feat(anim): route Commands[] list — full NPC/monster motion support

UpdateMotion's InterpretedMotionState payload includes not just
ForwardCommand but a whole Commands[] list of MotionItem entries — each
carrying an Action (attack, portal, skill use), Modifier (jump,
stop-turn), or ChatEmote (Wave, BowDeep, Laugh) that should overlay the
current cycle. The old parser stopped reading after ForwardSpeed, so
emotes/attacks/deaths never reached the sequencer and NPCs just sat in
their idle cycle.

Three parts:

1. New MotionItem wire record in ServerMotionState — carries Command
   (u16), PackedSequence (u16 with IsAutonomous bit + 15-bit stamp),
   and Speed (f32). Mirrors ACE Network/Motion/MotionItem.cs.

2. Both UpdateMotion.TryParse and CreateObject.TryParseMovementData
   now read the full InterpretedMotionState: all 7 flag fields
   (CurrentStyle, ForwardCommand, SidestepCommand, TurnCommand,
   ForwardSpeed, SidestepSpeed, TurnSpeed) plus the numCommands ×
   MotionItem tail. The packed u32 encodes flags in low 7 bits and
   command count in bits 7+ (see ACE InterpretedMotionState.cs:131).

3. New MotionCommandResolver — reconstructs the 32-bit MotionCommand
   class byte from a 16-bit wire value via a reflection-built lookup
   of DatReaderWriter.Enums.MotionCommand. Server serializes as u16
   (ACE InterpretedMotionState.cs:139) and we need the class to route:
     - 0x10xxxxxx Action / 0x20xxxxxx Modifier / 0x12,0x13 ChatEmote →
       PlayAction (resolves from Modifiers or Links dict, overlays on
       current cycle)
     - 0x40xxxxxx SubState → SetCycle (cycle change)

4. OnLiveMotionUpdated in GameWindow dispatches each command:
     - SubState class (0x40xxx) → SetCycle (treated same as
       ForwardCommand)
     - Action/Modifier/ChatEmote → PlayAction — the link animation
       plays once then drops back to the current cycle naturally
       (matches retail's action-queue pattern in CMotionInterp
       DoInterpretedMotion, decompile FUN_00528F70).

Result: NPCs now animate attacks, waves, bows, death throes, and other
one-shots that ACE broadcasts via the Commands list rather than the
primary ForwardCommand field. Combined with the dead-reckoning + speed-
scaling from the prior commits, remote characters look visually correct
during the full motion spectrum (idle → walk → run → attack → death).

Tests: 2 new UpdateMotion wire-format tests (ForwardSpeed parse, full
Wave command list parse) + 19 new MotionCommandResolver reconstruction
tests covering SubState, Action, and ChatEmote classes. 654 tests green
(was 633).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-19 10:34:18 +02:00
parent b7a9322b40
commit 3f41872d88
6 changed files with 341 additions and 11 deletions

View file

@ -1467,6 +1467,60 @@ public sealed class GameWindow : IDisposable
// No-op if same; the sequencer's fast path guards against that.
ae.Sequencer.SetCycle(fullStyle, fullMotion, speedMod);
// Route the Commands list — one-shot Actions, Modifiers, and
// ChatEmotes (mask classes 0x10, 0x20, 0x13 per r03 §3). These
// live in the motion table's Links / Modifiers dicts, not
// Cycles, and are played on top of the current cycle via
// PlayAction which resolves the right dict and interleaves the
// action frames before the cyclic tail.
//
// A typical NPC wave looks like:
// ForwardCommand=0 (Ready) + Commands=[{0x0087=Wave, speed=1.0}]
// [{0x0003=Ready, ...}]
// Each item runs through PlayAction (for 0x10/0x20 mask) or the
// standard SetCycle path (for 0x40 SubState). We leave SubState
// commands to fall through to the next UpdateMotion; that's how
// retail handles transition sequences (Wave → Ready).
if (update.MotionState.Commands is { Count: > 0 } cmds)
{
foreach (var item in cmds)
{
// Restore the 32-bit MotionCommand from the wire's 16-bit
// truncation by OR-ing class bits. The class is encoded
// in the low byte's high nibble via command ranges:
// 0x0003, 0x0005-0x0010 — SubState class (0x40xx xxxx)
// 0x0087 (Wave), 0x007D (BowDeep) etc — ChatEmote (0x13xx xxxx)
// 0x0051-0x00A1 — Action class (0x10xx xxxx)
//
// The retail MotionCommand enum carries the class byte in
// bits 24-31. DatReaderWriter's enum values match. For
// broadcasts, servers emit only low 16 bits (ACE
// InterpretedMotionState.cs:139). We reconstruct via a
// range-based lookup. See MotionCommand.generated.cs.
uint fullCmd = AcDream.Core.Physics.MotionCommandResolver.ReconstructFullCommand(item.Command);
if (fullCmd == 0) continue;
// Action class: play through the link dict then drop back
// to the current cycle. Modifier class: resolve from the
// Modifiers dict and combine on top. SubState: cycle
// change; route through SetCycle so the style-specific
// cycle fallback applies.
uint cls = fullCmd & 0xFF000000u;
if ((cls & 0x10000000u) != 0 || (cls & 0x20000000u) != 0
|| cls == 0x12000000u || cls == 0x13000000u)
{
ae.Sequencer.PlayAction(fullCmd, item.Speed);
}
else if ((cls & 0x40000000u) != 0)
{
// Substate in the command list — typically the "and
// then return to Ready" item. Update the cycle.
ae.Sequencer.SetCycle(fullStyle, fullCmd, item.Speed);
}
// else: Style / UI / Toggle class — not animation-driving.
}
}
return;
}