fix(input): Phase K live-test fixes pt3 — fly→chase round-trip, Shift coexists, run-speed for backward + strafe
Four issues from the K-fix2 launch (2026-04-26 user report): 1. Can't return from free-fly to player view. CameraController.ToggleFly only swaps Fly↔Orbit, so a user who flew out of player mode landed in orbit (Holtburg) on toggle-back instead of the chase camera. Added ToggleFlyOrChase() helper that prefers Fly→Chase / Chase→Fly when _playerMode is true and a chase camera is available; falls back to the original Fly↔Orbit toggle for offline / pre-login flows. Wired into all three free-fly entry points: keyboard shortcut (Ctrl+Shift+F), Camera menu item, and DebugPanel button. 2. Shift while moving STOPS instead of dropping to walk. Root cause: InputDispatcher.IsChordHeld required _keyboard.CurrentModifiers to match chord.Modifiers EXACTLY. So with W bound as (W, None), holding W and then pressing Shift made CurrentModifiers=Shift mismatch chord (None) → IsActionHeld(MovementForward) returned false → Forward flag dropped → player stopped. Fixed by relaxing IsChordHeld: when chord.Modifiers is None, Shift is allowed to coexist (it's the retail walk-modifier). Other modifiers (Ctrl, Alt, Win) still mismatch strictly so Ctrl+W stays a distinct chord from W. +2 tests pinning the new permissive-Shift / strict-Ctrl semantics. 3. Backwards too slow when running. forwardCmdSpeed for the WalkBackward branch was hardcoded to 1.0; localY was hardcoded to -(WalkAnimSpeed * 0.65). Neither honored input.Run. With Run=true (default), backward now scales by runRate (~2.4×) so X = "run backwards" matches the forward run pace × the 0.65 backward animation cycle ratio. 4. Strafe too slow when running. localX for SideStepLeft / SideStepRight was hardcoded to ±SidestepAnimSpeed regardless of Run. Same fix: when Run is held, scale by runRate so strafe at default speed matches the run-forward pace. Tests: 1220 → 1222 (the two new IsChordHeld tests). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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4 changed files with 130 additions and 28 deletions
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@ -272,8 +272,16 @@ public sealed class PlayerMovementController
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}
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else if (input.Backward)
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{
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forwardCmd = MotionCommand.WalkBackward;
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forwardCmdSpeed = 1.0f;
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forwardCmd = MotionCommand.WalkBackward;
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// K-fix3 (2026-04-26): backward also honors Run. Without
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// this, holding X with Run=true (default) still produced
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// walk-tier backward speed because forwardCmdSpeed was
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// hardcoded to 1.0. Now scale by runRate the same way
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// RunForward does.
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if (input.Run && _weenie.InqRunRate(out float runRateBack))
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forwardCmdSpeed = runRateBack;
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else
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forwardCmdSpeed = 1.0f;
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}
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else
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{
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@ -307,16 +315,30 @@ public sealed class PlayerMovementController
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float localY = 0f;
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float localX = 0f;
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// K-fix3 (2026-04-26): unified run-multiplier for backward
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// + strafe. Forward already scales correctly because it uses
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// stateVel.Y (which the motion state machine fed runRate
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// into via DoMotion). Backward + strafe bypass the state
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// machine and hardcoded speed; previously they capped at
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// walk speed regardless of Run, which made the ~2.4×
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// forward-vs-back/strafe ratio feel wrong. Now both scale
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// with the same runRate the forward branch uses.
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float runMul = 1.0f;
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if (input.Run && _weenie.InqRunRate(out float vrr))
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runMul = vrr;
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if (input.Forward)
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localY = stateVel.Y;
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else if (input.Backward)
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localY = -(MotionInterpreter.WalkAnimSpeed * 0.65f);
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localY = -(MotionInterpreter.WalkAnimSpeed * 0.65f * runMul);
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// Full-speed strafe to match retail sidestep pace.
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// Strafe scales with the same runMul so sidestep matches
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// the forward pace at run speed (retail uses speed=1.0 for
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// SideStep + the same hold-key-driven run/walk multiplier).
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if (input.StrafeRight)
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localX = MotionInterpreter.SidestepAnimSpeed;
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localX = MotionInterpreter.SidestepAnimSpeed * runMul;
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else if (input.StrafeLeft)
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localX = -MotionInterpreter.SidestepAnimSpeed;
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localX = -MotionInterpreter.SidestepAnimSpeed * runMul;
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_body.set_local_velocity(new Vector3(localX, localY, savedWorldVz));
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}
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@ -885,14 +885,7 @@ public sealed class GameWindow : IDisposable
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// auto-entry if the user opts out of player mode before
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// it fires, so the chase camera doesn't snap on top of
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// the fly camera mid-inspection.
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_debugVm.ToggleFlyMode = () =>
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{
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// K.2: manual fly toggle pre-empts the auto-entry
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// trigger (user's choice wins). Cancel is no-op when
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// not yet armed.
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_playerModeAutoEntry?.Cancel();
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_cameraController?.ToggleFly();
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};
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_debugVm.ToggleFlyMode = ToggleFlyOrChase;
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_debugPanel = new AcDream.UI.Abstractions.Panels.Debug.DebugPanel(_debugVm);
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_panelHost.Register(_debugPanel);
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@ -4348,10 +4341,7 @@ public sealed class GameWindow : IDisposable
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string flyLabel = _cameraController.IsFlyMode
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? "Exit Free-Fly Mode" : "Enter Free-Fly Mode";
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if (ImGuiNET.ImGui.MenuItem(flyLabel, "Ctrl+Shift+F"))
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{
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_playerModeAutoEntry?.Cancel();
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_cameraController.ToggleFly();
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}
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ToggleFlyOrChase();
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}
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ImGuiNET.ImGui.EndMenu();
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}
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@ -5348,13 +5338,13 @@ public sealed class GameWindow : IDisposable
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break;
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case AcDream.UI.Abstractions.Input.InputAction.AcdreamToggleFlyMode:
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// K-fix2 (2026-04-26): manual fly toggle pre-empts the
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// auto-entry trigger so the chase camera doesn't snap on
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// top of the fly camera mid-inspection. Mirrors the
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// DebugPanel "Toggle Free-Fly Mode" button + Camera menu
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// entry.
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_playerModeAutoEntry?.Cancel();
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_cameraController?.ToggleFly();
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// K-fix3 (2026-04-26): proper round-trip when player has
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// an active chase camera. ToggleFly() only swaps
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// Fly↔Orbit, so a user who flew out of player mode used
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// to land in Holtburg-orbit on toggle-back. With a chase
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// camera available, prefer Fly→Chase / Chase→Fly so the
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// user round-trips back to the same player view.
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ToggleFlyOrChase();
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break;
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case AcDream.UI.Abstractions.Input.InputAction.AcdreamTogglePlayerMode:
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@ -5457,6 +5447,38 @@ public sealed class GameWindow : IDisposable
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}
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}
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/// <summary>
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/// K-fix3 (2026-04-26): the right "toggle free-fly mode" routine
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/// when a chase camera is in play. <see cref="CameraController.ToggleFly"/>
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/// only knows Fly↔Orbit and would strand a player-mode user in the
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/// orbit camera (Holtburg view) when they exit fly. This wrapper
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/// gives the round-trip the user actually wants:
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/// <list type="bullet">
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/// <item>Chase → Fly: cancel auto-entry (user's choice wins) and
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/// switch to fly camera while keeping <c>_playerMode = true</c> +
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/// the chase camera alive so we can return.</item>
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/// <item>Fly → Chase: when <c>_playerMode</c> is still true and the
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/// chase camera survived, re-enter chase via
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/// <see cref="CameraController.EnterChaseMode"/>.</item>
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/// <item>Otherwise (no chase available): the original Fly↔Orbit
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/// toggle for offline / pre-login flows.</item>
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/// </list>
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/// </summary>
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private void ToggleFlyOrChase()
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{
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if (_cameraController is null) return;
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_playerModeAutoEntry?.Cancel();
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if (_cameraController.IsFlyMode
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&& _playerMode
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&& _chaseCamera is not null)
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{
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_cameraController.EnterChaseMode(_chaseCamera);
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return;
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}
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_cameraController.ToggleFly();
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}
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/// <summary>
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/// K.2: shared "construct controller + chase camera + enter chase
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/// mode" body extracted from the on-enter branch of
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@ -142,8 +142,18 @@ public sealed class InputDispatcher
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/// <summary>True iff the given chord's primary key is currently down on
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/// the appropriate device AND the keyboard's current modifier mask
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/// equals the chord's required modifier mask exactly. Modifiers must
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/// match precisely — Ctrl+A held does NOT count Shift+Ctrl+A as held.</summary>
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/// matches the chord's required modifier mask. Match semantics:
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/// <list type="bullet">
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/// <item>If <see cref="KeyChord.Modifiers"/> is <see cref="ModifierMask.None"/>,
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/// any Shift state is allowed — Shift is the retail walk-modifier and
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/// must coexist with movement chords (W held + Shift pressed = run
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/// gracefully drops to walk, not "stop"). Other modifiers
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/// (Ctrl, Alt, Win) still mismatch strictly so Ctrl+W stays a
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/// distinct chord.</item>
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/// <item>If <see cref="KeyChord.Modifiers"/> includes any non-Shift
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/// modifier (or includes Shift explicitly), the match is exact —
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/// Ctrl+A held does NOT count Shift+Ctrl+A as held.</item>
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/// </list></summary>
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private bool IsChordHeld(KeyChord chord)
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{
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if (chord.Device == 0)
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@ -160,7 +170,14 @@ public sealed class InputDispatcher
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// Unknown device — never held.
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return false;
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}
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return _keyboard.CurrentModifiers == chord.Modifiers;
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var current = _keyboard.CurrentModifiers;
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if (chord.Modifiers == ModifierMask.None)
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{
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// K-fix3 (2026-04-26): permissive Shift handling for bare-key
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// chords. See the XML doc above for rationale.
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current &= ~ModifierMask.Shift;
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}
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return current == chord.Modifiers;
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}
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/// <summary>Inverse of <see cref="MouseButtonToKey"/>: decode a chord
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@ -106,6 +106,47 @@ public class InputDispatcherIsActionHeldTests
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Assert.False(dispatcher.IsActionHeld(InputAction.None));
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}
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[Fact]
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public void IsActionHeld_None_chord_remains_held_when_user_adds_Shift()
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{
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// K-fix3 (2026-04-26): Shift is the walk modifier in retail AC.
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// The user holding W (default = run) and then pressing Shift
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// should drop them to walk speed, NOT stop forward motion. Prior
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// to this fix, IsChordHeld required CurrentModifiers to match
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// chord.Modifiers EXACTLY — so (W, None) failed to match while
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// CurrentModifiers=Shift, and the player stopped on Shift-press.
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// Now: when chord requires no modifiers, Shift is allowed to
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// coexist (other modifiers — Ctrl, Alt, Win — still mismatch).
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var (dispatcher, kb, _, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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// User now holds Shift while still holding W. CurrentModifiers
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// becomes Shift; W is still physically down.
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kb.CurrentModifiers = ModifierMask.Shift;
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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}
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[Fact]
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public void IsActionHeld_None_chord_does_not_fire_when_user_adds_Ctrl()
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{
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// Counterpart to the Shift test above: Ctrl is NOT a movement
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// modifier, so Ctrl+W should be a different chord. Without an
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// explicit (W, Ctrl) binding the action stays inactive — that's
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// what makes Ctrl+F* / Ctrl+1-9 / etc. distinct from the bare
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// F* / 1-9 chords.
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var (dispatcher, kb, _, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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kb.CurrentModifiers = ModifierMask.Ctrl;
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Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
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}
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[Fact]
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public void IsActionHeld_does_not_check_WantCaptureMouse()
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{
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