From 454d88ed8ed554c45c82c09f6e43f2fb48efdd47 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 14 May 2026 07:19:36 +0200 Subject: [PATCH] fix(B.4c): correct NonCombat stance value (0x3D, not 0x01) + read spawn.MotionState Visual test revealed doors rendered halfway in the ground because the spawn-time SetCycle seed never fired: - Spec specified NonCombat stance = 0x01, but ACE's MotionStance.NonCombat is 0x3D (61). The cycle key is `0x80000000 | stance`, so the correct initial style is 0x8000003D, not 0x80000001. - HasCycle(0x80000001, ...) always returned false -> SetCycle was skipped -> sequencer left with no current motion -> Advance(dt) returned empty frames -> per-frame MeshRefs rebuild at line 7691 set every part to (origin, identity) -> door parts collapsed to the entity origin (which sits at the door's pivot, halfway underground for inn doors). Fix: 1. Rename inline `NonCombatStance` -> `NonCombatStyle` and use the correct 0x8000003D value. 2. Defensively prefer spawn.MotionState?.Stance when present (the wire may carry an explicit non-NonCombat stance for unusual doors), falling back to NonCombat. Mirrors OnLiveMotionUpdated's existing pattern at line 3148: `uint fullStyle = stance != 0 ? (0x80000000u | (uint)stance) : ae.Sequencer.CurrentStyle`. 3. Extend [door-anim] registered diagnostic to include initialStyle so future visual tests can verify the stance value at a glance. Verified by reading the prior visual test's log: ACE broadcasts UMs with stance=0x003D and the runtime sequencer keyed cycles by style=0x8000003D. Same value now used at spawn. Co-Authored-By: Claude Opus 4.7 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 23 +++++++++++++++++++---- 1 file changed, 19 insertions(+), 4 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 9fc7279..ecd3bda 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2832,14 +2832,29 @@ public sealed class GameWindow : IDisposable { var sequencer = new AcDream.Core.Physics.AnimationSequencer(setup, mtable, _animLoader); - const uint NonCombatStance = 0x80000001u; + // Style key is `0x80000000 | stance`. ACE's MotionStance.NonCombat + // is 0x3D (61 decimal), NOT 0x01. Verified live: ACE broadcasts + // UpdateMotion with stance=0x003D and the sequencer keys cycles + // by style=0x8000003D. An earlier B.4c seed used the wrong + // 0x80000001 value, which made HasCycle always return false -> + // SetCycle never fired -> sequencer empty -> Advance returned + // no frames -> per-frame tick collapsed all door parts to the + // entity origin (visible as "door halfway in the ground"). + const uint NonCombatStyle = 0x8000003Du; const uint MotionOn = 0x4000000Bu; // ACE MotionCommand.On (door open) const uint MotionOff = 0x4000000Cu; // ACE MotionCommand.Off (door closed) const uint EtherealPs = 0x4u; + // Prefer the spawn's wire-level stance if provided; else default + // to NonCombat. (Doors normally don't carry an initial MotionState + // on spawn — falling back to NonCombat matches ACE Door.cs:43.) + ushort spawnStance = spawn.MotionState?.Stance ?? 0; + uint initialStyle = spawnStance != 0 + ? (0x80000000u | (uint)spawnStance) + : NonCombatStyle; uint spawnState = spawn.PhysicsState ?? 0u; uint initialCycle = (spawnState & EtherealPs) != 0 ? MotionOn : MotionOff; - if (sequencer.HasCycle(NonCombatStance, initialCycle)) - sequencer.SetCycle(NonCombatStance, initialCycle); + if (sequencer.HasCycle(initialStyle, initialCycle)) + sequencer.SetCycle(initialStyle, initialCycle); var template = new (uint, IReadOnlyDictionary?)[meshRefs.Count]; for (int i = 0; i < meshRefs.Count; i++) @@ -2861,7 +2876,7 @@ public sealed class GameWindow : IDisposable if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled) Console.WriteLine(System.FormattableString.Invariant( - $"[door-anim] registered guid=0x{spawn.Guid:X8} entityId=0x{entity.Id:X8} mtable=0x{mtableId:X8} initialCycle=0x{initialCycle:X8}")); + $"[door-anim] registered guid=0x{spawn.Guid:X8} entityId=0x{entity.Id:X8} mtable=0x{mtableId:X8} initialStyle=0x{initialStyle:X8} initialCycle=0x{initialCycle:X8}")); } } }