fix(animation): preserve wire motion on every spawn path

Replace the door-specific static-animation seed with one retail description-then-enter-world initializer shared by normal and reactive spawns. This preserves authoritative Dead and On/Off states, prevents replacement corpses from returning to Ready, and pins the lifecycle with Core and App tests.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-12 14:27:44 +02:00
parent 9b97102c67
commit 8be933fc94
9 changed files with 335 additions and 64 deletions

View file

@ -7,6 +7,12 @@ Sources: Sept 2013 EoR named retail client.
- `CPlayerSystem::SelectNext` (`0x0055F9A0`)
- `MovementManager::unpack_movement` (`0x00524440`)
- `CPhysicsObj::MoveOrTeleport` (`0x00516330`)
- `SmartBox::HandleCreateObject` (`0x00454C80`)
- `ACCObjectMaint::CreateObject` (`0x00558870`)
- `CPhysicsObj::set_description` (`0x00514F40`)
- `CPhysicsObj::enter_world` (`0x00516170`)
- `CPartArray::HandleEnterWorld` (`0x00517D70`)
- `MotionTableManager::HandleEnterWorld` (`0x0051BDD0`)
## Animation authority
@ -27,6 +33,84 @@ states. An authoritative action or substate such as attack, hit reaction, or
Dead always wins. This preserves the adaptation without allowing a late
position delta to make a corpse stand again.
## CreateObject motion lifecycle
ACE creates a new corpse object after the victim's death animation finishes.
Its CreateObject packet correctly carries `NonCombat + Dead`; this was verified
in the 2026-07-12 live trace for six corpse GUIDs. The remaining stand-up was
not a parser or server-authority bug. The decisive follow-up trace showed the
replacement corpse completing `Ready` immediately after spawn. Dead is a
static persistent rest pose for this setup, so the corpse entered acdream's
"reactive" static-animation branch rather than the normal multi-frame branch.
That branch's gate had been generalized from doors to every nonzero motion
table, but its initializer was still door-specific: it inferred On/Off from
`PhysicsState`, discarded the wire's Dead command, and left the corpse on the
table's Ready default.
Retail performs these operations in this order:
```text
SmartBox::HandleCreateObject(packet):
object = ACCObjectMaint::CreateObject(...)
ACCObjectMaint::CreateObject(...):
object.set_description(physicsDesc, applyMovement=true)
CPhysicsObj::set_description(...):
SetMotionTableID(physicsDesc.motionTable)
-> initialize the motion table's default Ready state
unpack_movement(physicsDesc.movement)
-> apply the wire's NonCombat + Dead state
-> temporarily build [Ready-to-Dead transition link, Dead cycle]
SmartBox::HandleCreateObject(...), after CreateObject returns:
object.enter_world(position)
CPhysicsObj::enter_world(...):
partArray.HandleEnterWorld()
CPartArray::HandleEnterWorld():
motionTableManager.HandleEnterWorld()
MotionTableManager::HandleEnterWorld():
sequence.remove_all_link_animations()
while pendingAnimations is not empty:
AnimationDone(success=false)
```
Therefore the first in-world corpse pose comes from the persistent Dead cycle,
not the Ready-to-Dead transition that the already-deleted victim just played.
This is a generic CreateObject lifecycle rule for every motion-table object;
there is no corpse-name or corpse-type special case in the animation path.
acdream must apply this sequence identically in both of its render-registration
paths:
```text
initialize_spawn_motion(motionTable, wireMovementData):
sequencer.initialize_state() // table default
sequencer.set_cycle(wire.stance, wire.motion)
sequencer.handle_enter_world() // strip transient links
normal multi-frame spawn:
sequencer = initialize_spawn_motion(...)
static/reactive spawn (doors, corpses, gates, ...):
sequencer = initialize_spawn_motion(...)
```
Cross-checks:
- ACE `WorldObject_Networking.SerializePhysicsData` writes the corpse's
`CurrentMotionState` into CreateObject MovementData.
- ACE `Corpse.SetEphemeralValues` sets that state to `NonCombat + Dead`.
- ACE `Door.SetEphemeralValues` likewise supplies `NonCombat + On/Off`; the
client does not need to infer door motion from `PhysicsState`.
- The existing acdream `MotionTableManager.HandleEnterWorld` port and its
#174 conformance tests already implement the retail strip-and-drain
semantics. The defect was that the static/reactive spawn path neither used
the wire motion generically nor called that lifecycle step.
## Auto Target after the selected creature dies
```text