feat(R2-Q1): verbatim MotionState (gap H2)

Style/Substate/SubstateMod + the two independent MotionList chains with
retail's exact disciplines: modifier PUSH-FRONT stack
(add_modifier_no_check 0x00525ff0; add_modifier 0x00526340 refusing
duplicates AND the current base substate; remove_modifier by node;
clear_modifiers) and action TAIL-APPEND FIFO (add_action 0x005260a0;
remove_action_head 0x00526120 returning the popped motion, 0 when
empty; clear_actions). Deep-copy ctor clones both chains (Q0-pins
A4-#5: re_modify's snapshot is a termination bound, never shared).

11 discipline-table tests. Next: Q2 (CMotionTable + free functions —
the GetObjectSequence dispatcher).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-02 20:31:16 +02:00
parent dc54a3e41f
commit 2345da30e9
2 changed files with 267 additions and 0 deletions

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using System.Collections.Generic;
namespace AcDream.Core.Physics.Motion;
/// <summary>
/// One entry of a <see cref="MotionState"/> chain — retail's
/// <c>MotionList</c> node (12 bytes: motion + speed_mod + next;
/// acclient.h, r2-motiontable-decomp.md §14). One struct, two independent
/// chain disciplines: the modifier chain is a PUSH-FRONT STACK, the action
/// chain a TAIL-APPEND FIFO.
/// </summary>
public sealed class MotionEntry
{
public uint Motion;
public float SpeedMod = 1f;
public MotionEntry(uint motion, float speedMod)
{
Motion = motion;
SpeedMod = speedMod;
}
}
/// <summary>
/// R2-Q1 — verbatim port of retail's <c>MotionState</c> (acclient.h:31081;
/// r2-motiontable-decomp.md §13): the motion-table-facing state block —
/// current style / substate / substate_mod plus the modifier stack and the
/// action FIFO that <c>CMotionTable::GetObjectSequence</c>,
/// <c>StopSequenceMotion</c>, <c>re_modify</c>, and
/// <c>MotionTableManager::AnimationDone</c> read and write.
/// </summary>
public sealed class MotionState
{
/// <summary>Current style/stance command word (0 = unset; ctor 0x00525fd0).</summary>
public uint Style;
/// <summary>Current base substate command word (0 = unset).</summary>
public uint Substate;
/// <summary>Speed modifier of the base substate (default 1.0).</summary>
public float SubstateMod = 1f;
private readonly LinkedList<MotionEntry> _modifiers = new(); // modifier_head — push-front stack
private readonly LinkedList<MotionEntry> _actions = new(); // action_head/tail — FIFO
public MotionState()
{
}
/// <summary>
/// Deep copy (retail copy ctor 0x00526790; Q0-pins A4-#5): both chains
/// CLONED — <c>re_modify</c>'s snapshot is a termination bound, never
/// shared state.
/// </summary>
public MotionState(MotionState other)
{
Style = other.Style;
Substate = other.Substate;
SubstateMod = other.SubstateMod;
foreach (var m in other._modifiers)
_modifiers.AddLast(new MotionEntry(m.Motion, m.SpeedMod));
foreach (var a in other._actions)
_actions.AddLast(new MotionEntry(a.Motion, a.SpeedMod));
}
/// <summary>Modifier chain in retail order (newest first — push-front).</summary>
public IEnumerable<MotionEntry> Modifiers => _modifiers;
/// <summary>Action FIFO in retail order (oldest first).</summary>
public IEnumerable<MotionEntry> Actions => _actions;
/// <summary><c>add_modifier_no_check</c> (0x00525ff0): unconditional
/// push-front.</summary>
public void AddModifierNoCheck(uint motion, float speedMod)
=> _modifiers.AddFirst(new MotionEntry(motion, speedMod));
/// <summary>
/// <c>add_modifier</c> (0x00526340): refuse when the motion is already
/// a modifier (caller must stop-then-re-add to refresh) or already IS
/// the current base substate.
/// </summary>
public bool AddModifier(uint motion, float speedMod)
{
for (var n = _modifiers.First; n is not null; n = n.Next)
if (n.Value.Motion == motion)
return false;
if (Substate == motion)
return false;
AddModifierNoCheck(motion, speedMod);
return true;
}
/// <summary><c>remove_modifier</c> (0x00526040) — by node identity
/// (retail's node+predecessor pair collapses in a managed list).</summary>
public void RemoveModifier(MotionEntry entry)
{
_modifiers.Remove(entry);
}
/// <summary><c>clear_modifiers</c> (0x00526070).</summary>
public void ClearModifiers() => _modifiers.Clear();
/// <summary><c>add_action</c> (0x005260a0): tail append.</summary>
public void AddAction(uint motion, float speedMod)
=> _actions.AddLast(new MotionEntry(motion, speedMod));
/// <summary><c>remove_action_head</c> (0x00526120): pop the FIFO head,
/// returning its motion id (0 when empty).</summary>
public uint RemoveActionHead()
{
var head = _actions.First;
if (head is null)
return 0;
_actions.RemoveFirst();
return head.Value.Motion;
}
/// <summary><c>clear_actions</c> (0x005260f0).</summary>
public void ClearActions() => _actions.Clear();
}