fix(physics): close #77 — auto-walk honors ACE CanCharge bit; zero velocity in turn-in-place
Two related close-range bugs reported in #77 share a root in PlayerMovementController.DriveServerAutoWalk + BeginServerAutoWalk: 1. **Walk-vs-run misclassification.** BeginServerAutoWalk decided `_autoWalkInitiallyRunning = (initialDist - distanceToObject) >= 1.0f`, forcing run at any chase past ~1.6 m. ACE's wire-level walk-vs-run answer is the MovementParameters CanCharge bit (0x10), which Creature.SetWalkRunThreshold sets when server-side player→target distance >= WalkRunThreshold/2 (= 7.5 m default). Retail's MovementParameters::get_command (decomp 0x0052aa00) gates the run path on CanCharge first; the inner walk_run_threshold check practically always walks given ACE's 15 m default. The hardcoded 1.0 m threshold pushed run into the 3-5 m walk-range the user reported should walk. 2. **Velocity leak in turn-in-place phase.** When the auto-walked body crossed the destination, desiredYaw flipped ~180°, walkAligned dropped to false, and the `if (!moveForward) return true;` branch returned without zeroing body velocity. The body kept the prior frame's running velocity (RunAnimSpeed × runRate ≈ 11 m/s) and slid 4-5 m past the target before the turn-around rotation completed — the "runs and slides away, runs back, picks up" symptom in #77 bug B. Changes: - `CreateObject.ServerMotionState.CanCharge`: new bool prop reading bit 0x10 of MoveToParameters. Cross-ref ACE MovementParams.CanCharge = 0x10. - `PlayerMovementController.BeginServerAutoWalk`: replaces the unused `walkRunThreshold` parameter with `bool canCharge`; sets `_autoWalkInitiallyRunning = canCharge`. - `PlayerMovementController.DriveServerAutoWalk` turn-in-place branch: calls `_motion.DoMotion(Ready, 1.0)` and zeros body horizontal velocity (preserving Z for gravity). No-op for case (a) initial-turn with stationary body; fixes (b) overshoot recovery and (c) settling cases. - `GameWindow.OnLiveMotionUpdated`: passes `update.MotionState.CanCharge` through; [autowalk-begin] trace shows `canCharge=` instead of `walkRunThresh=`. - `GameWindow.InstallSpeculativeTurnToTarget`: predicts ACE's CanCharge from local distance using ACE's exact 7.5 m rule, so the speculative install agrees with the wire-triggered overwrite that arrives moments later. Visual-verified at Holtburg 2026-05-18: walk-range NPC click walks + fires Use, walk-range F-key pickup walks + no overshoot, far-range (8-10 m) pickup still runs. Test baseline unchanged (8 Core pre-existing failures, 0 net-new failures across Core/Net/UI/App suites). 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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3 changed files with 93 additions and 47 deletions
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@ -3396,16 +3396,17 @@ public sealed class GameWindow : IDisposable
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pathData.OriginZ,
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_liveCenterX,
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_liveCenterY);
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bool canCharge = update.MotionState.CanCharge;
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_playerController.BeginServerAutoWalk(
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destWorld,
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pathData.MinDistance,
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pathData.DistanceToObject,
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update.MotionState.MoveTowards,
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pathData.WalkRunThreshold);
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canCharge);
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[autowalk-begin] dest=({destWorld.X:F2},{destWorld.Y:F2},{destWorld.Z:F2}) minDist={pathData.MinDistance:F2} objDist={pathData.DistanceToObject:F2} walkRunThresh={pathData.WalkRunThreshold:F2} towards={update.MotionState.MoveTowards}"));
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$"[autowalk-begin] dest=({destWorld.X:F2},{destWorld.Y:F2},{destWorld.Z:F2}) minDist={pathData.MinDistance:F2} objDist={pathData.DistanceToObject:F2} canCharge={canCharge} towards={update.MotionState.MoveTowards}"));
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}
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}
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// Note: do NOT cancel auto-walk on a non-MoveTo motion
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@ -9412,21 +9413,27 @@ public sealed class GameWindow : IDisposable
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if ((odf & LargeFlatMask) != 0) useRadius = 2.0f;
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}
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// Issue #77 fix (2026-05-18) — predict ACE's CanCharge bit
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// from local distance so the speculative auto-walk uses the
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// same walk/run as the wire-triggered overwrite that arrives
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// moments later. ACE's Creature.SetWalkRunThreshold sets
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// CanCharge when player→target distance >= WalkRunThreshold /
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// 2 = 7.5 m (the 15 m wire default halved). Match exactly so
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// the speculative install doesn't flip walk↔run when ACE's
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// MoveToObject broadcast overwrites it.
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const float AceCanChargeDistance = 7.5f;
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var bodyPos = _playerController.Position;
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float ddx = entity.Position.X - bodyPos.X;
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float ddy = entity.Position.Y - bodyPos.Y;
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float distToTarget = MathF.Sqrt(ddx * ddx + ddy * ddy);
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bool speculativeCanCharge = distToTarget >= AceCanChargeDistance;
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_playerController.BeginServerAutoWalk(
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destinationWorld: entity.Position,
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minDistance: 0f,
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distanceToObject: useRadius,
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moveTowards: true,
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// 15 m matches ACE's MoveToParameters.SetDefaults
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// WalkRunThreshold for non-combat Use/PickUp paths.
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// Using 9999 here forced walk-mode for the brief window
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// between this speculative install and ACE's MovementType=6
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// overwrite — far targets briefly walked before switching
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// to run, which the user observed as "we only walk, not
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// running from the correct threshold". 15.0 lines up with
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// what ACE will send anyway, so the initial decision and
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// the overwrite agree.
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walkRunThreshold: 15.0f);
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canCharge: speculativeCanCharge);
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}
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private uint? SelectClosestCombatTarget(bool showToast)
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