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>
This commit is contained in:
Erik 2026-04-26 14:48:45 +02:00
parent 6481169cb9
commit 785dd92378
4 changed files with 130 additions and 28 deletions

View file

@ -273,6 +273,14 @@ public sealed class PlayerMovementController
else if (input.Backward)
{
forwardCmd = MotionCommand.WalkBackward;
// K-fix3 (2026-04-26): backward also honors Run. Without
// this, holding X with Run=true (default) still produced
// walk-tier backward speed because forwardCmdSpeed was
// hardcoded to 1.0. Now scale by runRate the same way
// RunForward does.
if (input.Run && _weenie.InqRunRate(out float runRateBack))
forwardCmdSpeed = runRateBack;
else
forwardCmdSpeed = 1.0f;
}
else
@ -307,16 +315,30 @@ public sealed class PlayerMovementController
float localY = 0f;
float localX = 0f;
// K-fix3 (2026-04-26): unified run-multiplier for backward
// + strafe. Forward already scales correctly because it uses
// stateVel.Y (which the motion state machine fed runRate
// into via DoMotion). Backward + strafe bypass the state
// machine and hardcoded speed; previously they capped at
// walk speed regardless of Run, which made the ~2.4×
// forward-vs-back/strafe ratio feel wrong. Now both scale
// with the same runRate the forward branch uses.
float runMul = 1.0f;
if (input.Run && _weenie.InqRunRate(out float vrr))
runMul = vrr;
if (input.Forward)
localY = stateVel.Y;
else if (input.Backward)
localY = -(MotionInterpreter.WalkAnimSpeed * 0.65f);
localY = -(MotionInterpreter.WalkAnimSpeed * 0.65f * runMul);
// Full-speed strafe to match retail sidestep pace.
// Strafe scales with the same runMul so sidestep matches
// the forward pace at run speed (retail uses speed=1.0 for
// SideStep + the same hold-key-driven run/walk multiplier).
if (input.StrafeRight)
localX = MotionInterpreter.SidestepAnimSpeed;
localX = MotionInterpreter.SidestepAnimSpeed * runMul;
else if (input.StrafeLeft)
localX = -MotionInterpreter.SidestepAnimSpeed;
localX = -MotionInterpreter.SidestepAnimSpeed * runMul;
_body.set_local_velocity(new Vector3(localX, localY, savedWorldVz));
}

View file

@ -885,14 +885,7 @@ public sealed class GameWindow : IDisposable
// auto-entry if the user opts out of player mode before
// it fires, so the chase camera doesn't snap on top of
// the fly camera mid-inspection.
_debugVm.ToggleFlyMode = () =>
{
// K.2: manual fly toggle pre-empts the auto-entry
// trigger (user's choice wins). Cancel is no-op when
// not yet armed.
_playerModeAutoEntry?.Cancel();
_cameraController?.ToggleFly();
};
_debugVm.ToggleFlyMode = ToggleFlyOrChase;
_debugPanel = new AcDream.UI.Abstractions.Panels.Debug.DebugPanel(_debugVm);
_panelHost.Register(_debugPanel);
@ -4348,10 +4341,7 @@ public sealed class GameWindow : IDisposable
string flyLabel = _cameraController.IsFlyMode
? "Exit Free-Fly Mode" : "Enter Free-Fly Mode";
if (ImGuiNET.ImGui.MenuItem(flyLabel, "Ctrl+Shift+F"))
{
_playerModeAutoEntry?.Cancel();
_cameraController.ToggleFly();
}
ToggleFlyOrChase();
}
ImGuiNET.ImGui.EndMenu();
}
@ -5348,13 +5338,13 @@ public sealed class GameWindow : IDisposable
break;
case AcDream.UI.Abstractions.Input.InputAction.AcdreamToggleFlyMode:
// K-fix2 (2026-04-26): manual fly toggle pre-empts the
// auto-entry trigger so the chase camera doesn't snap on
// top of the fly camera mid-inspection. Mirrors the
// DebugPanel "Toggle Free-Fly Mode" button + Camera menu
// entry.
_playerModeAutoEntry?.Cancel();
_cameraController?.ToggleFly();
// K-fix3 (2026-04-26): proper round-trip when player has
// an active chase camera. ToggleFly() only swaps
// Fly↔Orbit, so a user who flew out of player mode used
// to land in Holtburg-orbit on toggle-back. With a chase
// camera available, prefer Fly→Chase / Chase→Fly so the
// user round-trips back to the same player view.
ToggleFlyOrChase();
break;
case AcDream.UI.Abstractions.Input.InputAction.AcdreamTogglePlayerMode:
@ -5457,6 +5447,38 @@ public sealed class GameWindow : IDisposable
}
}
/// <summary>
/// K-fix3 (2026-04-26): the right "toggle free-fly mode" routine
/// when a chase camera is in play. <see cref="CameraController.ToggleFly"/>
/// only knows Fly↔Orbit and would strand a player-mode user in the
/// orbit camera (Holtburg view) when they exit fly. This wrapper
/// gives the round-trip the user actually wants:
/// <list type="bullet">
/// <item>Chase → Fly: cancel auto-entry (user's choice wins) and
/// switch to fly camera while keeping <c>_playerMode = true</c> +
/// the chase camera alive so we can return.</item>
/// <item>Fly → Chase: when <c>_playerMode</c> is still true and the
/// chase camera survived, re-enter chase via
/// <see cref="CameraController.EnterChaseMode"/>.</item>
/// <item>Otherwise (no chase available): the original Fly↔Orbit
/// toggle for offline / pre-login flows.</item>
/// </list>
/// </summary>
private void ToggleFlyOrChase()
{
if (_cameraController is null) return;
_playerModeAutoEntry?.Cancel();
if (_cameraController.IsFlyMode
&& _playerMode
&& _chaseCamera is not null)
{
_cameraController.EnterChaseMode(_chaseCamera);
return;
}
_cameraController.ToggleFly();
}
/// <summary>
/// K.2: shared "construct controller + chase camera + enter chase
/// mode" body extracted from the on-enter branch of

View file

@ -142,8 +142,18 @@ public sealed class InputDispatcher
/// <summary>True iff the given chord's primary key is currently down on
/// the appropriate device AND the keyboard's current modifier mask
/// equals the chord's required modifier mask exactly. Modifiers must
/// match precisely — Ctrl+A held does NOT count Shift+Ctrl+A as held.</summary>
/// matches the chord's required modifier mask. Match semantics:
/// <list type="bullet">
/// <item>If <see cref="KeyChord.Modifiers"/> is <see cref="ModifierMask.None"/>,
/// any Shift state is allowed — Shift is the retail walk-modifier and
/// must coexist with movement chords (W held + Shift pressed = run
/// gracefully drops to walk, not "stop"). Other modifiers
/// (Ctrl, Alt, Win) still mismatch strictly so Ctrl+W stays a
/// distinct chord.</item>
/// <item>If <see cref="KeyChord.Modifiers"/> includes any non-Shift
/// modifier (or includes Shift explicitly), the match is exact —
/// Ctrl+A held does NOT count Shift+Ctrl+A as held.</item>
/// </list></summary>
private bool IsChordHeld(KeyChord chord)
{
if (chord.Device == 0)
@ -160,7 +170,14 @@ public sealed class InputDispatcher
// Unknown device — never held.
return false;
}
return _keyboard.CurrentModifiers == chord.Modifiers;
var current = _keyboard.CurrentModifiers;
if (chord.Modifiers == ModifierMask.None)
{
// K-fix3 (2026-04-26): permissive Shift handling for bare-key
// chords. See the XML doc above for rationale.
current &= ~ModifierMask.Shift;
}
return current == chord.Modifiers;
}
/// <summary>Inverse of <see cref="MouseButtonToKey"/>: decode a chord

View file

@ -106,6 +106,47 @@ public class InputDispatcherIsActionHeldTests
Assert.False(dispatcher.IsActionHeld(InputAction.None));
}
[Fact]
public void IsActionHeld_None_chord_remains_held_when_user_adds_Shift()
{
// K-fix3 (2026-04-26): Shift is the walk modifier in retail AC.
// The user holding W (default = run) and then pressing Shift
// should drop them to walk speed, NOT stop forward motion. Prior
// to this fix, IsChordHeld required CurrentModifiers to match
// chord.Modifiers EXACTLY — so (W, None) failed to match while
// CurrentModifiers=Shift, and the player stopped on Shift-press.
// Now: when chord requires no modifiers, Shift is allowed to
// coexist (other modifiers — Ctrl, Alt, Win — still mismatch).
var (dispatcher, kb, _, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
// User now holds Shift while still holding W. CurrentModifiers
// becomes Shift; W is still physically down.
kb.CurrentModifiers = ModifierMask.Shift;
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
}
[Fact]
public void IsActionHeld_None_chord_does_not_fire_when_user_adds_Ctrl()
{
// Counterpart to the Shift test above: Ctrl is NOT a movement
// modifier, so Ctrl+W should be a different chord. Without an
// explicit (W, Ctrl) binding the action stays inactive — that's
// what makes Ctrl+F* / Ctrl+1-9 / etc. distinct from the bare
// F* / 1-9 chords.
var (dispatcher, kb, _, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
kb.CurrentModifiers = ModifierMask.Ctrl;
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
}
[Fact]
public void IsActionHeld_does_not_check_WantCaptureMouse()
{