fix(physics): #265 landing-bounce family - retail check_contact seed + velocity-free landing commit
Retail jump landings BOUNCE: the floor touch records both a contact plane (grounding) AND a collision normal (collided_with_environment), and handle_all_collisions reflects the unmodified impact velocity off it at 5% elasticity (v += -(v.n)(elasticity+1).n, DEFAULT_ELASTICITY 0.05 @0x007c6a7c). Our transition already recorded both facts; the bounce was suppressed by the AD-25 adaptation stack in the per-tick commit: a Velocity.Z<=0 landing gate (needed because the resolver glued ascending movers to the ground) plus a landing Velocity.Z=0 hand-zero whose stated purpose was making the reflect a no-op. Downhill glided instead of bouncing, flat-ground landings had no pop, and uphill jumps flapped between grounded/airborne against the animation machine. Three retail mechanisms replace the stack: - check_contact (0x0050f5b0) seeding in ResolveWithTransition: a body in CONTACT seeds the transition's contact only while v.contactPlane.N <= 0.0002; moving away seeds the last-known plane alone (get_object_info 0x00511cc0). Ascending jumps therefore run contact-free (ballistic, no glue) - the gate's reason-for-being is gone. The plane requirement is strict: Contact-without-plane is unrepresentable in retail. - SetPositionInternal-shaped commit (0x00515330, byte-read end-to-end, velocity-sign-FREE): contact purely from the transition's contact plane, HitGround on the airborne->walkable edge, HandleAllCollisions with unmodified impact velocity. Whole commit gated on Ok && candidateMoved (retail pc:283657 skips SetPositionInternal entirely when the candidate did not move) - a standing body's contact state is never re-derived, which is what keeps rest bit-stable (AD-41 updated). - Byte decodes: gate override state&0x800000=Sledding, zero branch state&0x20000=Inelastic, reflect strictly dot<0 - our port already had all three correct. Settle: real landings (>=0.25 m/s) bounce and decay geometrically; smaller impacts are consumed by retail's unconditional small-velocity zero, so standing never micro-bounces. Re-baselines documented in place: landing-survival pin measures decay post-settle; LiveCompare_Tick0/376 pin the new IsOnGround=false on zero-move ticks (captured true was the retired seed echo; tick 376's captured body carries an 11.8 m/s grounded velocity from the deleted get_state_velocity-overwrite era); de-overlap fixture now carries the plane real grounded bodies always have. New pins: LandingBounceSeedingTests (ascent no-seed, rest keeps contact, strict plane, slope 5% reversal + tangential preservation, Sledding override). Investigation + implementation record: docs/research/2026-07-30-landing-bounce-family.md. Complete Release suite: 10,031 passed / 5 skips / 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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10 changed files with 620 additions and 84 deletions
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@ -1144,20 +1144,32 @@ public class PlayerMovementControllerTests
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Assert.False(controller.IsAirborne, "Should have landed");
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// THE #265/#166 ACCEPTANCE BAR: the tick immediately after landing
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// must NOT be hand-zeroed to exactly (0,0,0) -- the old bug. On flat
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// ground dot(velocity, GroundNormal=(0,0,1)) = velocity.Z ~ 0 after
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// the landing hand-zero, which is below calc_friction's 0.25f
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// threshold, so friction DOES measurably engage here (unlike the
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// specific captured roof geometry in
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// Issue265SteepSlopeCaptureBisectTests, where it happens not to) --
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// this is "survives, then decays," not "coasts forever."
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// must NOT be hand-zeroed to exactly (0,0,0) -- the old bug. The
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// landing-bounce rework (2026-07-30,
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// docs/research/2026-07-30-landing-bounce-family.md) restores retail
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// handle_all_collisions' reflect (v += -(v·n)(elasticity+1)·n,
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// elasticity 0.05), so the first post-landing ticks are a micro-hop
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// CHAIN: each ground contact reverses 5% of the impact's normal
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// component and keeps the tangential -- the residual speed survives,
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// and calc_friction engages once a hop's contact dot falls under the
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// 0.25 AP-7 gate. "Survives, then decays" therefore measures a few
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// ticks after touchdown, not the very first one (friction cannot run
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// during the reflected rise -- that IS retail's landing bounce).
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controller.Update(ObjectTick, new MovementInput());
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float horizSpeedAfterLanding =
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new Vector2(controller.BodyVelocity.X, controller.BodyVelocity.Y).Length();
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Assert.True(horizSpeedAfterLanding > 0.01f,
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$"Expected residual horizontal speed to survive the first post-landing tick; " +
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$"got {horizSpeedAfterLanding} (launch speed was {horizSpeedAtLaunch})");
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Assert.True(horizSpeedAfterLanding < horizSpeedAtLaunch,
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"Expected friction to have begun decaying the residual speed, not leave it unchanged");
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// Let the 5%-elasticity hop chain settle (v_z decays geometrically;
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// a handful of ObjectTicks covers several hops), then require decay.
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for (int i = 0; i < 12; i++)
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controller.Update(ObjectTick, new MovementInput());
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float horizSpeedSettled =
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new Vector2(controller.BodyVelocity.X, controller.BodyVelocity.Y).Length();
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Assert.True(horizSpeedSettled < horizSpeedAtLaunch,
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$"Expected friction to decay the residual speed once the bounce chain settles; " +
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$"got {horizSpeedSettled} vs launch {horizSpeedAtLaunch}");
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}
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}
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