.SitInCombatStance, 0x40u)]
[InlineData(WeenieError.SleepInCombatStance, 0x41u)]
[InlineData(WeenieError.ChatEmoteOutsideNonCombat, 0x42u)]
[InlineData(WeenieError.ActionDepthExceeded, 0x45u)]
[InlineData(WeenieError.GeneralMovementFailure, 0x47u)]
[InlineData(WeenieError.YouCantJumpFromThisPosition, 0x48u)]
[InlineData(WeenieError.CantJumpLoadedDown, 0x49u)]
[InlineData(WeenieError.YouChargedTooFar, 0x3Du)]
public void A10Table_EveryCode_MatchesRetailNumericValue(WeenieError code, uint expected)
=> Assert.Equal(expected, (uint)code);
}

View file

@ -0,0 +1,676 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
namespace AcDream.Core.Tests.Rendering;
/// <summary>
/// #176 (purple flashing on dungeon floors at cell seams) + #177 (stairs pop
/// in/out across levels) — dat-truth inspection for the Facility Hub anchor
/// cells. The load-bearing topology fact from the #137 arc: corridor FLOORS
/// are portal polygons (PortalSide floor-portals to under-rooms, e.g.
/// 0x8A02016E visual polys 1/3/5 → 0x011E). These dumps answer:
///
/// (a) are the floor-portal VISUAL polys textured (drawn by CellMesh.Build)
/// or NoPos-stippled (skipped)? Same question for the RECIPROCAL portal
/// polys in the other cell — two textured coincident planes would
/// z-fight (#176's angle-dependent flash candidate);
/// (b) which cell owns the actual stair-step geometry at the
/// 0x8A020182 → 0x8A020183 level transit (#177's pop-in subject);
/// (c) do any drawn polys reference surfaces that fail to resolve
/// (the magenta-placeholder class)?
///
/// ⚠️ id-space trap (cost the #137 saga a wrong mechanism):
/// CellPortal.PolygonId indexes CellStruct.Polygons (VISUAL), never
/// PhysicsPolygons — same ids in both tables are unrelated polygons.
/// </summary>
public class Issue176177DungeonSeamInspectionTests
{
private readonly ITestOutputHelper _out;
public Issue176177DungeonSeamInspectionTests(ITestOutputHelper output) => _out = output;
private static string? ResolveDatDir()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
return Directory.Exists(datDir) ? datDir : null;
}
private static Matrix4x4 WorldTransform(EnvCell cell)
{
var rot = new Quaternion(
cell.Position.Orientation.X, cell.Position.Orientation.Y,
cell.Position.Orientation.Z, cell.Position.Orientation.W);
return Matrix4x4.CreateFromQuaternion(rot)
* Matrix4x4.CreateTranslation(
cell.Position.Origin.X, cell.Position.Origin.Y, cell.Position.Origin.Z);
}
private static (EnvCell cell, DatReaderWriter.Types.CellStruct cs)? LoadCell(DatCollection dats, uint cellId)
{
var envCell = dats.Get<EnvCell>(cellId);
if (envCell is null) return null;
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
if (environment is null) return null;
if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cs)) return null;
return (envCell, cs!);
}
private static List<Vector3> WorldVerts(
DatReaderWriter.Types.CellStruct cs, DatReaderWriter.Types.Polygon poly, Matrix4x4 world)
{
var result = new List<Vector3>(poly.VertexIds.Count);
foreach (var vid in poly.VertexIds)
if (cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var v))
result.Add(Vector3.Transform(v.Origin, world));
return result;
}
/// <summary>
/// Mirror of CellMesh.Build's inclusion rules (verts ≥ 3, no NoPos
/// stippling, PosSurface index in range) — the DRAWN verdict per poly.
/// </summary>
private static bool WouldDraw(DatReaderWriter.Types.Polygon poly, EnvCell cell) =>
poly.VertexIds.Count >= 3
&& !poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoPos)
&& poly.PosSurface >= 0
&& poly.PosSurface < cell.Surfaces.Count;
/// <summary>
/// (a)+(c): every CellPortal of the cell — the visual portal poly's
/// stippling/sides/surface, world plane, span, DRAWN verdict, and whether
/// the referenced Surface resolves in the dat.
/// </summary>
[Theory]
[InlineData(0x8A02016Eu)] // corridor with floor-portals 1/3/5 → 0x011E (#176 anchor)
[InlineData(0x8A02011Eu)] // the under-hall at z=12 those portals lead to
[InlineData(0x8A02017Au)] // adjacent corridor cell (the #137 seam partner)
[InlineData(0x8A020182u)] // stair transit upper cell, z 6 (#177 anchor)
[InlineData(0x8A020183u)] // stair transit lower cell, z 9 (#177 anchor)
public void PortalPolys_SurfaceAndDrawVerdict_Dump(uint cellId)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var loaded = LoadCell(dats, cellId);
Assert.NotNull(loaded);
var (cell, cs) = loaded!.Value;
var world = WorldTransform(cell);
_out.WriteLine($"=== 0x{cellId:X8} Env=0x{cell.EnvironmentId:X4} struct={cell.CellStructure} " +
$"pos=({cell.Position.Origin.X:F2},{cell.Position.Origin.Y:F2},{cell.Position.Origin.Z:F2}) ===");
_out.WriteLine($" Surfaces ({cell.Surfaces.Count}): " +
string.Join(" ", cell.Surfaces.ConvertAll(s => $"0x{0x08000000u | (uint)s:X8}")));
_out.WriteLine($" visualPolys={cs.Polygons.Count} physicsPolys={cs.PhysicsPolygons.Count} portals={cell.CellPortals.Count}");
// #177 pivot check: dungeon staircases are often EnvCell STATICS (the
// #119 tower class) — if one lives here, the vanish subject is the
// static's cull, not the shell flood.
_out.WriteLine($" StaticObjects={cell.StaticObjects.Count}");
foreach (var so in cell.StaticObjects)
_out.WriteLine($" static id=0x{so.Id:X8} at ({so.Frame.Origin.X:F2},{so.Frame.Origin.Y:F2},{so.Frame.Origin.Z:F2})");
foreach (var p in cell.CellPortals)
{
if (!cs.Polygons.TryGetValue((ushort)p.PolygonId, out var poly))
{
_out.WriteLine($" portal poly={p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] NOT IN VISUAL TABLE");
continue;
}
var w = WorldVerts(cs, poly, world);
var n = w.Count >= 3
? Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]))
: Vector3.Zero;
var min = new Vector3(float.MaxValue); var max = new Vector3(float.MinValue);
foreach (var v in w) { min = Vector3.Min(min, v); max = Vector3.Max(max, v); }
bool drawn = WouldDraw(poly, cell);
string surfInfo = "posSurf=OUT-OF-RANGE";
if (poly.PosSurface >= 0 && poly.PosSurface < cell.Surfaces.Count)
{
uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
var surface = dats.Get<Surface>(surfaceId);
surfInfo = surface is null
? $"posSurf[{poly.PosSurface}]=0x{surfaceId:X8} SURFACE-MISS"
: $"posSurf[{poly.PosSurface}]=0x{surfaceId:X8} type={surface.Type} origTex=0x{(uint)surface.OrigTextureId:X8}";
}
_out.WriteLine(
$" portal poly={p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] " +
$"stip={poly.Stippling} sides={poly.SidesType} verts={poly.VertexIds.Count} " +
$"n=({n.X:F2},{n.Y:F2},{n.Z:F2}) " +
$"x=[{min.X:F2},{max.X:F2}] y=[{min.Y:F2},{max.Y:F2}] z=[{min.Z:F2},{max.Z:F2}] " +
$"{surfInfo} DRAWN={drawn}");
}
// (c) sweep: any DRAWN poly in the whole cell whose surface misses.
int drawnCount = 0, missCount = 0;
foreach (var (id, poly) in cs.Polygons)
{
if (!WouldDraw(poly, cell)) continue;
drawnCount++;
uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
if (dats.Get<Surface>(surfaceId) is null)
{
missCount++;
_out.WriteLine($" >>> DRAWN poly {id} has MISSING surface 0x{surfaceId:X8}");
}
}
_out.WriteLine($" drawn-poly sweep: {drawnCount} drawn, {missCount} with missing surfaces");
}
/// <summary>
/// (a) reciprocal check: for each anchor pair, world-transform BOTH
/// sides' portal polys and test plane coincidence + both-drawn — the
/// #176 z-fight candidate is a coincident pair with DRAWN=true twice.
/// </summary>
[Theory]
[InlineData(0x8A02016Eu, 0x8A02011Eu)]
[InlineData(0x8A02016Eu, 0x8A02017Au)]
[InlineData(0x8A020182u, 0x8A020183u)]
public void ReciprocalPortalPolys_CoincidenceAndDrawVerdict(uint cellA, uint cellB)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var la = LoadCell(dats, cellA);
var lb = LoadCell(dats, cellB);
Assert.NotNull(la);
Assert.NotNull(lb);
var (ca, csa) = la!.Value;
var (cb, csb) = lb!.Value;
var wa = WorldTransform(ca);
var wb = WorldTransform(cb);
ushort lowA = (ushort)(cellA & 0xFFFFu);
ushort lowB = (ushort)(cellB & 0xFFFFu);
_out.WriteLine($"=== reciprocal pair 0x{cellA:X8} <-> 0x{cellB:X8} ===");
foreach (var pa in ca.CellPortals)
{
if (pa.OtherCellId != lowB) continue;
if (!csa.Polygons.TryGetValue((ushort)pa.PolygonId, out var polyA)) continue;
var va = WorldVerts(csa, polyA, wa);
if (va.Count < 3) continue;
var na = Vector3.Normalize(Vector3.Cross(va[1] - va[0], va[2] - va[0]));
float da = Vector3.Dot(na, va[0]);
bool drawnA = WouldDraw(polyA, ca);
_out.WriteLine($" A poly={pa.PolygonId} [{pa.Flags}] n=({na.X:F2},{na.Y:F2},{na.Z:F2}) planeD={da:F2} " +
$"stip={polyA.Stippling} sides={polyA.SidesType} DRAWN={drawnA}");
foreach (var pb in cb.CellPortals)
{
if (pb.OtherCellId != lowA) continue;
if (!csb.Polygons.TryGetValue((ushort)pb.PolygonId, out var polyB)) continue;
var vb = WorldVerts(csb, polyB, wb);
if (vb.Count < 3) continue;
var nb = Vector3.Normalize(Vector3.Cross(vb[1] - vb[0], vb[2] - vb[0]));
float db = Vector3.Dot(nb, vb[0]);
bool drawnB = WouldDraw(polyB, cb);
float align = Vector3.Dot(na, nb);
// Coincident planes: |align|≈1 and same plane offset (sign per normal direction).
bool coincident = MathF.Abs(align) > 0.99f
&& MathF.Abs(MathF.Abs(da) - MathF.Abs(db)) < 0.05f;
_out.WriteLine($" B poly={pb.PolygonId} [{pb.Flags}] n=({nb.X:F2},{nb.Y:F2},{nb.Z:F2}) planeD={db:F2} " +
$"stip={polyB.Stippling} sides={polyB.SidesType} DRAWN={drawnB} " +
$"align={align:F3} coincident={coincident}" +
(coincident && drawnA && drawnB ? " >>> Z-FIGHT CANDIDATE (both drawn, same plane)" : ""));
}
}
}
/// <summary>
/// #176 THE STRIPES (user screenshot, 2026-07-06 evening): a floor region
/// z-fights in regular bands between a purple-lit copy and an unlit copy —
/// two COINCIDENT DRAWN surfaces with different per-cell light sets. This
/// sweep hunts the pair in the dat: every pair of DRAWN polys across the
/// corridor neighborhood that is coplanar AND overlapping in area. Before
/// the light-cap fix both copies were usually equally unlit (the purple
/// portal light was cap-evicted) so the fight was invisible; the stable
/// light exposed it.
/// </summary>
[Fact]
public void CorridorNeighborhood_CoplanarOverlappingDrawnPolyPairs()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
// Seed cells around the screenshot location (the 016E/017A seam) +
// one portal ring.
var cellIds = new HashSet<uint> { 0x8A020164u, 0x8A020165u, 0x8A02016Eu, 0x8A02017Au };
foreach (var seed in new List<uint>(cellIds))
{
var seedCell = dats.Get<EnvCell>(seed);
if (seedCell is null) continue;
foreach (var p in seedCell.CellPortals)
cellIds.Add(0x8A020000u | p.OtherCellId);
}
// Collect all DRAWN polys world-space per cell.
var drawn = new List<(uint CellId, ushort PolyId, Vector3 N, float D,
Vector3 Min, Vector3 Max, uint SurfaceId)>();
foreach (var cellId in cellIds)
{
var loaded = LoadCell(dats, cellId);
if (loaded is null) continue;
var (cell, cs) = loaded.Value;
var world = WorldTransform(cell);
foreach (var (id, poly) in cs.Polygons)
{
if (!WouldDraw(poly, cell)) continue;
var w = WorldVerts(cs, poly, world);
if (w.Count < 3) continue;
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
float d = Vector3.Dot(n, w[0]);
var min = new Vector3(float.MaxValue); var max = new Vector3(float.MinValue);
foreach (var v in w) { min = Vector3.Min(min, v); max = Vector3.Max(max, v); }
uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
drawn.Add((cellId, id, n, d, min, max, surfaceId));
}
}
_out.WriteLine($"cells={cellIds.Count} drawnPolys={drawn.Count}");
int pairs = 0;
for (int i = 0; i < drawn.Count; i++)
{
for (int j = i + 1; j < drawn.Count; j++)
{
var a = drawn[i]; var b = drawn[j];
if (a.CellId == b.CellId && a.PolyId == b.PolyId) continue;
float align = Vector3.Dot(a.N, b.N);
if (MathF.Abs(align) < 0.999f) continue;
float dB = align > 0 ? b.D : -b.D;
if (MathF.Abs(a.D - dB) > 0.02f) continue; // same plane within 2 cm
// Overlap in world AABB, with meaningful area in the plane.
float ox = MathF.Min(a.Max.X, b.Max.X) - MathF.Max(a.Min.X, b.Min.X);
float oy = MathF.Min(a.Max.Y, b.Max.Y) - MathF.Max(a.Min.Y, b.Min.Y);
float oz = MathF.Min(a.Max.Z, b.Max.Z) - MathF.Max(a.Min.Z, b.Min.Z);
if (ox < 0.05f || oy < 0.05f) continue;
// For horizontal planes require XY overlap area; for walls allow thin Z.
bool horizontal = MathF.Abs(a.N.Z) > 0.85f;
if (horizontal && ox * oy < 0.05f) continue;
if (!horizontal && oz < 0.05f) continue;
pairs++;
_out.WriteLine(
$">>> COPLANAR-OVERLAP {(a.CellId == b.CellId ? "SAME-CELL" : "CROSS-CELL")}: " +
$"0x{a.CellId:X8} poly {a.PolyId} (surf 0x{a.SurfaceId:X8}) <-> " +
$"0x{b.CellId:X8} poly {b.PolyId} (surf 0x{b.SurfaceId:X8}) " +
$"n=({a.N.X:F2},{a.N.Y:F2},{a.N.Z:F2}) align={align:F3} " +
$"overlap x={ox:F2} y={oy:F2} z=[{MathF.Max(a.Min.Z, b.Min.Z):F2}..{MathF.Min(a.Max.Z, b.Max.Z):F2}]");
}
}
_out.WriteLine($"coplanar overlapping drawn pairs: {pairs}");
}
/// <summary>
/// #176 candidate (A2C): the opaque pass derives GL_SAMPLE_ALPHA_TO_COVERAGE
/// from the sampled texture alpha (mesh_modern.frag uRenderPass==0 keeps
/// alpha as-sampled). If the corridor floor texture decodes with alpha
/// below 1.0, MSAA coverage punches see-through holes in the floor —
/// fog-purple clear color — worst at grazing angles (mip-level dependent
/// → camera-angle dependent, far floor = at seams). Decode the floor
/// surface chain and histogram the alpha channel.
/// </summary>
[Theory]
[InlineData(0x08000377u)] // corridor floor (portal strips + plain floors)
[InlineData(0x08000376u)]
[InlineData(0x08000375u)]
[InlineData(0x08000378u)]
[InlineData(0x08000379u)] // under-level walls
[InlineData(0x080000DFu)] // stair-transit cells' 5th surface
public void FloorSurface_DecodedAlphaHistogram(uint surfaceId)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var surface = dats.Get<Surface>(surfaceId);
Assert.NotNull(surface);
_out.WriteLine($"Surface 0x{surfaceId:X8}: type={surface!.Type} origTex=0x{(uint)surface.OrigTextureId:X8} " +
$"transl={surface.Translucency:F2}");
if (surface.OrigTextureId == 0) { _out.WriteLine(" (no texture — solid color surface)"); return; }
var surfTex = dats.Get<SurfaceTexture>((uint)surface.OrigTextureId);
Assert.NotNull(surfTex);
_out.WriteLine($" SurfaceTexture 0x{(uint)surface.OrigTextureId:X8}: {surfTex!.Textures.Count} textures " +
$"[{string.Join(" ", surfTex.Textures.ConvertAll(t => $"0x{t:X8}"))}]");
foreach (var texId in surfTex.Textures)
{
var rs = dats.Get<RenderSurface>((uint)texId);
if (rs is null) { _out.WriteLine($" RenderSurface 0x{texId:X8}: MISS"); continue; }
// Decode with the production Core helpers (same paths the WB atlas uses).
var data = new byte[rs.Width * rs.Height * 4];
bool decodedOk = true;
switch (rs.Format)
{
case DatReaderWriter.Enums.PixelFormat.PFID_INDEX16:
{
var pal = dats.Get<Palette>(rs.DefaultPaletteId);
if (pal is null) { _out.WriteLine($" RenderSurface 0x{texId:X8}: INDEX16 with no palette 0x{rs.DefaultPaletteId:X8}"); decodedOk = false; break; }
AcDream.Core.Rendering.Wb.TextureHelpers.FillIndex16(rs.SourceData, pal, data, rs.Width, rs.Height);
break;
}
case DatReaderWriter.Enums.PixelFormat.PFID_P8:
{
var pal = dats.Get<Palette>(rs.DefaultPaletteId);
if (pal is null) { _out.WriteLine($" RenderSurface 0x{texId:X8}: P8 with no palette"); decodedOk = false; break; }
AcDream.Core.Rendering.Wb.TextureHelpers.FillP8(rs.SourceData, pal, data, rs.Width, rs.Height);
break;
}
case DatReaderWriter.Enums.PixelFormat.PFID_R5G6B5:
AcDream.Core.Rendering.Wb.TextureHelpers.FillR5G6B5(rs.SourceData, data, rs.Width, rs.Height);
break;
case DatReaderWriter.Enums.PixelFormat.PFID_A4R4G4B4:
AcDream.Core.Rendering.Wb.TextureHelpers.FillA4R4G4B4(rs.SourceData, data, rs.Width, rs.Height);
break;
case DatReaderWriter.Enums.PixelFormat.PFID_A8R8G8B8:
AcDream.Core.Rendering.Wb.TextureHelpers.FillA8R8G8B8(rs.SourceData, data, rs.Width, rs.Height);
break;
case DatReaderWriter.Enums.PixelFormat.PFID_R8G8B8:
AcDream.Core.Rendering.Wb.TextureHelpers.FillR8G8B8(rs.SourceData, data, rs.Width, rs.Height);
break;
case DatReaderWriter.Enums.PixelFormat.PFID_DXT1:
{
// DXT1/BC1: 8-byte blocks — c0 (u16 LE), c1 (u16 LE), 16×2-bit
// indices. c0 <= c1 selects 3-COLOR mode where index 3 decodes
// to TRANSPARENT BLACK (alpha=0). Our atlas uploads DXT1 as the
// RGBA variant (TextureFormatExtensions.ToCompressedGL), so any
// such texel reaches the shader with alpha=0 — and the opaque
// pass discards alpha<0.05 fragments. Count them.
int blocks = rs.SourceData.Length / 8;
int threeColorBlocks = 0;
long transparentTexels = 0;
for (int b = 0; b < blocks; b++)
{
int o = b * 8;
ushort c0 = (ushort)(rs.SourceData[o] | (rs.SourceData[o + 1] << 8));
ushort c1 = (ushort)(rs.SourceData[o + 2] | (rs.SourceData[o + 3] << 8));
if (c0 > c1) continue; // 4-color opaque mode
threeColorBlocks++;
for (int bi = 0; bi < 4; bi++)
{
byte row = rs.SourceData[o + 4 + bi];
for (int t = 0; t < 4; t++)
if (((row >> (t * 2)) & 0x3) == 3)
transparentTexels++;
}
}
_out.WriteLine($" RenderSurface 0x{texId:X8} DXT1 {rs.Width}x{rs.Height}: blocks={blocks} " +
$"threeColorBlocks={threeColorBlocks} alpha0Texels={transparentTexels}" +
(transparentTexels > 0
? " >>> ALPHA=0 TEXELS PRESENT (opaque-pass discard punches holes)"
: " (no transparent-mode texels)"));
decodedOk = false; // histogram printed above; skip the RGBA path
break;
}
default:
_out.WriteLine($" RenderSurface 0x{texId:X8}: fmt={rs.Format} (not decoded by this test)");
decodedOk = false;
break;
}
if (!decodedOk) continue;
// Alpha histogram over the decoded RGBA bytes (stride 4, alpha at +3).
int n = data.Length / 4;
int a255 = 0, aHigh = 0, aMid = 0, aLow = 0, a0 = 0;
byte minA = 255;
for (int i = 0; i < n; i++)
{
byte a = data[i * 4 + 3];
if (a < minA) minA = a;
if (a == 255) a255++;
else if (a >= 243) aHigh++; // ≥0.95 — safe for A2C
else if (a >= 13) aMid++; // 0.05..0.95 — partial coverage
else if (a > 0) aLow++;
else a0++;
}
_out.WriteLine($" RenderSurface 0x{texId:X8} fmt={rs.Format} {rs.Width}x{rs.Height}: " +
$"alpha histogram n={n} a=255:{a255} 243-254:{aHigh} 13-242:{aMid} 1-12:{aLow} 0:{a0} minA={minA}" +
(aMid + aLow + a0 > 0 ? " >>> SUB-OPAQUE ALPHA PRESENT (A2C hole candidate)" : " (fully opaque)"));
}
}
/// <summary>
/// #176 candidate: the under-hall 0x011E floods in at down-pitches and
/// its surface list carries 0x08000034 (Base1Solid|Translucent — a
/// COLORED translucent solid). If its drawn polys sit at z=6 (coplanar
/// with the corridor floor), the transparent pass blends that color over
/// the floor whenever the under-hall is admitted — angle-dependent
/// purple at seams. Dump every DRAWN poly (plane, z-span, surface, and
/// the surface's ColorValue) of the under-hall + its under-level
/// neighbors.
/// </summary>
[Theory]
[InlineData(0x8A02011Eu)]
[InlineData(0x8A020119u)]
[InlineData(0x8A02011Du)]
[InlineData(0x8A020122u)]
[InlineData(0x8A02011Fu)]
[InlineData(0x8A02016Eu)] // corridor cells — the striped-floor screenshot area
[InlineData(0x8A02017Au)]
[InlineData(0x8A020165u)]
public void UnderHall_DrawnPolys_SurfaceColors(uint cellId)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var loaded = LoadCell(dats, cellId);
if (loaded is null) { _out.WriteLine($"0x{cellId:X8} NOT FOUND"); return; }
var (cell, cs) = loaded.Value;
var world = WorldTransform(cell);
_out.WriteLine($"=== 0x{cellId:X8} drawn polys ===");
foreach (var (id, poly) in cs.Polygons)
{
if (!WouldDraw(poly, cell)) continue;
var w = WorldVerts(cs, poly, world);
if (w.Count < 3) continue;
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
float minZ = float.MaxValue, maxZ = float.MinValue;
foreach (var v in w) { minZ = MathF.Min(minZ, v.Z); maxZ = MathF.Max(maxZ, v.Z); }
uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
var surface = dats.Get<Surface>(surfaceId);
string surfInfo = surface is null
? $"0x{surfaceId:X8} MISS"
: $"0x{surfaceId:X8} type={surface.Type} color=0x{surface.ColorValue:X8} origTex=0x{(uint)surface.OrigTextureId:X8} lum={surface.Luminosity:F2} transl={surface.Translucency:F2}";
_out.WriteLine($" poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) z=[{minZ:F2},{maxZ:F2}] " +
$"verts={poly.VertexIds.Count} surf={surfInfo}");
}
}
/// <summary>
/// The transit-lag question (#176/#177 root-cause fork): production
/// [cell-transit] lines fire 0.10.6 m PAST the portal plane. Is that
/// (a) dat-real — the cells' CellBSP volumes OVERLAP past the plane, so
/// retail's point_in_cell (same dat, same walk) keeps the old cell too —
/// or (b) our membership's bug? Probe raw CellBSP containment for both
/// cells of each seam across the portal plane.
/// </summary>
[Theory]
[InlineData(0x8A02016Eu, 0x8A02017Au, 85.00f, -40f, -5.0f)]
[InlineData(0x8A020182u, 0x8A020183u, 98.333f, -40f, -7.5f)]
public void SeamCells_CellBspContainment_AcrossPortalPlane(
uint cellAId, uint cellBId, float planeX, float y, float z)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var la = LoadCell(dats, cellAId);
var lb = LoadCell(dats, cellBId);
Assert.NotNull(la);
Assert.NotNull(lb);
var (ca, csa) = la!.Value;
var (cb, csb) = lb!.Value;
Matrix4x4.Invert(WorldTransform(ca), out var invA);
Matrix4x4.Invert(WorldTransform(cb), out var invB);
_out.WriteLine($"=== CellBSP containment across plane x={planeX:F2} " +
$"(A=0x{cellAId:X8}, B=0x{cellBId:X8}) ===");
for (float dx = -0.6f; dx <= 0.65f; dx += 0.05f)
{
var world = new Vector3(planeX + dx, y, z);
bool inA = csa.CellBSP?.Root is not null
&& Physics.PointInCellBspViaBspQuery(csa.CellBSP.Root, Vector3.Transform(world, invA));
bool inB = csb.CellBSP?.Root is not null
&& Physics.PointInCellBspViaBspQuery(csb.CellBSP.Root, Vector3.Transform(world, invB));
_out.WriteLine($" x=plane{(dx >= 0 ? "+" : "")}{dx:F2} inA={(inA ? "Y" : "-")} inB={(inB ? "Y" : "-")}" +
(inA && inB ? " <<< OVERLAP" : !inA && !inB ? " <<< NEITHER" : ""));
}
}
private static class Physics
{
// Thin forwarder so this Rendering-side test reads clearly; the walk
// is the production BSPQuery.PointInsideCellBsp.
public static bool PointInCellBspViaBspQuery(
DatReaderWriter.Types.CellBSPNode node, Vector3 localPoint)
=> AcDream.Core.Physics.BSPQuery.PointInsideCellBsp(node, localPoint);
}
/// <summary>
/// (b) #177: which cell owns the stair-step geometry? Histogram of DRAWN
/// visual polys by normal class + the z-ladder of horizontal polys
/// (stair steps show as a ladder of small floor polys at stepped
/// z-levels). Also lists every portal with its plane orientation —
/// is the 0x0182↔0x0183 connection a floor-portal or a wall-portal?
/// </summary>
[Theory]
[InlineData(0x8A020182u)]
[InlineData(0x8A020183u)]
public void StairTransit_GeometryOwnerAndPortalOrientation(uint cellId)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var loaded = LoadCell(dats, cellId);
Assert.NotNull(loaded);
var (cell, cs) = loaded!.Value;
var world = WorldTransform(cell);
int floors = 0, ceilings = 0, walls = 0, inclined = 0;
var floorZLevels = new SortedDictionary<int, int>(); // z rounded to 0.1 m → count
foreach (var (id, poly) in cs.Polygons)
{
var w = WorldVerts(cs, poly, world);
if (w.Count < 3) continue;
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
float az = MathF.Abs(n.Z);
if (az > 0.85f)
{
// Horizontal poly — bucket by mean z.
float meanZ = 0; foreach (var v in w) meanZ += v.Z; meanZ /= w.Count;
int zKey = (int)MathF.Round(meanZ * 10f);
floorZLevels.TryGetValue(zKey, out var c);
floorZLevels[zKey] = c + 1;
if (n.Z > 0) floors++; else ceilings++;
}
else if (az < 0.25f) walls++;
else
{
inclined++;
float minZ = float.MaxValue, maxZ = float.MinValue;
foreach (var v in w) { minZ = MathF.Min(minZ, v.Z); maxZ = MathF.Max(maxZ, v.Z); }
_out.WriteLine($" INCLINED poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) z=[{minZ:F2},{maxZ:F2}] " +
$"verts={poly.VertexIds.Count} stip={poly.Stippling} DRAWN={WouldDraw(poly, cell)}");
}
}
_out.WriteLine($"=== 0x{cellId:X8} poly histogram: floors={floors} ceilings={ceilings} walls={walls} inclined={inclined} ===");
_out.WriteLine(" horizontal-poly z-ladder (z → count): " +
string.Join(" ", System.Linq.Enumerable.Select(floorZLevels, kv => $"{kv.Key / 10f:F1}:{kv.Value}")));
foreach (var p in cell.CellPortals)
{
if (!cs.Polygons.TryGetValue((ushort)p.PolygonId, out var poly)) continue;
var w = WorldVerts(cs, poly, world);
if (w.Count < 3) continue;
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
string orient = MathF.Abs(n.Z) > 0.85f ? "HORIZONTAL (floor/ceiling portal)"
: MathF.Abs(n.Z) < 0.25f ? "vertical (wall portal)"
: "INCLINED portal";
var min = new Vector3(float.MaxValue); var max = new Vector3(float.MinValue);
foreach (var v in w) { min = Vector3.Min(min, v); max = Vector3.Max(max, v); }
_out.WriteLine($" portal poly={p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] {orient} " +
$"n=({n.X:F2},{n.Y:F2},{n.Z:F2}) z=[{min.Z:F2},{max.Z:F2}]");
}
}
/// <summary>
/// #176 THE TRIANGLES (user screenshot, 2026-07-06): floor tiles show hard
/// per-triangle purple facets — smooth Gouraud can't produce a hard diagonal
/// across a flat tile, so the CELL VERTEX NORMALS are the suspect. CellMesh.cs:80
/// uses sw.Normal (dat vertex normal), falling back to UnitZ when zero. Dump the
/// per-vertex dat normals for every DRAWN poly: are they smooth (vary per vertex),
/// per-FACE (constant per poly = flat shading = facets), or ZERO (fallback → all
/// up → floor unlit)? Compares the dat vertex normal to the poly's geometric
/// face normal to flag flat-shaded polys.
/// </summary>
[Theory]
[InlineData(0x8A02015Eu)] // #176 repro corridor
[InlineData(0x8A02016Eu)] // corridor with floor-portals
public void CellVertexNormals_SmoothOrFaceted_Dump(uint cellId)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var loaded = LoadCell(dats, cellId);
if (loaded is null) { _out.WriteLine($"0x{cellId:X8} NOT FOUND"); return; }
var (cell, cs) = loaded.Value;
int zero = 0, faceMatch = 0, smooth = 0, total = 0;
_out.WriteLine($"=== 0x{cellId:X8} per-vertex dat normals (local space), DRAWN polys ===");
foreach (var (id, poly) in cs.Polygons)
{
if (!WouldDraw(poly, cell)) continue;
// Geometric face normal from the first 3 LOCAL verts.
var lv = new List<Vector3>();
var vn = new List<Vector3>();
foreach (var vid in poly.VertexIds)
if (cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var v)) { lv.Add(v.Origin); vn.Add(v.Normal); }
if (lv.Count < 3) continue;
total++;
var face = Vector3.Normalize(Vector3.Cross(lv[1] - lv[0], lv[2] - lv[0]));
// Classify: all-zero (fallback), all-equal-to-face (flat), or varying (smooth).
bool allZero = vn.TrueForAll(x => x == Vector3.Zero);
bool allEqualFace = vn.TrueForAll(x => x != Vector3.Zero && Vector3.Dot(Vector3.Normalize(x), face) > 0.999f);
bool varying = false;
for (int i = 1; i < vn.Count; i++)
if (vn[i] != Vector3.Zero && Vector3.Dot(Vector3.Normalize(vn[i]), Vector3.Normalize(vn[0])) < 0.999f) varying = true;
if (allZero) zero++; else if (allEqualFace) faceMatch++; else if (varying) smooth++;
string tag = allZero ? "ZERO(→UnitZ)" : allEqualFace ? "FLAT(=face)" : varying ? "SMOOTH(varies)" : "uniform(≠face)";
_out.WriteLine($" poly {id} face=({face.X:F2},{face.Y:F2},{face.Z:F2}) {tag} datN=[" +
string.Join(" ", vn.ConvertAll(x => $"({x.X:F2},{x.Y:F2},{x.Z:F2})")) + "]");
}
_out.WriteLine($"SUMMARY 0x{cellId:X8}: drawnPolys={total} zero={zero} flatFace={faceMatch} smooth={smooth}");
}
}

View file

@ -0,0 +1,186 @@
using System;
using System.IO;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
namespace AcDream.Core.Tests.Rendering;
/// <summary>
/// #79/#93/#176/#177 A7.L1 (2026-07-09) — dat-truth check for the Town Network
/// fountain room (0x00070144). Live probe evidence (launch-a7-lightscope.log)
/// showed 0x00070144 NEVER appears in the [indoor-light] byCell histogram across
/// every visit this session, regardless of the visible-cell scoping fix — every
/// pooled light belongs to NEIGHBORING cells (0x132/0x133/0x143/0x145/0x155/0x157),
/// never to 0x144 itself. Both registration sites (GameWindow.cs:3771 live weenie
/// spawns, GameWindow.cs:7919 dat EnvCell statics) already tag CellId correctly, so
/// this is either (a) the room genuinely has no dat-authored Setup.Lights of its
/// own (a registration/spawn-side non-issue — the darkness is caused by something
/// else entirely), or (b) it DOES have fixtures that never made it into
/// EnvCell.StaticObjects / the live weenie spawn set (a real hydration gap).
/// Dumps StaticObjects + each Setup-sourced static's Setup.Lights.Count for the
/// fountain room and its immediate neighbors observed this session, so the answer
/// is read from the dat directly instead of inferred from aggregate counts.
/// </summary>
public class Issue93TownNetworkFountainRoomLightInspectionTests
{
private readonly ITestOutputHelper _out;
public Issue93TownNetworkFountainRoomLightInspectionTests(ITestOutputHelper output) => _out = output;
private static string? ResolveDatDir()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
return Directory.Exists(datDir) ? datDir : null;
}
[Theory]
[InlineData(0x00070144u)] // the fountain room — the user's original repro spot
[InlineData(0x00070156u)] // player's teleport-in cell this session
[InlineData(0x00070164u)]
[InlineData(0x00070132u)]
[InlineData(0x00070133u)]
[InlineData(0x00070143u)]
[InlineData(0x00070145u)]
[InlineData(0x00070146u)]
[InlineData(0x00070155u)]
[InlineData(0x00070157u)]
public void StaticObjects_SetupLightsCount_Dump(uint cellId)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var envCell = dats.Get<EnvCell>(cellId);
if (envCell is null)
{
_out.WriteLine($"=== 0x{cellId:X8} NOT FOUND in dat ===");
return;
}
_out.WriteLine($"=== 0x{cellId:X8} Env=0x{envCell.EnvironmentId:X4} struct={envCell.CellStructure} " +
$"pos=({envCell.Position.Origin.X:F2},{envCell.Position.Origin.Y:F2},{envCell.Position.Origin.Z:F2}) " +
$"StaticObjects={envCell.StaticObjects.Count} ===");
int totalLights = 0;
foreach (var so in envCell.StaticObjects)
{
if ((so.Id & 0xFF000000u) == 0x02000000u)
{
var setup = dats.Get<Setup>(so.Id);
int lightCount = setup?.Lights.Count ?? -1;
totalLights += Math.Max(lightCount, 0);
_out.WriteLine($" SETUP id=0x{so.Id:X8} at ({so.Frame.Origin.X:F2},{so.Frame.Origin.Y:F2},{so.Frame.Origin.Z:F2}) Lights={lightCount}");
}
else
{
_out.WriteLine($" id=0x{so.Id:X8} at ({so.Frame.Origin.X:F2},{so.Frame.Origin.Y:F2},{so.Frame.Origin.Z:F2}) (not a Setup — no Lights dict)");
}
}
_out.WriteLine($" TOTAL dat-authored Lights in cell 0x{cellId:X8} StaticObjects: {totalLights}");
}
/// <summary>
/// Setup 0x02000365 at (69.88,-69.92,5.01) — 5 m above the fountain, the room's
/// ONLY dat-authored light (Lights=1) — never appeared in the live [indoor-light]
/// byCell histogram. GameWindow.cs:7324 drops the ENTIRE hydrated entity (light
/// included) when its flattened <c>meshRefs.Count == 0</c> — mirror that exact
/// gate here (IsRuntimeHiddenMarker skip, then GfxObj-resolves check) to see
/// whether this specific fixture is a mesh-less/marker-only "light attach point"
/// that the mesh-gate silently drops before the lights loop (GameWindow.cs:7892)
/// ever sees it.
/// </summary>
[Fact]
public void CeilingFixtureSetup_MeshFlattenSurvivorCount_Dump()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
const uint setupId = 0x02000365u;
var setup = dats.Get<Setup>(setupId);
Assert.NotNull(setup);
_out.WriteLine($"=== Setup 0x{setupId:X8}: Parts={setup!.Parts.Count} PlacementFrames={setup.PlacementFrames.Count} Lights={setup.Lights.Count} ===");
foreach (var kvp in setup.Lights)
_out.WriteLine($" light[{kvp.Key}] Color=({kvp.Value.Color?.Red},{kvp.Value.Color?.Green},{kvp.Value.Color?.Blue}) Intensity={kvp.Value.Intensity} Falloff={kvp.Value.Falloff} ConeAngle={kvp.Value.ConeAngle}");
var flat = AcDream.Core.Meshing.SetupMesh.Flatten(setup);
_out.WriteLine($" SetupMesh.Flatten -> {flat.Count} MeshRefs");
int survivors = 0, markerSkipped = 0, gfxNull = 0;
foreach (var mr in flat)
{
if (AcDream.Core.Meshing.GfxObjDegradeResolver.IsRuntimeHiddenMarker(dats, mr.GfxObjId))
{
markerSkipped++;
_out.WriteLine($" part gfx=0x{mr.GfxObjId:X8} -> MARKER (skipped)");
continue;
}
var gfx = dats.Get<GfxObj>(mr.GfxObjId);
if (gfx is null)
{
gfxNull++;
_out.WriteLine($" part gfx=0x{mr.GfxObjId:X8} -> GFXOBJ-NULL (dropped)");
continue;
}
survivors++;
_out.WriteLine($" part gfx=0x{mr.GfxObjId:X8} -> survives (Polygons={gfx.Polygons.Count})");
}
_out.WriteLine($" meshRefs survivor count = {survivors} (markerSkipped={markerSkipped} gfxNull={gfxNull}) " +
$"=> GameWindow.cs:7324 would {(survivors == 0 ? "DROP" : "KEEP")} this entity");
}
/// <summary>
/// Follow-up (same session, 2026-07-09): user confirmed lighting improved but
/// reported missing candle flames + fountain water particles. Hypothesis tested:
/// same mesh-empty hydration-gate class as the light fix, just for
/// Setup.DefaultScript instead of Setup.Lights (GpuWorldState.cs:221 fires
/// ambient particle scripts from DefaultScript.DataId per hydrated entity — the
/// SAME lb.Entities list EntityHydrationRules.ShouldKeepEntity gates).
/// <b>REFUTED — do not re-chase this specific mechanism for #79/#93's particle
/// residual.</b> The fountain (0x02000AA3) has a SURVIVING mesh part (1/1) AND a
/// real DefaultScript (0x33000B21, almost certainly the water spray) — never
/// dropped by the gate, mesh or no. The "16 ring objects" guess (0x02001967) was
/// WRONG: real mesh, DefaultScript==0 — not candles, no script at all. Filed as
/// its own issue (missing ambient particles) — the remaining suspects are
/// downstream of hydration entirely: does EntityScriptActivator/
/// PhysicsScriptRunner actually fire DefaultScript=0x33000B21 for dat-hydrated
/// (ServerGuid==0) entities at runtime, does that script resolve to a real
/// PhysicsScriptTable entry, and does the resulting emitter reach the particle
/// renderer. NOT investigated further this session — separate root cause,
/// separate fix.
/// </summary>
[Theory]
[InlineData(0x02000AA3u)] // the fountain itself (cell 0x00070144 center)
[InlineData(0x02001967u)] // the 16 ring objects around the fountain (candles?)
[InlineData(0x020018C5u)] // the other cell-center static
public void FountainAndCandleSetup_DefaultScriptAndMeshSurvivorCount_Dump(uint setupId)
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var setup = dats.Get<Setup>(setupId);
Assert.NotNull(setup);
_out.WriteLine($"=== Setup 0x{setupId:X8}: Parts={setup!.Parts.Count} DefaultScript.DataId=0x{setup.DefaultScript.DataId:X8} Lights={setup.Lights.Count} ===");
var flat = AcDream.Core.Meshing.SetupMesh.Flatten(setup);
int survivors = 0;
foreach (var mr in flat)
{
if (AcDream.Core.Meshing.GfxObjDegradeResolver.IsRuntimeHiddenMarker(dats, mr.GfxObjId)) continue;
if (dats.Get<GfxObj>(mr.GfxObjId) is null) continue;
survivors++;
}
bool wouldBeKeptByCurrentFix = AcDream.Core.Meshing.EntityHydrationRules.ShouldKeepEntity(survivors, setup.Lights.Count);
_out.WriteLine($" flattened={flat.Count} meshSurvivors={survivors} " +
$"hasDefaultScript={setup.DefaultScript.DataId != 0} " +
$"=> current ShouldKeepEntity(mesh,lights) = {wouldBeKeptByCurrentFix}");
}
}

View file

@ -0,0 +1,152 @@
using AcDream.Core.Rendering;
using Xunit;
namespace AcDream.Core.Tests.Rendering;
public sealed class TranslucencyFadeManagerTests
{
[Fact]
public void StartPartFade_InstantEpsilon_CommitsEndImmediately()
{
var mgr = new TranslucencyFadeManager();
mgr.StartPartFade(entityId: 1, partIndex: 0, start: 0f, end: 1f,
time: TranslucencyFadeManager.TranslucencyInstantEpsilon);
Assert.True(mgr.TryGetCurrentValue(1, 0, out float value));
Assert.Equal(1f, value);
// No ramp survives — advancing further changes nothing.
mgr.AdvanceAll(10f);
Assert.True(mgr.TryGetCurrentValue(1, 0, out float after));
Assert.Equal(1f, after);
}
[Fact]
public void StartPartFade_ZeroTime_IsTreatedAsInstant()
{
var mgr = new TranslucencyFadeManager();
mgr.StartPartFade(entityId: 5, partIndex: 2, start: 0f, end: 0.5f, time: 0f);
Assert.True(mgr.TryGetCurrentValue(5, 2, out float value));
Assert.Equal(0.5f, value);
}
[Fact]
public void StartPartFade_RealDuration_ImmediatelyReadableAsStart()
{
var mgr = new TranslucencyFadeManager();
mgr.StartPartFade(entityId: 1, partIndex: 0, start: 0.2f, end: 0.8f, time: 1f);
// Before any AdvanceAll — the ramp's t=0 value must already be readable
// (FPHook's first Execute call reports value=start on the same frame).
Assert.True(mgr.TryGetCurrentValue(1, 0, out float value));
Assert.Equal(0.2f, value);
}
[Fact]
public void AdvanceAll_LinearInterpolation_MidpointIsExact()
{
var mgr = new TranslucencyFadeManager();
mgr.StartPartFade(entityId: 1, partIndex: 0, start: 0f, end: 1f, time: 1f);
mgr.AdvanceAll(0.5f);
Assert.True(mgr.TryGetCurrentValue(1, 0, out float value));
Assert.Equal(0.5f, value, 5);
}
[Fact]
public void AdvanceAll_AsymmetricRange_LinearAtQuarterDuration()
{
var mgr = new TranslucencyFadeManager();
mgr.StartPartFade(entityId: 1, partIndex: 0, start: 0.2f, end: 1.0f, time: 4f);
mgr.AdvanceAll(1f); // t = 0.25
Assert.True(mgr.TryGetCurrentValue(1, 0, out float value));
Assert.Equal(0.2f + (1.0f - 0.2f) * 0.25f, value, 5);
}
[Fact]
public void AdvanceAll_Overshoot_CommitsExactEndValue()
{
var mgr = new TranslucencyFadeManager();
mgr.StartPartFade(entityId: 1, partIndex: 0, start: 0f, end: 1f, time: 0.267f);
mgr.AdvanceAll(10f); // massive overshoot past duration
Assert.True(mgr.TryGetCurrentValue(1, 0, out float value));
Assert.Equal(1f, value); // bitwise-exact, not approximately-equal
}
[Fact]
public void AdvanceAll_PastCompletion_IsIdempotent()
{
var mgr = new TranslucencyFadeManager();
mgr.StartPartFade(entityId: 1, partIndex: 0, start: 0f, end: 1f, time: 0.1f);
mgr.AdvanceAll(1f);
Assert.True(mgr.TryGetCurrentValue(1, 0, out float first));
mgr.AdvanceAll(1f); // ramp already finished — a second advance must not change anything
Assert.True(mgr.TryGetCurrentValue(1, 0, out float second));
Assert.Equal(first, second);
Assert.Equal(1f, second);
}
[Fact]
public void ClearEntity_RemovesActiveAndCommittedState()
{
var mgr = new TranslucencyFadeManager();
mgr.StartPartFade(entityId: 1, partIndex: 0, start: 0f, end: 1f, time: 1f);
Assert.True(mgr.TryGetCurrentValue(1, 0, out _));
mgr.ClearEntity(1);
Assert.False(mgr.TryGetCurrentValue(1, 0, out _));
mgr.AdvanceAll(1f); // must not throw even though the entity is gone
Assert.False(mgr.TryGetCurrentValue(1, 0, out _));
}
[Fact]
public void StartPartFade_SecondCallReplacesFirst()
{
var mgr = new TranslucencyFadeManager();
mgr.StartPartFade(entityId: 1, partIndex: 0, start: 0f, end: 1f, time: 10f);
mgr.AdvanceAll(1f); // 10% into the first (abandoned) ramp
// Restart with a fresh, shorter ramp — the old target must be abandoned.
mgr.StartPartFade(entityId: 1, partIndex: 0, start: 0.9f, end: 0f, time: 1f);
Assert.True(mgr.TryGetCurrentValue(1, 0, out float atRestart));
Assert.Equal(0.9f, atRestart);
mgr.AdvanceAll(1f); // finishes the SECOND ramp, not the first
Assert.True(mgr.TryGetCurrentValue(1, 0, out float value));
Assert.Equal(0f, value);
}
[Fact]
public void TryGetCurrentValue_UnknownPart_ReturnsFalse()
{
var mgr = new TranslucencyFadeManager();
Assert.False(mgr.TryGetCurrentValue(entityId: 999, partIndex: 0, out float value));
Assert.Equal(0f, value);
}
[Fact]
public void MultiplePartsOnSameEntity_AdvanceIndependently()
{
var mgr = new TranslucencyFadeManager();
mgr.StartPartFade(entityId: 1, partIndex: 0, start: 0f, end: 1f, time: 1f);
mgr.StartPartFade(entityId: 1, partIndex: 1, start: 0f, end: 1f, time: 2f);
mgr.AdvanceAll(1f);
Assert.True(mgr.TryGetCurrentValue(1, 0, out float part0));
Assert.True(mgr.TryGetCurrentValue(1, 1, out float part1));
Assert.Equal(1f, part0); // part 0's 1s ramp is done
Assert.Equal(0.5f, part1, 5); // part 1's 2s ramp is halfway
}
}

View file

@ -0,0 +1,70 @@
using System.Numerics;
using AcDream.Core.Rendering;
using DatReaderWriter.Types;
using Xunit;
namespace AcDream.Core.Tests.Rendering;
public sealed class TranslucencyHookSinkTests
{
[Fact]
public void TransparentPartHook_ForwardsFieldsVerbatimToManager()
{
var mgr = new TranslucencyFadeManager();
var sink = new TranslucencyHookSink(mgr);
var hook = new TransparentPartHook { PartIndex = 3, Start = 0.1f, End = 0.9f, Time = 0.5f };
sink.OnHook(entityId: 42, entityWorldPosition: Vector3.Zero, hook: hook);
Assert.True(mgr.TryGetCurrentValue(42, 3, out float value));
Assert.Equal(0.1f, value); // t=0 value, readable immediately after the hook fires
}
[Fact]
public void TransparentPartHook_InstantTime_CommitsEndImmediately()
{
var mgr = new TranslucencyFadeManager();
var sink = new TranslucencyHookSink(mgr);
var hook = new TransparentPartHook { PartIndex = 0, Start = 0f, End = 1f, Time = 0f };
sink.OnHook(entityId: 1, entityWorldPosition: Vector3.Zero, hook: hook);
Assert.True(mgr.TryGetCurrentValue(1, 0, out float value));
Assert.Equal(1f, value);
}
[Fact]
public void EtherealHook_IsIgnored()
{
var mgr = new TranslucencyFadeManager();
var sink = new TranslucencyHookSink(mgr);
sink.OnHook(entityId: 1, entityWorldPosition: Vector3.Zero, hook: new EtherealHook { Ethereal = true });
Assert.False(mgr.TryGetCurrentValue(1, 0, out _));
}
[Fact]
public void WholeObjectTransparentHook_IsIgnored()
{
var mgr = new TranslucencyFadeManager();
var sink = new TranslucencyHookSink(mgr);
// #188 scope: the whole-object variant is deliberately NOT ported this pass.
sink.OnHook(entityId: 1, entityWorldPosition: Vector3.Zero,
hook: new TransparentHook { Start = 0f, End = 1f, Time = 1f });
Assert.False(mgr.TryGetCurrentValue(1, 0, out _));
}
[Fact]
public void UnrelatedHook_IsIgnored()
{
var mgr = new TranslucencyFadeManager();
var sink = new TranslucencyHookSink(mgr);
sink.OnHook(entityId: 1, entityWorldPosition: Vector3.Zero, hook: new SoundTableHook());
Assert.False(mgr.TryGetCurrentValue(1, 0, out _));
}
}

View file

@ -92,6 +92,47 @@ public class GpuWorldStateTests
Assert.Equal(1, state.PendingLiveEntityCount); // 0xAAAAFFFF entry still parked
}
[Fact]
public void RelocateEntity_StrandedInPending_MovesToLoadedTarget()
{
// Regression: the cold-spawn / run-out "invisible player" bug
// (2026-07-03). A persistent (server-spawned) entity that spawned into a
// not-yet-loaded landblock is parked in the pending bucket. The per-frame
// RelocateEntity is supposed to keep it homed to its current landblock so
// it draws — but the old implementation scanned ONLY _loaded, so it
// silently no-op'd on a pending entity and the player stayed hidden
// forever. Confirmed live: "[ent] APPEND guid=0x5000000A -> PENDING(hidden)"
// with no later DRAWSET PRESENT, even after the landblock loaded (its
// sibling NPCs re-hydrated into it fine — the player was excluded).
var state = new GpuWorldState();
var player = new WorldEntity
{
Id = 1,
ServerGuid = 0x5000000Au, // server-spawned + persistent
SourceGfxObjOrSetupId = 0x01000001u,
Position = System.Numerics.Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
};
state.MarkPersistent(0x5000000Au);
// Spawned before its landblock streamed in → parked in pending, hidden.
state.AppendLiveEntity(0xADAF0011u, player);
Assert.Empty(state.Entities);
Assert.Equal(1, state.PendingLiveEntityCount);
// The player's current landblock IS loaded now (the live log shows the
// sibling NPCs re-hydrated into it). RelocateEntity — called every frame
// to keep the player homed to its current landblock — must promote the
// stranded pending entity into the loaded bucket so it draws.
state.AddLandblock(MakeStubLandblock(0xBBBBFFFFu));
state.RelocateEntity(player, 0xBBBB0011u);
Assert.Single(state.Entities); // now drawn
Assert.Equal(0, state.PendingLiveEntityCount); // no longer stranded
}
[Fact]
public void RemoveLandblock_DropsPendingForThatLandblock()
{

View file

@ -0,0 +1,90 @@
using AcDream.Core.World;
using Xunit;
namespace AcDream.Core.Tests.World;
/// <summary>
/// #190 (2026-07-09) — the interior entity id space (<c>0x40XXYY##</c>,
/// GameWindow.cs's <c>interiorIdBase + localCounter</c>) reserved only 8 bits
/// (256 values) for a landblock's WHOLE interior static population. The Town
/// Network hub (205 cells) reached 248 before the #79/#93 A7.L1 light fix,
/// then 277 after it — PAST the 8-bit boundary, silently aliasing into the
/// next landblock's reserved Y-byte (0x40000815 decoded as landblock Y=0x08,
/// not the true Y=0x07). Same collision CLASS as #119 (two landblocks
/// sharing one id space), triggered by entity COUNT instead of a computation
/// bug. Widened the counter to 12 bits (4095) by shrinking the fixed class
/// prefix from a full byte (0x40) to its top nibble (0x4_) — verified safe
/// against every classification check that reads entity.Id
/// (GameWindow.cs's <c>_isOutdoorMesh</c> threshold, <c>_isLandblockStab</c>
/// prefix, scenery bit) since none of them decode X/Y back out.
/// </summary>
public class InteriorEntityIdAllocatorTests
{
[Fact]
public void Base_AlwaysAtOrAboveStabThreshold()
{
// GameWindow.cs: `entity.Id < 0x40000000u` classifies "stab" —
// every interior-static base must sit AT or ABOVE this floor for
// every landblock coordinate, including the corners.
for (uint y = 0; y <= 255; y += 51)
for (uint x = 0; x <= 255; x += 51)
Assert.True(InteriorEntityIdAllocator.Base(x, y) >= 0x40000000u);
}
[Fact]
public void Base_NeverMatchesLandblockStabPrefix()
{
// GameWindow.cs: `(entity.Id & 0xFF000000u) == 0xC0000000u` identifies
// LandBlockInfo stabs — an interior-static base must never collide.
for (uint y = 0; y <= 255; y += 51)
for (uint x = 0; x <= 255; x += 51)
Assert.NotEqual(0xC0000000u, InteriorEntityIdAllocator.Base(x, y) & 0xFF000000u);
}
[Fact]
public void Base_NeverSetsSceneryBit()
{
// GameWindow.cs: `(entity.Id & 0x80000000u) != 0` identifies procedural
// scenery — an interior-static base must never set bit 31.
for (uint y = 0; y <= 255; y += 51)
for (uint x = 0; x <= 255; x += 51)
Assert.Equal(0u, InteriorEntityIdAllocator.Base(x, y) & 0x80000000u);
}
[Fact]
public void MaxCounter_StaysWithinTheSameLandblocksReservedRange()
{
// The literal #190 repro, generalized: adding the full counter budget
// to a landblock's base must never spill into a DIFFERENT landblock's
// base. Checked against every adjacent-Y and adjacent-X neighbor.
for (uint y = 0; y < 255; y++)
{
uint thisBase = InteriorEntityIdAllocator.Base(0, y);
uint nextYBase = InteriorEntityIdAllocator.Base(0, y + 1);
Assert.True(thisBase + InteriorEntityIdAllocator.MaxCounter < nextYBase,
$"y={y}: counter budget overflows into landblock y={y + 1}'s id range");
}
}
[Fact]
public void TownNetworkRepro_277EntitiesStaysInTheSameLandblock()
{
// The exact #190 repro values: landblock 0x0007xxxx (X=0, Y=7), 277
// hydrated entities (the count AFTER the #79/#93 A7.L1 light fix).
// Under the OLD 8-bit-counter scheme this aliased into Y=8's range
// (0x40000815 read back as Y=0x08). Under the new scheme it must not.
uint id = InteriorEntityIdAllocator.Base(0, 7) + 277u;
uint decodedYByte = (id & 0xFF000000u); // old scheme's Y read (byte-aligned)
Assert.NotEqual(0xC0000000u, decodedYByte); // sanity: still not a landblock-stab
Assert.True(id < InteriorEntityIdAllocator.Base(0, 8),
"277 entities must stay inside landblock Y=7's reserved id range");
}
[Fact]
public void MaxCounter_Is4095()
{
// Locks the documented capacity (12-bit counter) so a future edit
// that accidentally narrows it again gets caught here first.
Assert.Equal(0xFFFu, InteriorEntityIdAllocator.MaxCounter);
}
}

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