fix(anim): Phase L.1c animate server-controlled chase
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b96b680a20
commit
7656fe0970
6 changed files with 224 additions and 13 deletions
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@ -536,6 +536,7 @@ public sealed class GameWindow : IDisposable
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string? Name,
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AcDream.Core.Items.ItemType ItemType);
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private static bool IsPlayerGuid(uint guid) => (guid & 0xFF000000u) == 0x50000000u;
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private const double ServerControlledVelocityStaleSeconds = 0.60;
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private int _liveSpawnReceived; // diagnostics
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private int _liveSpawnHydrated;
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private int _liveDropReasonNoPos;
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@ -2037,8 +2038,22 @@ public sealed class GameWindow : IDisposable
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if (mtable is not null)
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{
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sequencer = new AcDream.Core.Physics.AnimationSequencer(setup, mtable, _animLoader);
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uint seqStyle = stanceOverride is > 0 ? (uint)stanceOverride.Value : (uint)mtable.DefaultStyle;
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uint seqMotion = commandOverride is > 0 ? (uint)commandOverride.Value : 0x41000003u;
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uint seqStyle = stanceOverride is > 0
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? (0x80000000u | (uint)stanceOverride.Value)
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: (uint)mtable.DefaultStyle;
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uint seqMotion;
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if (commandOverride is > 0)
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{
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uint resolved = AcDream.Core.Physics.MotionCommandResolver
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.ReconstructFullCommand(commandOverride.Value);
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seqMotion = resolved != 0
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? resolved
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: (0x40000000u | (uint)commandOverride.Value);
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}
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else
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{
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seqMotion = AcDream.Core.Physics.MotionCommand.Ready;
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}
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sequencer.SetCycle(seqStyle, seqMotion);
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}
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}
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@ -2217,7 +2232,7 @@ public sealed class GameWindow : IDisposable
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uint seqStyle = ae.Sequencer?.CurrentStyle ?? 0;
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uint seqMotion = ae.Sequencer?.CurrentMotion ?? 0;
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Console.WriteLine(
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$"UM guid=0x{update.Guid:X8} stance=0x{stance:X4} cmd={cmdStr} spd={spd:F2} " +
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$"UM guid=0x{update.Guid:X8} mt=0x{update.MotionState.MovementType:X2} stance=0x{stance:X4} cmd={cmdStr} spd={spd:F2} " +
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$"| seq now style=0x{seqStyle:X8} motion=0x{seqMotion:X8}");
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}
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@ -2259,9 +2274,18 @@ public sealed class GameWindow : IDisposable
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// command.Value == 0 → explicit 0 (rare) → Ready
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// otherwise → resolve class byte and use full cmd
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uint fullMotion;
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if (!command.HasValue || command.Value == 0)
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if ((!command.HasValue || command.Value == 0)
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&& update.MotionState.IsServerControlledMoveTo)
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{
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// MoveTo packets preserve the current cycle until velocity
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// chooses the visible walk/run/ready state.
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uint current = ae.Sequencer.CurrentMotion;
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fullMotion = (current & 0xFF000000u) != 0
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? current
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: AcDream.Core.Physics.MotionCommand.Ready;
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}
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else if (!command.HasValue || command.Value == 0)
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{
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// Stop — return to the style's default substate (Ready).
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fullMotion = 0x41000003u;
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}
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else
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@ -2619,6 +2643,34 @@ public sealed class GameWindow : IDisposable
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}
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}
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private static bool IsRemoteLocomotion(uint motion)
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{
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uint low = motion & 0xFFu;
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return low is 0x05 or 0x06 or 0x07 or 0x0F or 0x10;
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}
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private void ApplyServerControlledVelocityCycle(
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uint serverGuid,
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AnimatedEntity ae,
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RemoteMotion rm,
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System.Numerics.Vector3 velocity)
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{
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if (IsPlayerGuid(serverGuid)) return;
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if (rm.Airborne) return;
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if (ae.Sequencer is null) return;
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var plan = AcDream.Core.Physics.ServerControlledLocomotion
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.PlanFromVelocity(velocity);
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uint currentMotion = ae.Sequencer.CurrentMotion;
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if (!plan.IsMoving && !IsRemoteLocomotion(currentMotion))
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return;
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uint style = ae.Sequencer.CurrentStyle != 0
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? ae.Sequencer.CurrentStyle
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: 0x8000003Du;
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ae.Sequencer.SetCycle(style, plan.Motion, plan.SpeedMod);
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}
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private void OnLivePositionUpdated(AcDream.Core.Net.WorldSession.EntityPositionUpdate update)
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{
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// Phase A.1: track the most recently updated entity's landblock so the
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@ -2789,6 +2841,17 @@ public sealed class GameWindow : IDisposable
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rmState.Body.Velocity = rmState.ServerVelocity;
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}
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if (!IsPlayerGuid(update.Guid)
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&& rmState.HasServerVelocity
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&& _animatedEntities.TryGetValue(entity.Id, out var aeForVelocity))
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{
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ApplyServerControlledVelocityCycle(
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update.Guid,
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aeForVelocity,
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rmState,
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rmState.ServerVelocity);
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}
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entity.Position = rmState.Body.Position;
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entity.Rotation = rmState.Body.Orientation;
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}
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@ -4937,9 +5000,28 @@ public sealed class GameWindow : IDisposable
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| AcDream.Core.Physics.TransientStateFlags.OnWalkable
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| AcDream.Core.Physics.TransientStateFlags.Active;
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if (!IsPlayerGuid(serverGuid) && rm.HasServerVelocity)
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rm.Body.Velocity = rm.ServerVelocity;
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{
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double velocityAge = nowSec - rm.LastServerPosTime;
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if (velocityAge > ServerControlledVelocityStaleSeconds)
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{
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rm.ServerVelocity = System.Numerics.Vector3.Zero;
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rm.HasServerVelocity = false;
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rm.Body.Velocity = System.Numerics.Vector3.Zero;
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ApplyServerControlledVelocityCycle(
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serverGuid,
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ae,
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rm,
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System.Numerics.Vector3.Zero);
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}
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else
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{
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rm.Body.Velocity = rm.ServerVelocity;
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}
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}
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else
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{
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rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
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}
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}
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else
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{
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