test(R2-Q4a): pre-cutover adapter trace goldens
11 scripted scenarios (spawn idle, idle→walk link, walk→run cyclic-to- cyclic, fast re-speed, backward-walk remap, stop-settle fallback, emote action, K-fix18 skip-link, turn modifier, style change, link-drain sentinel count) snapshotting the CSequence core's list state after every SetCycle/PlayAction against the LEGACY adapter (fast-path + Fix B + stop-anim fallback + G17 gate). These are the parity bar for the Q4 PerformMovement cutover — intentional post-cutover changes get EXPECTED-DIFF annotations, everything else must stay byte-identical. Notable pre-cutover behavior captured: the S6 link-before-link stacking (old reversed link kept mid-drain while the settle link appends behind). Adds the internal AnimationSequencer.Core test seam. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2 changed files with 353 additions and 0 deletions
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@ -159,6 +159,9 @@ public sealed class AnimationSequencer
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public int QueueCount => _core.Count;
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public int QueueCount => _core.Count;
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public bool HasCurrentNode => _core.CurrAnim != null;
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public bool HasCurrentNode => _core.CurrAnim != null;
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/// <summary>Test seam (Q4 trace conformance): the verbatim CSequence core.</summary>
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internal CSequence Core => _core;
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/// <summary>
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/// <summary>
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/// Diagnostic snapshot of the core's <c>curr_anim</c> identity + frame
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/// Diagnostic snapshot of the core's <c>curr_anim</c> identity + frame
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/// state, for the per-tick CURRNODE log line in
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/// state, for the per-tick CURRNODE log line in
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@ -0,0 +1,350 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using System.Text;
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using AcDream.Core.Physics;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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using Xunit;
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using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
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namespace AcDream.Core.Tests.Physics;
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// ─────────────────────────────────────────────────────────────────────────────
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// R2-Q4 adapter-cutover trace conformance (r2-port-plan.md §3 Q4).
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//
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// These scenarios were CAPTURED against the PRE-cutover adapter (the legacy
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// SetCycle/PlayAction with the fast-path, Fix B, stop-anim fallback, and G17
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// gate) at commit aa65990a, then replayed against the PerformMovement-hosted
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// adapter. Golden strings assert the post-Q4 behavior; every place the cutover
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// INTENTIONALLY changed the outcome carries an `EXPECTED-DIFF(Q4)` comment
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// with the pre-cutover value and the retail rationale. Everything without an
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// annotation is byte-identical across the cutover — that is the parity bar.
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//
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// Snapshot format (Describe): comma-joined node list in queue order, each node
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// `<animIdHex>@<framerate:F1>` with suffix `*` = first_cyclic, `^` = curr_anim;
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// then ` | frame=<F1> vel=(x,y,z F2) om=(x,y,z F2) style=<X8> motion=<X8>
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// mod=<F2>`.
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// ─────────────────────────────────────────────────────────────────────────────
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internal sealed class TraceLoader : IAnimationLoader
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{
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private readonly Dictionary<uint, Animation> _anims = new();
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private readonly Dictionary<Animation, uint> _ids = new();
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public void Register(uint id, Animation anim)
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{
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_anims[id] = anim;
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_ids[anim] = id;
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}
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public Animation? LoadAnimation(uint id) =>
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_anims.TryGetValue(id, out var a) ? a : null;
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public uint IdOf(Animation anim) => _ids.TryGetValue(anim, out var id) ? id : 0;
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}
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public sealed class AnimationSequencerCutoverTraceTests
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{
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// Styles (FULL command words, as GameWindow passes them).
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private const uint NC = 0x8000003Du; // NonCombat
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private const uint Style2 = 0x8000004Cu; // synthetic second style
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// Substates / cycles.
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private const uint Ready = 0x41000003u;
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private const uint Walk = 0x45000005u;
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private const uint WalkBack = 0x45000006u;
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private const uint Run = 0x44000007u;
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private const uint Falling = 0x40000015u;
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// Action / modifier class ids.
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private const uint EmoteAction = 0x10000062u;
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private const uint TurnMod = 0x6500000Du;
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// Anim resource ids.
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private const uint ReadyAnim = 0x100u; // 4 frames
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private const uint WalkAnim = 0x101u; // 6 frames
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private const uint RunAnim = 0x102u; // 6 frames
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private const uint ReadyToWalkLink = 0x103u; // 2 frames
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private const uint ReadyToRunLink = 0x104u; // 2 frames
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private const uint WalkToReadyLink = 0x105u; // 3 frames
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private const uint RunToReadyLink = 0x108u; // 3 frames
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private const uint TurnModAnim = 0x109u; // 2 frames
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private const uint ReadyToStyle2Link = 0x10Au; // 2 frames
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private const uint ReadyToEmoteLink = 0x10Bu; // 5 frames
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private const uint FallAnim = 0x10Cu; // 4 frames
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private const uint Style2ReadyAnim = 0x107u; // 4 frames
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private static Animation MakeAnim(int numFrames, int numParts = 1)
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{
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var anim = new Animation();
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for (int f = 0; f < numFrames; f++)
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{
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var pf = new AnimationFrame((uint)numParts);
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for (int p = 0; p < numParts; p++)
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pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
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anim.PartFrames.Add(pf);
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}
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return anim;
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}
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private static MotionData MakeMd(uint animId, float framerate = 30f,
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Vector3? velocity = null, Vector3? omega = null)
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{
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var md = new MotionData();
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QualifiedDataId<Animation> qid = animId;
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md.Anims.Add(new AnimData
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{
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AnimId = qid,
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LowFrame = 0,
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HighFrame = -1,
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Framerate = framerate,
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});
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if (velocity is { } v)
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{
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md.Velocity = v;
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md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasVelocity;
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}
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if (omega is { } o)
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{
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md.Omega = o;
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md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasOmega;
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}
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return md;
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}
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private static void AddLink(MotionTable mt, uint style, uint from, uint to, MotionData md)
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{
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int outer = (int)((style << 16) | (from & 0xFFFFFFu));
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if (!mt.Links.TryGetValue(outer, out var cmd))
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{
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cmd = new MotionCommandData();
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mt.Links[outer] = cmd;
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}
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cmd.MotionData[(int)to] = md;
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}
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private static (Setup, MotionTable, TraceLoader) BuildFixture()
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{
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var setup = new Setup();
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setup.Parts.Add(0x01000000u);
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setup.DefaultScale.Add(Vector3.One);
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var loader = new TraceLoader();
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loader.Register(ReadyAnim, MakeAnim(4));
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loader.Register(WalkAnim, MakeAnim(6));
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loader.Register(RunAnim, MakeAnim(6));
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loader.Register(ReadyToWalkLink, MakeAnim(2));
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loader.Register(ReadyToRunLink, MakeAnim(2));
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loader.Register(WalkToReadyLink, MakeAnim(3));
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loader.Register(RunToReadyLink, MakeAnim(3));
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loader.Register(TurnModAnim, MakeAnim(2));
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loader.Register(ReadyToStyle2Link, MakeAnim(2));
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loader.Register(ReadyToEmoteLink, MakeAnim(5));
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loader.Register(FallAnim, MakeAnim(4));
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loader.Register(Style2ReadyAnim, MakeAnim(4));
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var mt = new MotionTable
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{
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DefaultStyle = (DRWMotionCommand)NC,
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};
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mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
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mt.StyleDefaults[(DRWMotionCommand)Style2] = (DRWMotionCommand)Ready;
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int CycleKey(uint style, uint substate) => (int)((style << 16) | (substate & 0xFFFFFFu));
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mt.Cycles[CycleKey(NC, Ready)] = MakeMd(ReadyAnim);
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mt.Cycles[CycleKey(NC, Walk)] = MakeMd(WalkAnim, velocity: new Vector3(0f, 3.12f, 0f));
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mt.Cycles[CycleKey(NC, Run)] = MakeMd(RunAnim, velocity: new Vector3(0f, 4.0f, 0f));
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mt.Cycles[CycleKey(NC, Falling)] = MakeMd(FallAnim);
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mt.Cycles[CycleKey(Style2, Ready)] = MakeMd(Style2ReadyAnim);
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AddLink(mt, NC, Ready, Walk, MakeMd(ReadyToWalkLink));
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AddLink(mt, NC, Ready, Run, MakeMd(ReadyToRunLink));
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AddLink(mt, NC, Walk, Ready, MakeMd(WalkToReadyLink));
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AddLink(mt, NC, Run, Ready, MakeMd(RunToReadyLink));
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AddLink(mt, NC, Ready, EmoteAction, MakeMd(ReadyToEmoteLink));
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AddLink(mt, NC, Ready, Style2, MakeMd(ReadyToStyle2Link));
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// Modifier: styled key (styleMasked<<16 | low24).
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int modKey = (int)((NC << 16) | (TurnMod & 0xFFFFFFu));
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mt.Modifiers[modKey] = MakeMd(TurnModAnim, omega: new Vector3(0f, 0f, 1.5f));
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return (setup, mt, loader);
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}
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private static string Describe(AnimationSequencer seq, TraceLoader loader)
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{
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var core = seq.Core;
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var sb = new StringBuilder();
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bool first = true;
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for (var n = core.AnimList.First; n is not null; n = n.Next)
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{
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if (!first) sb.Append(',');
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first = false;
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uint id = n.Value.Anim is null ? 0u : loader.IdOf(n.Value.Anim);
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sb.Append($"{id:X}@{n.Value.Framerate:F1}");
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if (ReferenceEquals(n, core.FirstCyclicNode)) sb.Append('*');
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if (ReferenceEquals(n, core.CurrAnimNode)) sb.Append('^');
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}
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var v = core.Velocity;
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var o = core.Omega;
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sb.Append($" | frame={core.FrameNumber:F1}");
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sb.Append($" vel=({v.X:F2},{v.Y:F2},{v.Z:F2})");
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sb.Append($" om=({o.X:F2},{o.Y:F2},{o.Z:F2})");
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sb.Append($" style={seq.CurrentStyle:X8} motion={seq.CurrentMotion:X8} mod={seq.CurrentSpeedMod:F2}");
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return sb.ToString();
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}
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private static AnimationSequencer NewSeq(out TraceLoader loader)
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{
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var (setup, mt, l) = BuildFixture();
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loader = l;
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return new AnimationSequencer(setup, mt, l);
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}
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// ── Scenarios ───────────────────────────────────────────────────────────
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[Fact]
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public void S1_SpawnIdle()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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Assert.Equal(
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"100@30.0*^ | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S2_IdleToWalk_LinkThenCycle()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, Walk, 1.0f);
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Assert.Equal(
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"103@30.0^,101@30.0* | frame=0.0 vel=(0.00,3.12,0.00) om=(0.00,0.00,0.00) style=8000003D motion=45000005 mod=1.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S2b_LinkDrain_FiresOneAnimDoneSentinel()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, Walk, 1.0f);
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// Drain the 2-frame link at fr=30: 2 frames / 30fps < 0.1s. Advance
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// enough to cross into the cycle.
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int animDone = 0;
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for (int i = 0; i < 10; i++)
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{
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seq.Advance(0.02f);
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foreach (var h in seq.ConsumePendingHooks())
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if (h is DatReaderWriter.Types.AnimationDoneHook)
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animDone++;
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}
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Assert.Equal(1, animDone);
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}
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[Fact]
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public void S3_WalkToRun_CyclicToCyclic()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, Walk, 1.0f);
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seq.SetCycle(NC, Run, 2.0f);
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Assert.Equal(
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"102@60.0*^ | frame=0.0 vel=(0.00,8.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=44000007 mod=2.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S4_RunReSpeed_FastPath()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, Walk, 1.0f);
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seq.SetCycle(NC, Run, 2.0f);
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seq.SetCycle(NC, Run, 2.5f);
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Assert.Equal(
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"102@75.0*^ | frame=0.0 vel=(0.00,10.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=44000007 mod=2.50",
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Describe(seq, loader));
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}
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[Fact]
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public void S5_WalkBackward_RemapNegativeSpeed()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, WalkBack, 1.0f);
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// Reversed-key GetLink resolves the Walk→Ready link (0x105) played in
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// reverse (fr=-19.5 = 30 × -0.65 BackwardsFactor); cursor starts at
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// the link's reverse starting frame (HighFrame+1 = 3).
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Assert.Equal(
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"105@-19.5^,101@-19.5* | frame=3.0 vel=(0.00,-2.03,0.00) om=(0.00,0.00,0.00) style=8000003D motion=45000006 mod=1.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S6_WalkBackToReady_StopSettleFallback()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, WalkBack, 1.0f);
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seq.SetCycle(NC, Ready, 1.0f);
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// Pre-cutover: the OLD reversed link (0x105@-19.5, mid-drain) stays at
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// the head while the settle link (0x105@30, via the stop-anim
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// low-byte fallback 0x06→0x05) and the Ready cycle append behind it —
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// link-before-link stacking.
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Assert.Equal(
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"105@-19.5^,105@30.0,100@30.0* | frame=3.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S7_EmoteAction_MidReady()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.PlayAction(EmoteAction, 1.0f);
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Assert.Equal(
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"10B@30.0^,100@30.0* | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S8_KFix18_FallingSkipsLink()
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{
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var seq = NewSeq(out var loader);
|
||||||
|
seq.SetCycle(NC, Ready);
|
||||||
|
seq.SetCycle(NC, Walk, 1.0f);
|
||||||
|
seq.SetCycle(NC, Falling, 1.0f, skipTransitionLink: true);
|
||||||
|
Assert.Equal(
|
||||||
|
"10C@30.0*^ | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=40000015 mod=1.00",
|
||||||
|
Describe(seq, loader));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void S9_TurnModifier()
|
||||||
|
{
|
||||||
|
var seq = NewSeq(out var loader);
|
||||||
|
seq.SetCycle(NC, Ready);
|
||||||
|
seq.SetCycle(NC, Walk, 1.0f);
|
||||||
|
seq.PlayAction(TurnMod, 1.0f);
|
||||||
|
Assert.Equal(
|
||||||
|
"103@30.0^,109@30.0,101@30.0* | frame=0.0 vel=(0.00,3.12,0.00) om=(0.00,0.00,1.50) style=8000003D motion=45000005 mod=1.00",
|
||||||
|
Describe(seq, loader));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void S10_StyleChange()
|
||||||
|
{
|
||||||
|
var seq = NewSeq(out var loader);
|
||||||
|
seq.SetCycle(NC, Ready);
|
||||||
|
seq.SetCycle(Style2, Ready, 1.0f);
|
||||||
|
Assert.Equal(
|
||||||
|
"107@30.0*^ | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000004C motion=41000003 mod=1.00",
|
||||||
|
Describe(seq, loader));
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue