diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md
index af31d050..61847577 100644
--- a/docs/plans/2026-04-11-roadmap.md
+++ b/docs/plans/2026-04-11-roadmap.md
@@ -496,6 +496,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
- **✓ SHIPPED — Wave 4.4d toolbar launchers + Use/Examine.** All seven authored launchers are discovered through their DAT panel-id attribute; mounted Inventory/Character panels toggle through the registry and the other five buttons are ghosted. Typed window-visibility events own Highlight/Normal state. Use and Examine act on selection or enter their one-shot retail target modes, with exact Appraise wire dispatch and retail cursors. Warning-free App build and 4,747-pass / 5-skip Release suite are green; the connected live gate passed 2026-07-11. AP-101 is narrowed to the remaining ammo-number display.
- **Wave 4.4e implemented — exact missile ammo number (live gate pending).** Pure Core reproduces retail's thrown-weapon-vs-separate-ammo resolution over the ordered player equipment list and its zero-to-one count normalization. Relevant equipment/stack events update authored missile indicator `0x10000194` with the DAT font. Warning-free Release build and 4,754-pass / 5-skip suite are green; AP-101 is retired.
- **M2 held-object parenting shipped and live-gated 2026-07-11.** The combat toggle now ports `GetDefaultCombatMode` over ordered equipped contents, so a bow requests Missile instead of the old hardcoded Melee. CreateObject preserves parent/placement/timestamp fields, `0xF749` ParentEvent is handled, and `EquippedChildRenderController` renders the weapon as a separate child composed from the animated hand part + holding frame + child placement frame. Live gate passed: bow selected missile stance, rendered in-hand, followed animation, unequipped cleanly, and melee remained correct. App Release builds with zero warnings; the full 4,765-pass / 5-skip suite is green. AP-111 is retired; research: `docs/research/2026-07-11-combat-default-and-parent-event-pseudocode.md`.
+- **M2 local attack receive funnel implemented 2026-07-11; live gate pending.** Retail `ExecuteAttack` only sends the request; ACE chooses the concrete melee/missile action and returns it in a non-autonomous mt-0 `UpdateMotion`. The local branch now runs that state through the same constructor-defaulted `MoveToInterpretedState` funnel and 15-bit action-stamp gate as remotes, then applies sticky/long-jump tails. The old local-only direct `Commands[]` replay is deleted. Shared conversion lives in `InboundInterpretedMotionFactory`; research: `docs/research/2026-07-11-local-combat-motion-pseudocode.md`.
- **✓ SHIPPED — Character window** (`LayoutDesc 0x2100002E`, `CharacterStatController`, 2026-06-26, same branch). **Visually user-confirmed 2026-06-26 — Attributes tab reads as retail.** Three tabs, header (name/heritage/PK), large-gold level number (dat font, `largeDatFont` 18px), "Total Experience (XP):" + "XP for next level:" captions, 9-row attribute list (icons + right-aligned values + Health/Stamina/Mana vitals), click-to-select (top/bottom selection bars + footer State-B "{Attr}: {value}" / "Experience To Raise: Infinity!" + affordability-gated raise triangles), centered footer. User noted "still needs some polish for later" — deferred to Issue #158.
- **✓ SHIPPED — D.5.4 — Client object/item data model (foundation).** Shipped 2026-06-18 (`b506f53`..`a33e897`, 11 commits). Renamed `ItemRepository`→`ClientObjectTable` / `ItemInstance`→`ClientObject`; broadened the table to hold EVERY server object (retail `weenie_object_table` shape). `CreateObject` is now the canonical merge-upsert (`ClientObjectTable.Ingest`, retail `SetWeenieDesc` semantics) via a new Core.Net `ObjectTableWiring` (off GameWindow); `DeleteObject` evicts; `PlayerDescription` is a membership manifest (`RecordMembership`); live container-membership index (`GetContents`, retail `object_inventory_table`). `_liveEntityInfoByGuid` retired (selection/describe resolve from the one table). Root fix: the old enrich-existing-only `EnrichItem` dropped `CreateObject`s for items with no `PlayerDescription` stub — live-Coldeve 4/6 hotbar slots blank; items are now created, not dropped. **Crux resolved:** retail is TWO tables (`object_table` + `weenie_object_table`), NOT one — acdream's `WorldEntity` (3D system) + `ClientObjectTable` (data/UI) split was already architecturally faithful; the fix was the ingestion path, not a table unification. 2671 tests green.
- **Roadmap correction (2026-07-10):** the completion order is now the architecture-first campaign in `docs/superpowers/plans/2026-07-10-retail-ui-fidelity-completion.md`. Retail `gmToolbarUI` is object-only: preserve `ShortCutData.index_`, `objectID_`, and `spellID_`, but do not invent spell glyphs on this bar. `PlayerModule::favorite_spells_[8]` feeds separate spell bars.
diff --git a/docs/plans/2026-05-12-milestones.md b/docs/plans/2026-05-12-milestones.md
index 93fe4cf3..5f6a5022 100644
--- a/docs/plans/2026-05-12-milestones.md
+++ b/docs/plans/2026-05-12-milestones.md
@@ -454,6 +454,10 @@ include dungeons.
- **L.1c held-object foundation (implemented and live-gated 2026-07-11)** — exact
equipment-aware default combat mode (bow→Missile, caster→Magic) plus retail
CreateObject/ParentEvent child attachment and per-frame hand-follow rendering.
+- **L.1c local attack receive path (implemented 2026-07-11; live gate pending)** —
+ local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted
+ funnel and action-stamp gate, so ACE's server-selected melee/missile action
+ drives the player's motion table; direct command-list replay is removed.
- **L.1b** — Command router + motion-state cleanup (prereq for L.1c).
**Freeze on landing:**
diff --git a/docs/research/2026-07-11-local-combat-motion-pseudocode.md b/docs/research/2026-07-11-local-combat-motion-pseudocode.md
new file mode 100644
index 00000000..6564c2cb
--- /dev/null
+++ b/docs/research/2026-07-11-local-combat-motion-pseudocode.md
@@ -0,0 +1,81 @@
+# Local combat UpdateMotion — retail receive pseudocode
+
+Date: 2026-07-11
+
+## Question
+
+Who chooses and plays the local player's melee or missile attack motion?
+
+## Named-retail oracle
+
+- `ClientCombatSystem::ExecuteAttack` at `0x0056BB70` sends the targeted
+ melee/missile request and updates combat-repeat state. It does not choose a
+ concrete swing command and does not play an animation locally.
+- `CPhysics::SetObjectMovement` at `0x00509690` rejects a local autonomous
+ echo, but accepts a newer non-autonomous movement event, stores
+ `last_move_was_autonomous = false`, calls `unpack_movement`, then returns 1
+ so `CommandInterpreter::LoseControlToServer` runs.
+- `MovementManager::unpack_movement` at `0x00524440`, case 0, unpacks an
+ `InterpretedMotionState`, calls `move_to_interpreted_state`, then applies the
+ sticky-object and standing-long-jump trailers.
+- `CMotionInterp::move_to_interpreted_state` at `0x005289C0` copies the state
+ wholesale, reapplies style/forward/side/turn, and dispatches fresh command
+ list entries under the 15-bit `server_action_stamp` gate. The player skips
+ only command entries whose autonomous bit is set.
+
+## ACE cross-reference
+
+ACE's `Player_Melee.DoSwingMotion` selects the actual maneuver from the combat
+table, constructs a `Motion`, marks the target sticky, and broadcasts it.
+Missile attacks similarly enqueue the server-selected aim action, followed by
+reload and Ready. `MovementData.IsAutonomous` documents the wire split as
+client-initiated `true`, server-initiated `false`.
+
+## Retail pseudocode
+
+```text
+on local attack input:
+ send TargetedMeleeAttack or TargetedMissileAttack
+ do not invent or play a swing locally
+
+on UpdateMotion for local player:
+ apply movement and server-control sequence gates
+ if event.isAutonomous:
+ drop the entire event
+
+ player.lastMoveWasAutonomous = false
+ interrupt current move
+ unstick
+ apply outer style if it changed
+
+ if movementType is MoveTo/TurnTo:
+ route to MoveToManager
+ return
+
+ if movementType == InterpretedMotionState:
+ ims = constructor defaults (NonCombat, Ready, speeds 1)
+ unpack every present field over ims
+ move_to_interpreted_state(ims)
+ copy every axis wholesale
+ apply style, forward, sidestep, turn
+ for each fresh command-list entry:
+ if local player and entry.autonomous: skip
+ dispatch entry through the motion table
+ apply sticky target trailer
+ write standingLongJump, including false
+
+ command interpreter loses control to server
+ next local input edge takes autonomous control back
+```
+
+## acdream correction
+
+The local branch already had the autonomous-event rejection and the
+interrupt/style/MoveTo routing, but deliberately skipped the mt-0 wholesale
+copy. It then replayed `Commands[]` directly through
+`AnimationCommandRouter`, bypassing retail's action-stamp and local-autonomous
+gates. The correction routes local mt-0 through the existing
+`MotionInterpreter.MoveToInterpretedState` and persistent motion-table sink,
+exactly like remotes, and removes the direct replay. A shared App-layer factory
+now owns nullable-wire-to-constructor-default conversion for both branches.
+
diff --git a/src/AcDream.App/Physics/InboundInterpretedMotionFactory.cs b/src/AcDream.App/Physics/InboundInterpretedMotionFactory.cs
new file mode 100644
index 00000000..3409b9db
--- /dev/null
+++ b/src/AcDream.App/Physics/InboundInterpretedMotionFactory.cs
@@ -0,0 +1,89 @@
+using AcDream.Core.Net.Messages;
+using AcDream.Core.Physics;
+
+namespace AcDream.App.Physics;
+
+///
+/// Converts the nullable wire fields from an mt-0 UpdateMotion payload into
+/// retail's wholesale value.
+///
+///
+///
+/// Retail constructs an InterpretedMotionState, whose constructor
+/// supplies NonCombat/Ready/1.0 defaults, then calls UnPack over it
+/// before MovementManager::move_to_interpreted_state copies every
+/// field. See MovementManager::unpack_movement at 0x00524440 and
+/// CMotionInterp::move_to_interpreted_state at 0x005289c0.
+///
+///
+/// Keeping this conversion outside GameWindow gives local and remote
+/// actors one definition of absent-field semantics and one command-list
+/// reconstruction path.
+///
+///
+internal static class InboundInterpretedMotionFactory
+{
+ private const uint NonCombatStyle = 0x8000003Du;
+ private const uint Ready = 0x41000003u;
+
+ public static InboundInterpretedState Create(
+ in CreateObject.ServerMotionState wire,
+ uint fallbackForwardClass = 0x40000000u)
+ {
+ var result = new InboundInterpretedState
+ {
+ CurrentStyle = wire.Stance != 0
+ ? 0x80000000u | wire.Stance
+ : NonCombatStyle,
+ ForwardCommand = ResolveForward(wire.ForwardCommand, fallbackForwardClass),
+ ForwardSpeed = wire.ForwardSpeed ?? 1f,
+ SideStepCommand = ResolveAxis(wire.SideStepCommand, 0x65000000u),
+ SideStepSpeed = wire.SideStepSpeed ?? 1f,
+ TurnCommand = ResolveAxis(wire.TurnCommand, 0x65000000u),
+ TurnSpeed = wire.TurnSpeed ?? 1f,
+ };
+
+ if (wire.Commands is { Count: > 0 } commands)
+ {
+ var actions = new List(commands.Count);
+ foreach (var item in commands)
+ {
+ uint command = MotionCommandResolver.ReconstructFullCommand(item.Command);
+ if (command == 0)
+ command = 0x10000000u | item.Command;
+
+ actions.Add(new InboundMotionAction(
+ command,
+ Stamp: item.PackedSequence & 0x7FFF,
+ Autonomous: (item.PackedSequence & 0x8000) != 0,
+ Speed: item.Speed));
+ }
+
+ result.Actions = actions;
+ }
+
+ return result;
+ }
+
+ private static uint ResolveForward(ushort? wireCommand, uint fallbackClass)
+ {
+ if (wireCommand is not { } command || command == 0)
+ return Ready;
+
+ uint resolved = MotionCommandResolver.ReconstructFullCommand(command);
+ if (resolved != 0)
+ return resolved;
+
+ uint commandClass = fallbackClass & 0xFF000000u;
+ return (commandClass != 0 ? commandClass : 0x40000000u) | command;
+ }
+
+ private static uint ResolveAxis(ushort? wireCommand, uint fallbackClass)
+ {
+ if (wireCommand is not { } command || command == 0)
+ return 0;
+
+ uint resolved = MotionCommandResolver.ReconstructFullCommand(command);
+ return resolved != 0 ? resolved : fallbackClass | command;
+ }
+}
diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index 185efe51..9cc5ea69 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -4877,27 +4877,13 @@ public sealed class GameWindow : IDisposable
// No-op if same; the sequencer's fast path guards against that.
uint priorMotion = ae.Sequencer.CurrentMotion;
- // CRITICAL: for the local player, UpdatePlayerAnimation is the
- // authoritative driver of the sequencer. ACE's BroadcastMovement
- // echoes the player's own motion back, but:
- // (a) ACE's own ForwardSpeed is `creature.GetRunRate()`, which
- // may differ from our locally-computed runRate (ACDREAM_RUN_SKILL
- // vs real server-side skills).
- // (b) ACE omits the ForwardSpeed flag when speed == 1.0 (per
- // InterpretedMotionState.BuildMovementFlags). When omitted,
- // our wire parser returns null and we'd default to 1.0 —
- // clobbering our locally-authoritative 2.375 × animScale
- // and leaving the legs at 30 fps cadence regardless of
- // actual run rate.
- // So: for the player's own guid, skip the wire-echo SetCycle.
- // UpdatePlayerAnimation has already set the correct cycle with
- // our locally-chosen speedMod, and that value should persist
- // until the next local motion change.
+ // The SetObjectMovement gate above already rejects local
+ // autonomous echoes. A local event reaching this point is
+ // server-authored, so retail applies it through the interpreted
+ // funnel. This is especially important for attacks: ACE chooses
+ // the exact swing and carries it in Commands[].
if (update.Guid == _playerServerGuid)
{
- // Still update the stance echo (_playerMotionTableId, etc) via
- // the paths above, but don't stomp the animation sequencer.
-
// B.6 slice 1 (2026-05-14): trace inbound motion for the
// local player. One line per inbound UM, gated on
// ACDREAM_PROBE_AUTOWALK=1 (name kept through R4-V5).
@@ -4927,9 +4913,9 @@ public sealed class GameWindow : IDisposable
// already dropped the autonomous echoes that would have
// made this unsafe against ACE); then types 6-9 route to
// the player's MoveToManager. mt-0 falls through to the
- // existing skip-sequencer posture (the interpreted-state
- // copy + LoseControlToServer autonomy handoff is
- // R5/MovementManager scope — V0-pins.md P1 adjacent seam).
+ // interpreted-state copy below; LastMoveWasAutonomous=false
+ // is the local equivalent of LoseControlToServer until the
+ // next user-input edge takes control back.
if (_playerController is not null)
{
// P1 tail (00509730): the unpack path stores the wire
@@ -4978,16 +4964,23 @@ public sealed class GameWindow : IDisposable
return;
}
- // R5-V4: retail unpack_movement case-0 TAIL for the local
- // player (@00524583-0052458e) — stick_to_object when the
- // motionFlags 0x1 trailer carried a guid, then
- // standing_longjump ← motionFlags 0x2 (UNCONDITIONAL —
- // an absent flag clears it). The interpreted-state COPY
- // stays skipped for the local player (the
- // sequencer-authority posture above); these two writes
- // are the only case-0 effects that apply here.
+ // Retail case-0 order: wholesale interpreted-state copy,
+ // then stick_to_object, then the unconditional
+ // standing_longjump flag write (@00524551-0052458e).
if (update.MotionState.MovementType == 0)
{
+ // Retail MovementManager::unpack_movement case 0
+ // (0x00524440) applies the constructor-defaulted wire
+ // state wholesale for the local player too. This is
+ // how ACE's server-selected combat action reaches the
+ // player's motion table; autonomous movement echoes
+ // were already rejected by the gate above.
+ var playerIms = AcDream.App.Physics.InboundInterpretedMotionFactory.Create(
+ update.MotionState,
+ ae.Sequencer.CurrentMotion & 0xFF000000u);
+ _playerController.Motion.MoveToInterpretedState(
+ playerIms, _playerController.Motion.DefaultSink);
+
if (update.MotionState.StickyObjectGuid is { } playerSticky
&& playerSticky != 0)
StickToObjectFromWire(_playerHost, playerSticky);
@@ -5084,34 +5077,13 @@ public sealed class GameWindow : IDisposable
remoteMot.PrevServerPosTime = 0.0;
}
- // Build the funnel input. fullMotion/speedMod already
- // encode retail's absent-field forward defaults (null/0
- // → Ready; mt 6-9 never reach here post-V4). Style:
- // retail's InterpretedMotionState::UnPack (0x0051f400)
- // defaults an absent stance to NonCombat 0x8000003D —
- // NOT keep-current (S0 trace: every empty UM applied
- // 0x8000003d on the retail observer).
- var ims = new AcDream.Core.Physics.InboundInterpretedState
- {
- CurrentStyle = stance != 0 ? (0x80000000u | (uint)stance) : 0x8000003Du,
- ForwardCommand = fullMotion,
- ForwardSpeed = speedMod,
- SideStepCommand = 0u,
- SideStepSpeed = update.MotionState.SideStepSpeed ?? 1f,
- TurnCommand = 0u,
- TurnSpeed = update.MotionState.TurnSpeed ?? 1f,
- };
- if (update.MotionState.SideStepCommand is { } sideCmd16 && sideCmd16 != 0)
- {
- uint sideFull = AcDream.Core.Physics.MotionCommandResolver
- .ReconstructFullCommand(sideCmd16);
- ims.SideStepCommand = sideFull != 0 ? sideFull : (0x65000000u | sideCmd16);
- }
+ // Build the constructor-defaulted wholesale state through
+ // the SAME converter used by the local-player path.
+ var ims = AcDream.App.Physics.InboundInterpretedMotionFactory.Create(
+ update.MotionState,
+ ae.Sequencer.CurrentMotion & 0xFF000000u);
if (update.MotionState.TurnCommand is { } turnCmd16 && turnCmd16 != 0)
{
- uint turnFull = AcDream.Core.Physics.MotionCommandResolver
- .ReconstructFullCommand(turnCmd16);
- ims.TurnCommand = turnFull != 0 ? turnFull : (0x65000000u | turnCmd16);
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
{
System.Console.WriteLine(
@@ -5120,29 +5092,6 @@ public sealed class GameWindow : IDisposable
}
}
- // Command list → the funnel's action list. Retail applies
- // EVERY entry via DoInterpretedMotion under the 15-bit
- // server_action_stamp gate — the gate is what makes ACE's
- // re-bundled stale entries (e.g. the Ready bundled into a
- // RunForward UM, 2026-05-03 finding) inert, replacing the
- // old skip-SubState-class workaround.
- if (update.MotionState.Commands is { Count: > 0 } cmdList)
- {
- var actionList = new System.Collections.Generic.List(cmdList.Count);
- foreach (var item in cmdList)
- {
- uint full = AcDream.Core.Physics.MotionCommandResolver
- .ReconstructFullCommand(item.Command);
- if (full == 0) full = 0x10000000u | item.Command;
- actionList.Add(new AcDream.Core.Physics.InboundMotionAction(
- full,
- Stamp: item.PackedSequence & 0x7FFF,
- Autonomous: (item.PackedSequence & 0x8000) != 0,
- Speed: item.Speed));
- }
- ims.Actions = actionList;
- }
-
// R2-Q5/R3-W4: funnel dispatches go STRAIGHT into the
// motion-table stack (GetObjectSequence + is_allowed
// decide) — mt-0 only post-V4 (types 6-9 returned above).
@@ -5192,62 +5141,6 @@ public sealed class GameWindow : IDisposable
dr.LastServerPosTime = (refreshedTime - System.DateTime.UnixEpoch).TotalSeconds;
}
- // Route command-list entries through the shared Core router.
- // Retail/ACE send these as 16-bit MotionCommand lows in
- // InterpretedMotionState.Commands[]; the router reconstructs the
- // class byte and chooses PlayAction for actions/modifiers/emotes
- // or SetCycle for persistent substates.
- //
- // 2026-05-03: SKIP SubState class commands (high-byte 0x40-0x4F).
- // The animCycle picker above already chose the correct SubState
- // cycle based on Forward/Sidestep/Turn command priority and just
- // called SetCycle for it. Letting the Commands list also call
- // SetCycle(SubState) would OVERRIDE our chosen cycle — e.g. ACE
- // bundles Ready (0x41000003) into the Commands list of a
- // RunForward UpdateMotion (cdb trace 2026-05-03 confirmed retail
- // does the same), and our router would silently re-cycle the
- // sequencer back to Ready right after we set RunForward. That's
- // why observed retail-driven characters never visibly switched
- // their leg cycle even though SETCYCLE diags fired correctly:
- // a second SetCycle call wiped the first within the same UM
- // packet processing. Only Actions/Modifiers/ChatEmotes (overlays
- // that interleave with the cycle) belong in the list iteration.
- if (update.Guid == _playerServerGuid // L.2g S2b: LOCAL ONLY — remote command
- // lists flow through the funnel's
- // action-stamp gate (retail's actual
- // mechanism for bundled stale entries)
- && update.MotionState.Commands is { Count: > 0 } cmds)
- {
- if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
- {
- var sb = new System.Text.StringBuilder();
- sb.Append($"[CMD_LIST] guid={update.Guid:X8} fwd=0x{fullMotion:X8} cmds=[");
- for (int i = 0; i < cmds.Count; i++)
- {
- if (i > 0) sb.Append(", ");
- uint fc = AcDream.Core.Physics.MotionCommandResolver
- .ReconstructFullCommand(cmds[i].Command);
- var rt = AcDream.Core.Physics.AnimationCommandRouter.Classify(fc);
- sb.Append($"0x{fc:X8}({rt})");
- }
- sb.Append("]");
- System.Console.WriteLine(sb.ToString());
- }
- foreach (var item in cmds)
- {
- uint fullItemCommand = AcDream.Core.Physics.MotionCommandResolver
- .ReconstructFullCommand(item.Command);
- var itemRoute = AcDream.Core.Physics.AnimationCommandRouter
- .Classify(fullItemCommand);
- if (itemRoute == AcDream.Core.Physics.AnimationCommandRouteKind.SubState)
- continue;
- AcDream.Core.Physics.AnimationCommandRouter.RouteWireCommand(
- ae.Sequencer!, // guarded by the enclosing `if (ae.Sequencer is not null)`
- fullStyle,
- item.Command,
- item.Speed);
- }
- }
return;
}
diff --git a/tests/AcDream.App.Tests/Physics/InboundInterpretedMotionFactoryTests.cs b/tests/AcDream.App.Tests/Physics/InboundInterpretedMotionFactoryTests.cs
new file mode 100644
index 00000000..5b5336ae
--- /dev/null
+++ b/tests/AcDream.App.Tests/Physics/InboundInterpretedMotionFactoryTests.cs
@@ -0,0 +1,72 @@
+using AcDream.App.Physics;
+using AcDream.Core.Net.Messages;
+
+namespace AcDream.App.Tests.Physics;
+
+public sealed class InboundInterpretedMotionFactoryTests
+{
+ [Fact]
+ public void EmptyWireStateUsesRetailConstructorDefaults()
+ {
+ var wire = new CreateObject.ServerMotionState(0, null);
+
+ var result = InboundInterpretedMotionFactory.Create(wire);
+
+ Assert.Equal(0x8000003Du, result.CurrentStyle);
+ Assert.Equal(0x41000003u, result.ForwardCommand);
+ Assert.Equal(1f, result.ForwardSpeed);
+ Assert.Equal(0u, result.SideStepCommand);
+ Assert.Equal(1f, result.SideStepSpeed);
+ Assert.Equal(0u, result.TurnCommand);
+ Assert.Equal(1f, result.TurnSpeed);
+ Assert.Null(result.Actions);
+ }
+
+ [Fact]
+ public void AttackCommandPreservesStampAutonomyAndSpeed()
+ {
+ var commands = new[]
+ {
+ new CreateObject.MotionItem(
+ Command: 0x0058, // ThrustMed
+ PackedSequence: 0x8007,
+ Speed: 1.75f),
+ };
+ var wire = new CreateObject.ServerMotionState(
+ Stance: 0x3E,
+ ForwardCommand: 0x0003,
+ Commands: commands);
+
+ var result = InboundInterpretedMotionFactory.Create(wire);
+
+ Assert.Equal(0x8000003Eu, result.CurrentStyle);
+ Assert.NotNull(result.Actions);
+ var action = Assert.Single(result.Actions);
+ Assert.Equal(0x10000058u, action.Command);
+ Assert.Equal(7, action.Stamp);
+ Assert.True(action.Autonomous);
+ Assert.Equal(1.75f, action.Speed);
+ }
+
+ [Fact]
+ public void AxesAndForwardCommandsUseSharedRuntimeCatalog()
+ {
+ var wire = new CreateObject.ServerMotionState(
+ Stance: 0x3F,
+ ForwardCommand: 0x0007,
+ ForwardSpeed: 2.85f,
+ SideStepCommand: 0x000F,
+ SideStepSpeed: -1.2f,
+ TurnCommand: 0x000D,
+ TurnSpeed: 1.5f);
+
+ var result = InboundInterpretedMotionFactory.Create(wire);
+
+ Assert.Equal(0x44000007u, result.ForwardCommand);
+ Assert.Equal(2.85f, result.ForwardSpeed);
+ Assert.Equal(0x6500000Fu, result.SideStepCommand);
+ Assert.Equal(-1.2f, result.SideStepSpeed);
+ Assert.Equal(0x6500000Du, result.TurnCommand);
+ Assert.Equal(1.5f, result.TurnSpeed);
+ }
+}