fix(B.6): close-range turn-to-face — install overlay on Use/PickUp send
User report: 'It should always face the NPC. When I'm close I'm not facing. But now it turns if I'm far away.' Cause: ACE skips MoveToChain when the player is already within WithinUseRadius (Player_Move.cs:66 shortcut) — it rotates the body server-side via Rotate(target) but doesn't broadcast a MovementType=6 to us, so our auto-walk overlay never installs. The local body never turns; the player remains facing wherever the camera/mouse last left them. Fix has two pieces: 1. PlayerMovementController.ApplyAutoWalkOverlay: arrival is now gated on BOTH within-radius AND aligned. Previously a body that started already in-range ended the overlay before turning. Now it turns in place, then ends once facing. Also: forward motion stays suppressed while withinArrival (we just need to finish the turn, no point stepping forward into a target we're already touching). 2. GameWindow.SendUse / SendPickUp: install a speculative auto-walk overlay at send time via new InstallSpeculativeTurnToTarget helper. For far targets ACE's MovementType=6 arrives moments later and overwrites with its wire-supplied use-radius. For close targets our overlay is the only thing that runs — body turns, then ends. The per-type use-radius mirrors the picker's heuristic (3 m creature / 2 m large flat / 0.6 m item).
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2 changed files with 95 additions and 8 deletions
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@ -451,21 +451,25 @@ public sealed class PlayerMovementController
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// longer needed. Tiny 0.05 m margin remains to absorb the
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// sub-tick race between local arrival-fire and the next
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// heartbeat's outbound packet.
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//
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// ARRIVAL IS GATED ON ALIGNMENT: we only end the auto-walk once
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// the body is BOTH within use-radius AND facing the target.
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// Without the alignment gate, a Use on a close target while
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// facing away would end immediately and the body wouldn't turn
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// at all (user feedback 2026-05-15: 'when I'm close I'm not
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// facing'). The alignment check is computed below in the same
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// block as the heading-step; we defer the arrival fire-and-end
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// until after we've inspected `aligned`.
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float arrivalThreshold = _autoWalkMoveTowards
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? _autoWalkDistanceToObject
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: _autoWalkMinDistance;
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const float TinyMargin = 0.05f;
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float effectiveArrival = MathF.Max(arrivalThreshold - TinyMargin, 0.1f);
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bool arrived =
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bool withinArrival =
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(_autoWalkMoveTowards
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&& dist <= effectiveArrival)
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|| (!_autoWalkMoveTowards
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&& dist >= arrivalThreshold + RemoteMoveToDriver.ArrivalEpsilon);
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if (arrived)
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{
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EndServerAutoWalk("arrived");
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return input; // falls through to Ready (no Forward) → body stops
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}
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// Step Yaw toward target. Convention from Update line 364:
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// _body.Orientation = Quaternion.CreateFromAxisAngle(Z, Yaw - π/2),
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@ -506,6 +510,16 @@ public sealed class PlayerMovementController
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aligned = MathF.Abs(delta) <= WalkWhileTurningRad;
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}
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// End the auto-walk once the body is BOTH within use radius
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// AND aligned with the target. This is the alignment-gated
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// arrival the comment above flagged: a close-range Use on a
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// target behind the player still rotates the body first.
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if (withinArrival && aligned)
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{
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EndServerAutoWalk("arrived");
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return input;
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}
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// Walk vs run decided ONCE at BeginServerAutoWalk based on
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// initial distance — held for the rest of the auto-walk so the
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// character keeps running all the way to the target instead of
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@ -516,8 +530,9 @@ public sealed class PlayerMovementController
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// Turn-first gate: if not yet aligned with the target, suppress
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// forward motion so the body turns in place rather than
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// walking an arc.
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bool moveForward = aligned;
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// walking an arc. Also suppress when already within arrival —
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// we just turned to face it; no need to step forward into it.
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bool moveForward = aligned && !withinArrival;
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// Synthesize "moving forward" input. The rest of Update reads
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// Yaw + input.Forward + input.Run to drive _motion + body
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