fix(anim): Phase L.1b route motion commands
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6 changed files with 218 additions and 53 deletions
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@ -2435,57 +2435,20 @@ public sealed class GameWindow : IDisposable
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dr.LastServerPosTime = (refreshedTime - System.DateTime.UnixEpoch).TotalSeconds;
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}
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// Route the Commands list — one-shot Actions, Modifiers, and
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// ChatEmotes (mask classes 0x10, 0x20, 0x13 per r03 §3). These
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// live in the motion table's Links / Modifiers dicts, not
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// Cycles, and are played on top of the current cycle via
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// PlayAction which resolves the right dict and interleaves the
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// action frames before the cyclic tail.
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//
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// A typical NPC wave looks like:
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// ForwardCommand=0 (Ready) + Commands=[{0x0087=Wave, speed=1.0}]
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// [{0x0003=Ready, ...}]
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// Each item runs through PlayAction (for 0x10/0x20 mask) or the
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// standard SetCycle path (for 0x40 SubState). We leave SubState
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// commands to fall through to the next UpdateMotion; that's how
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// retail handles transition sequences (Wave → Ready).
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// Route command-list entries through the shared Core router.
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// Retail/ACE send these as 16-bit MotionCommand lows in
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// InterpretedMotionState.Commands[]; the router reconstructs the
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// class byte and chooses PlayAction for actions/modifiers/emotes
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// or SetCycle for persistent substates.
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if (update.MotionState.Commands is { Count: > 0 } cmds)
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{
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foreach (var item in cmds)
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{
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// Restore the 32-bit MotionCommand from the wire's 16-bit
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// truncation by OR-ing class bits. The class is encoded
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// in the low byte's high nibble via command ranges:
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// 0x0003, 0x0005-0x0010 — SubState class (0x40xx xxxx)
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// 0x0087 (Wave), 0x007D (BowDeep) etc — ChatEmote (0x13xx xxxx)
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// 0x0051-0x00A1 — Action class (0x10xx xxxx)
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//
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// The retail MotionCommand enum carries the class byte in
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// bits 24-31. DatReaderWriter's enum values match. For
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// broadcasts, servers emit only low 16 bits (ACE
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// InterpretedMotionState.cs:139). We reconstruct via a
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// range-based lookup. See MotionCommand.generated.cs.
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uint fullCmd = AcDream.Core.Physics.MotionCommandResolver.ReconstructFullCommand(item.Command);
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if (fullCmd == 0) continue;
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// Action class: play through the link dict then drop back
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// to the current cycle. Modifier class: resolve from the
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// Modifiers dict and combine on top. SubState: cycle
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// change; route through SetCycle so the style-specific
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// cycle fallback applies.
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uint cls = fullCmd & 0xFF000000u;
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if ((cls & 0x10000000u) != 0 || (cls & 0x20000000u) != 0
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|| cls == 0x12000000u || cls == 0x13000000u)
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{
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ae.Sequencer.PlayAction(fullCmd, item.Speed);
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}
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else if ((cls & 0x40000000u) != 0)
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{
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// Substate in the command list — typically the "and
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// then return to Ready" item. Update the cycle.
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ae.Sequencer.SetCycle(fullStyle, fullCmd, item.Speed);
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}
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// else: Style / UI / Toggle class — not animation-driving.
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AcDream.Core.Physics.AnimationCommandRouter.RouteWireCommand(
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ae.Sequencer,
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fullStyle,
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item.Command,
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item.Speed);
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}
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}
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return;
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