refactor(runtime): own local movement and outbound cadence
Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence. Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage. Co-authored-by: Codex <noreply@openai.com>
This commit is contained in:
parent
3456dff038
commit
aa3f4a60f8
36 changed files with 878 additions and 276 deletions
|
|
@ -9,7 +9,8 @@ namespace AcDream.Core.Physics;
|
|||
///
|
||||
/// <para>
|
||||
/// L.3a (2026-04-30): added optional collision-normal fields so the
|
||||
/// caller (typically <see cref="AcDream.App.Input.PlayerMovementController"/>)
|
||||
/// caller (typically
|
||||
/// <see cref="AcDream.Runtime.Gameplay.PlayerMovementController"/>)
|
||||
/// can apply retail's velocity-reflection bounce
|
||||
/// (<c>v_new = v - (1 + elasticity) * dot(v, n) * n</c>) to the
|
||||
/// PhysicsBody after the geometric resolve completes. ACE port mirror:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue