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>
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36 changed files with 878 additions and 276 deletions
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using System;
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using System.Numerics;
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using AcDream.App.Input;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Input;
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public class PlayerMovementControllerTests
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{
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private static float ObjectTick => PhysicsBody.MinQuantum + 0.001f;
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private static PhysicsEngine MakeFlatEngine()
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{
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var engine = new PhysicsEngine();
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var heights = new byte[81];
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Array.Fill(heights, (byte)50);
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var heightTable = new float[256];
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for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
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var terrain = new TerrainSurface(heights, heightTable);
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
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return engine;
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}
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[Fact]
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public void PerformMovement_ReactivatesCanonicalClock_ExceptForStaticObject()
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{
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var clock = new RetailObjectQuantumClock();
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var controller = new PlayerMovementController(MakeFlatEngine(), clock);
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clock.Deactivate();
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controller.ApplyPhysicsState(PhysicsStateFlags.None);
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controller.Movement.PerformMovement(new MovementStruct
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{
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Type = (MovementType)99,
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});
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Assert.True(clock.IsActive);
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clock.Deactivate();
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controller.ApplyPhysicsState(PhysicsStateFlags.Static);
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controller.Movement.PerformMovement(new MovementStruct
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{
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Type = (MovementType)99,
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});
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Assert.False(clock.IsActive);
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}
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[Fact]
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public void Update_NoInput_PositionUnchanged()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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var result = controller.Update(0.016f, new MovementInput());
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Assert.Equal(96f, result.Position.X, precision: 1);
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Assert.Equal(96f, result.Position.Y, precision: 1);
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}
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// ── Indoor-flap root cause: resting-body bit-stability ────────────────────
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//
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// The indoor render "flap" (textures battling at the cottage doorway) is
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// portal-flood membership instability. PortalVisibilityBuilder.Build is a
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// proven-deterministic pure function, so the membership can only flip if its
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// INPUT (the camera eye, derived from the player RenderPosition) varies.
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// Live 6-dp capture (pvinput.log:54) shows the player RenderPosition carries
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// a perpetual ~1-ULP flicker at rest (Z 94.000000 <-> 93.999992 — exactly one
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// float mantissa step). ComputeRenderPosition is Vector3.Lerp(_prevPhysicsPos,
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// _currPhysicsPos, alpha), and Lerp(a, a, t) == a exactly, so a jittering
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// RenderPosition at rest means the physics body's resting Position is NOT
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// bit-stable between ticks. Retail's authoritative local position is bit-stable
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// at rest (validate_transition -> kill_velocity on every grounded contact), so
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// retail never flaps.
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//
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// This test pins the physics-side invariant: a grounded body with no input
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// must hold a byte-identical position across many frames. It PASSES — which
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// is itself the evidence: the physics resting position is bit-stable, so the
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// doorway flap is NOT a physics-rest jitter. See
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// docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md
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// (the flap is render-side portal-flood membership instability at the grazing
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// doorway portal under a sweeping camera eye). Kept as a regression guard.
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[Fact]
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public void Update_AtRestNoInput_RenderPositionBitStableAcrossManyFrames()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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var rest = new Vector3(96f, 96f, 50f);
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controller.SetPosition(rest, 0x0001);
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// Settle one frame so the resolver establishes its rest state, then
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// capture the baseline the body must hold.
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var settled = controller.Update(1f / 60f, new MovementInput());
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Vector3 baselineRender = settled.RenderPosition;
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Vector3 baselinePhysics = settled.Position;
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// Hold still for ~10 s of 60 Hz frames (crosses MinQuantum every ~2
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// frames, so the 30 Hz physics tick fires throughout — same cadence as
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// live). Any deviation, even one ULP, is the flap's root cause.
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float maxRenderDev = 0f;
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float maxPhysicsDev = 0f;
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for (int i = 0; i < 600; i++)
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{
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var r = controller.Update(1f / 60f, new MovementInput());
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maxRenderDev = MathF.Max(maxRenderDev, (r.RenderPosition - baselineRender).Length());
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maxPhysicsDev = MathF.Max(maxPhysicsDev, (r.Position - baselinePhysics).Length());
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}
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Assert.True(
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maxRenderDev == 0f && maxPhysicsDev == 0f,
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$"resting body drifted: render={maxRenderDev * 1e6f:F3} µm, " +
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$"physics={maxPhysicsDev * 1e6f:F3} µm; expected byte-identical rest");
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}
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// After walking then releasing input, the body must SETTLE to a
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// byte-identical resting position — not keep blipping a residual velocity.
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// This models the live flap: the player walks to the cottage doorway and
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// stops, and the eye then carries a ~1-ULP jitter that flips portal-flood
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// membership. Flat-terrain variant: if even this drifts, the residual-after-
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// motion path is the root and it is not indoor-specific.
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[Fact]
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public void Update_WalkThenStop_SettlesToBitStableRest()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.Yaw = 0f;
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// Walk forward ~0.5 s, then release.
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for (int i = 0; i < 30; i++)
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controller.Update(1f / 60f, new MovementInput(Forward: true));
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// Let velocity decay / state settle.
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for (int i = 0; i < 30; i++)
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controller.Update(1f / 60f, new MovementInput());
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var settled = controller.Update(1f / 60f, new MovementInput());
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Vector3 basePos = settled.Position;
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Vector3 baseRender = settled.RenderPosition;
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float maxPos = 0f, maxRender = 0f;
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for (int i = 0; i < 600; i++)
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{
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var r = controller.Update(1f / 60f, new MovementInput());
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maxPos = MathF.Max(maxPos, (r.Position - basePos).Length());
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maxRender = MathF.Max(maxRender, (r.RenderPosition - baseRender).Length());
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}
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Assert.True(maxPos == 0f && maxRender == 0f,
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$"post-walk rest drifted: pos={maxPos * 1e6f:F3} µm, render={maxRender * 1e6f:F3} µm");
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}
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[Fact]
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public void Update_ForwardInput_MovesInFacingDirection()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.Yaw = 0f; // facing +X
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// L.5 physics-tick gate (235de33, 2026-04-30): Update() integrates
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// only one MinQuantum (~0.033s) per MaxQuantum (~0.1s) tick, matching
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// retail's 30Hz physics. A single Update(1.0f) only advances one
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// MaxQuantum step (~0.312m at walk speed 3.12 m/s). Drive the
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// controller one MaxQuantum at a time for ~1s to accumulate real
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// forward motion (8 × 0.1s = 0.8s × 3.12 m/s ≈ 2.5m).
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var input = new MovementInput { Forward = true };
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MovementResult result = default;
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int ticks = (int)MathF.Ceiling(1.0f / PhysicsBody.MaxQuantum) + 1; // ~11 ticks
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for (int i = 0; i < ticks; i++)
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result = controller.Update(PhysicsBody.MaxQuantum, input);
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// Should have moved >2 units in +X (walk speed over ~1s).
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Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward");
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}
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[Fact]
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public void Update_AttachedAnimationWithZeroRootDelta_DoesNotGlideOnForwardEdge()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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var start = new Vector3(96f, 96f, 50f);
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controller.SetPosition(start, 0x0001);
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controller.Yaw = 0f;
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controller.AttachAnimationRootMotionSource((_, _) => { });
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MovementResult result = controller.Update(
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ObjectTick,
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new MovementInput(Forward: true));
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Assert.Equal(start, result.Position);
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Assert.Equal(0f, controller.BodyVelocity.X);
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Assert.Equal(0f, controller.BodyVelocity.Y);
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}
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[Fact]
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public void Update_AttachedAnimationRootDelta_DrivesGroundedBodyAtObjectScale()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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var start = new Vector3(96f, 96f, 50f);
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controller.SetPosition(start, 0x0001);
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controller.Yaw = 0f;
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controller.ObjectScale = 2f;
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controller.AttachAnimationRootMotionSource((_, frame) =>
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frame.Origin = new Vector3(0f, 0.1f, 0f));
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MovementResult result = controller.Update(
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ObjectTick,
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new MovementInput(Forward: true));
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// Local +Y is forward. Yaw 0 maps it to world +X; m_scale doubles
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// the animation-authored 0.1 m displacement to 0.2 m.
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Assert.Equal(start.X + 0.2f, result.Position.X, precision: 3);
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Assert.Equal(start.Y, result.Position.Y, precision: 3);
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}
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[Fact]
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public void Update_SubQuantumFrames_AdvanceAnimationOnceAtObjectThreshold()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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var start = new Vector3(96f, 96f, 50f);
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controller.SetPosition(start, 0x0001);
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controller.Yaw = 0f;
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int advances = 0;
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controller.AttachAnimationRootMotionSource((_, frame) =>
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{
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advances++;
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frame.Origin = new Vector3(0f, 0.1f, 0f);
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});
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MovementResult first = controller.Update(
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ObjectTick * 0.5f,
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new MovementInput(Forward: true));
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MovementResult second = controller.Update(
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ObjectTick * 0.5f,
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new MovementInput(Forward: true));
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Assert.Equal(start, first.Position);
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Assert.Equal(start.X + 0.1f, second.Position.X, precision: 3);
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Assert.Equal(start.Y, second.Position.Y, precision: 3);
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Assert.Equal(1, advances);
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}
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[Fact]
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public void Update_AttachedAnimationFrame_ComposesTranslationBeforeTurn()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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var start = new Vector3(96f, 96f, 50f);
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controller.SetPosition(start, 0x0001);
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controller.Yaw = 0f; // body local +Y faces world +X
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controller.AttachAnimationRootMotionSource((_, frame) =>
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{
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frame.Origin = new Vector3(0f, 0.1f, 0f);
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frame.Orientation = Quaternion.CreateFromAxisAngle(
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Vector3.UnitZ,
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MathF.PI / 2f);
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});
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MovementResult result = controller.Update(
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ObjectTick,
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new MovementInput());
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// Retail Frame::combine transforms the delta origin by the OLD body
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// orientation, then composes the delta orientation. The body therefore
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// moves east before finishing the quarter-turn to north.
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Assert.Equal(start.X + 0.1f, result.Position.X, precision: 3);
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Assert.Equal(start.Y, result.Position.Y, precision: 3);
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Assert.Equal(MathF.PI / 2f, controller.Yaw, precision: 3);
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}
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[Fact]
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public void Update_AttachedAnimationFrame_PreservesCompleteNonCommutingOrientation()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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Quaternion initial = Quaternion.CreateFromAxisAngle(Vector3.UnitX, 1.1f);
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Quaternion delta = Quaternion.CreateFromAxisAngle(Vector3.UnitY, -0.9f);
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controller.SetBodyOrientation(initial);
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controller.AttachAnimationRootMotionSource((_, frame) =>
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frame.Orientation = delta);
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controller.Update(ObjectTick, new MovementInput());
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Quaternion expected = Quaternion.Normalize(initial * delta);
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float alignment = MathF.Abs(Quaternion.Dot(
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expected,
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Quaternion.Normalize(controller.BodyOrientation)));
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Assert.InRange(alignment, 0.99999f, 1.00001f);
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Assert.True(MathF.Abs(Quaternion.Dot(
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Quaternion.Normalize(delta * initial),
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Quaternion.Normalize(controller.BodyOrientation))) < 0.999f);
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}
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[Fact]
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public void Update_MultiQuantumAnimationFrames_ComposeInTemporalOrder()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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var start = new Vector3(96f, 96f, 50f);
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controller.SetPosition(start, 0x0001);
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controller.Yaw = 0f;
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int sample = 0;
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controller.AttachAnimationRootMotionSource((_, frame) =>
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{
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if (sample++ == 0)
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{
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frame.Orientation = Quaternion.CreateFromAxisAngle(
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Vector3.UnitZ,
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MathF.PI / 2f);
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}
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else
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{
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frame.Origin = new Vector3(0f, 0.1f, 0f);
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}
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});
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MovementResult result = controller.Update(
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PhysicsBody.MaxQuantum * 2f,
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new MovementInput());
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// The second local-forward displacement occurs after the first
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// quarter-turn, so it moves north. Adding Origins as bare vectors
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// would incorrectly move east.
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Assert.Equal(start.X, result.Position.X, precision: 3);
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Assert.Equal(start.Y + 0.1f, result.Position.Y, precision: 3);
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Assert.Equal(MathF.PI / 2f, controller.Yaw, precision: 3);
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}
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[Fact]
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public void Update_ExactMinQuantum_RetainsTimeWithoutAdvancingObject()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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var start = new Vector3(96f, 96f, 50f);
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controller.SetPosition(start, 0x0001);
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int advances = 0;
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controller.AttachAnimationRootMotionSource((_, frame) =>
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{
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advances++;
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frame.Origin = new Vector3(0f, 1f, 0f);
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});
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MovementResult atThreshold = controller.Update(
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PhysicsBody.MinQuantum,
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new MovementInput());
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Assert.Equal(start, atThreshold.Position);
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Assert.Equal(0, advances);
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controller.Update(0.001f, new MovementInput());
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Assert.Equal(1, advances);
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}
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[Fact]
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public void Update_LargeFrame_MatchesSeparateRetailObjectQuanta()
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{
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var combined = new PlayerMovementController(MakeFlatEngine());
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var split = new PlayerMovementController(MakeFlatEngine());
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var start = new Vector3(96f, 96f, 50f);
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combined.SetPosition(start, 0x0001);
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split.SetPosition(start, 0x0001);
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int combinedHooks = 0;
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int splitHooks = 0;
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static void Advance(float dt, AcDream.Core.Physics.Motion.MotionDeltaFrame frame)
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{
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frame.Origin = new Vector3(0f, dt * 2f, 0f);
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frame.Orientation = Quaternion.CreateFromAxisAngle(
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Vector3.UnitZ,
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dt * 0.7f);
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}
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combined.AttachAnimationRootMotionSource(Advance, () => combinedHooks++);
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split.AttachAnimationRootMotionSource(Advance, () => splitHooks++);
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combined.Update(PhysicsBody.MaxQuantum * 2f, new MovementInput());
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split.Update(PhysicsBody.MaxQuantum, new MovementInput());
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split.Update(PhysicsBody.MaxQuantum, new MovementInput());
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Assert.Equal(split.Position.X, combined.Position.X, precision: 5);
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Assert.Equal(split.Position.Y, combined.Position.Y, precision: 5);
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Assert.Equal(split.Position.Z, combined.Position.Z, precision: 5);
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float alignment = MathF.Abs(Quaternion.Dot(
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Quaternion.Normalize(split.BodyOrientation),
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Quaternion.Normalize(combined.BodyOrientation)));
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Assert.InRange(alignment, 0.99999f, 1.00001f);
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Assert.Equal(2, combinedHooks);
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Assert.Equal(2, splitHooks);
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}
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[Fact]
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public void TickHidden_DoesNotAdvancePartArrayButStillProcessesHooks()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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int advances = 0;
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int hookPasses = 0;
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controller.AttachAnimationRootMotionSource(
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(_, frame) =>
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{
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advances++;
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frame.Origin = new Vector3(0f, 1f, 0f);
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},
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() => hookPasses++);
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controller.TickHidden(ObjectTick);
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Assert.Equal(0, advances);
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Assert.Equal(1, hookPasses);
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}
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[Fact]
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public void InvalidElapsed_VisibleFrameIsPurePresentationRead()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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float initialTime = controller.SimTimeSeconds;
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float initialYaw = controller.Yaw;
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Vector3 initialPosition = controller.Position;
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RawMotionState initialMotion = controller.Motion.RawState;
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var hostileInput = new MovementInput(
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Forward: true,
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TurnLeft: true,
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Jump: true,
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Run: true);
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foreach (float elapsed in new[]
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{
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float.NaN,
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float.PositiveInfinity,
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float.NegativeInfinity,
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-0.1f,
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0f,
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})
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{
|
||||
MovementResult result = controller.Update(elapsed, hostileInput);
|
||||
Assert.False(result.ShouldSendMovementEvent);
|
||||
}
|
||||
|
||||
Assert.Equal(initialTime, controller.SimTimeSeconds);
|
||||
Assert.Equal(initialYaw, controller.Yaw);
|
||||
Assert.Equal(initialPosition, controller.Position);
|
||||
Assert.Equal(initialMotion, controller.Motion.RawState);
|
||||
|
||||
controller.Update(ObjectTick, new MovementInput());
|
||||
controller.Update(ObjectTick, new MovementInput());
|
||||
Assert.True(controller.AdvancedObjectQuantumLastTick);
|
||||
controller.Update(float.NaN, hostileInput);
|
||||
Assert.False(controller.AdvancedObjectQuantumLastTick);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void InvalidElapsed_HiddenFrameDoesNotAdvanceClockOrManagerTail()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
float initialTime = controller.SimTimeSeconds;
|
||||
int targetPasses = 0;
|
||||
|
||||
controller.TickHidden(float.NaN, () => targetPasses++);
|
||||
controller.TickHidden(float.PositiveInfinity, () => targetPasses++);
|
||||
controller.TickHidden(-0.1f, () => targetPasses++);
|
||||
|
||||
Assert.Equal(initialTime, controller.SimTimeSeconds);
|
||||
Assert.Equal(0, targetPasses);
|
||||
Assert.False(controller.AdvancedObjectQuantumLastTick);
|
||||
|
||||
controller.TickHidden(ObjectTick);
|
||||
controller.TickHidden(ObjectTick);
|
||||
Assert.True(controller.AdvancedObjectQuantumLastTick);
|
||||
controller.TickHidden(float.PositiveInfinity);
|
||||
Assert.False(controller.AdvancedObjectQuantumLastTick);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_AirbornePartArrayFrame_SuppressesOriginButPreservesOrientation()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.Update(1f, new MovementInput(Jump: true));
|
||||
|
||||
Vector3 beforeRelease = controller.Position;
|
||||
Quaternion beforeOrientation = controller.BodyOrientation;
|
||||
Quaternion delta = Quaternion.CreateFromAxisAngle(Vector3.UnitY, 0.4f);
|
||||
int advances = 0;
|
||||
controller.AttachAnimationRootMotionSource((_, frame) =>
|
||||
{
|
||||
advances++;
|
||||
frame.Origin = new Vector3(0f, 10f, 0f);
|
||||
frame.Orientation = delta;
|
||||
});
|
||||
|
||||
controller.Update(ObjectTick, new MovementInput(Jump: false));
|
||||
|
||||
Assert.True(controller.IsAirborne);
|
||||
Assert.Equal(beforeRelease.X, controller.Position.X, precision: 5);
|
||||
Assert.Equal(beforeRelease.Y, controller.Position.Y, precision: 5);
|
||||
Quaternion expected = Quaternion.Normalize(beforeOrientation * delta);
|
||||
float alignment = MathF.Abs(Quaternion.Dot(
|
||||
expected,
|
||||
Quaternion.Normalize(controller.BodyOrientation)));
|
||||
Assert.InRange(alignment, 0.99999f, 1.00001f);
|
||||
Assert.Equal(1, advances);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_AttachedAnimationTurn_IsNotAppliedByASecondYawIntegrator()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.Yaw = 0f;
|
||||
controller.AttachAnimationRootMotionSource((dt, frame) =>
|
||||
{
|
||||
frame.Orientation = Quaternion.CreateFromAxisAngle(
|
||||
Vector3.UnitZ,
|
||||
-(MathF.PI / 2f) * dt);
|
||||
});
|
||||
|
||||
controller.Update(
|
||||
ObjectTick,
|
||||
new MovementInput(TurnRight: true));
|
||||
|
||||
Assert.Equal(
|
||||
-(MathF.PI / 2f) * ObjectTick,
|
||||
controller.Yaw,
|
||||
precision: 4);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_SubQuantumFrame_InterpolatesRenderPositionWithoutAdvancingPhysicsPosition()
|
||||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
var start = new Vector3(96f, 96f, 50f);
|
||||
controller.SetPosition(start, 0x0001);
|
||||
controller.Yaw = 0f;
|
||||
|
||||
var firstTick = controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||||
Assert.True(firstTick.Position.X > start.X, "Physics tick should advance the authoritative body position");
|
||||
Assert.Equal(start.X, firstTick.RenderPosition.X, precision: 4);
|
||||
|
||||
var halfFrame = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true));
|
||||
|
||||
Assert.Equal(firstTick.Position.X, halfFrame.Position.X, precision: 4);
|
||||
Assert.True(halfFrame.RenderPosition.X > start.X, "Render position should move between physics ticks");
|
||||
Assert.True(halfFrame.RenderPosition.X < firstTick.Position.X,
|
||||
$"Render X={halfFrame.RenderPosition.X} should stay between {start.X} and {firstTick.Position.X}");
|
||||
|
||||
float expectedMidpoint = start.X + ((firstTick.Position.X - start.X) * 0.5f);
|
||||
Assert.Equal(expectedMidpoint, halfFrame.RenderPosition.X, precision: 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetPosition_ResnapsRenderInterpolationEndpoints()
|
||||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.Yaw = 0f;
|
||||
|
||||
controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||||
controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true));
|
||||
|
||||
var snapped = new Vector3(120f, 80f, 50f);
|
||||
controller.SetPosition(snapped, 0x0001);
|
||||
var result = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput());
|
||||
|
||||
Assert.Equal(snapped, result.Position);
|
||||
Assert.Equal(snapped, result.RenderPosition);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BlipPosition_ResnapsPoseWithoutStoppingActiveMotion()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.Yaw = 0f;
|
||||
controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||||
Vector3 velocity = controller.BodyVelocity;
|
||||
Assert.True(velocity.LengthSquared() > 0f);
|
||||
|
||||
var corrected = new Vector3(100f, 98f, 50f);
|
||||
controller.BlipPosition(corrected, 0x0001, corrected);
|
||||
|
||||
Assert.Equal(corrected, controller.Position);
|
||||
Assert.Equal(corrected, controller.RenderPosition);
|
||||
Assert.Equal(velocity, controller.BodyVelocity);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BlipPosition_PublishesCanonicalOutdoorCellAndLocalFrame()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
var world = new Vector3(150f, 193f, 50f);
|
||||
var wireLocal = new Vector3(150f, 193f, 50f);
|
||||
|
||||
controller.BlipPosition(world, 0xA9B30038u, wireLocal);
|
||||
|
||||
Assert.Equal(0xA9B40031u, controller.CellId);
|
||||
Assert.Equal(controller.CellId, controller.CellPosition.ObjCellId);
|
||||
Assert.Equal(new Vector3(150f, 1f, 50f), controller.CellPosition.Frame.Origin);
|
||||
Assert.Equal(world, controller.Position);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TeleportPosition_PublishesCanonicalOutdoorCellAndLocalFrame()
|
||||
{
|
||||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||||
var world = new Vector3(12f, 12f, 50f);
|
||||
var wireLocal = new Vector3(12f, 12f, 50f);
|
||||
|
||||
controller.SetPosition(world, 0xA9B40031u, wireLocal);
|
||||
|
||||
Assert.Equal(0xA9B40001u, controller.CellId);
|
||||
Assert.Equal(controller.CellId, controller.CellPosition.ObjCellId);
|
||||
Assert.Equal(wireLocal, controller.CellPosition.Frame.Origin);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_HugeQuantumDiscard_ResnapsRenderInterpolationEndpoints()
|
||||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.Yaw = 0f;
|
||||
int animationAdvances = 0;
|
||||
int hookPasses = 0;
|
||||
controller.AttachAnimationRootMotionSource(
|
||||
(_, frame) =>
|
||||
{
|
||||
animationAdvances++;
|
||||
frame.Origin = new Vector3(0f, 0.1f, 0f);
|
||||
},
|
||||
() => hookPasses++);
|
||||
|
||||
var moved = controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||||
int advancesBeforeDiscard = animationAdvances;
|
||||
int hooksBeforeDiscard = hookPasses;
|
||||
var stale = controller.Update(PhysicsBody.HugeQuantum + 0.1f, new MovementInput(Forward: true));
|
||||
|
||||
Assert.Equal(moved.Position.X, stale.Position.X, precision: 4);
|
||||
Assert.Equal(stale.Position, stale.RenderPosition);
|
||||
Assert.Equal(advancesBeforeDiscard, animationAdvances);
|
||||
Assert.Equal(hooksBeforeDiscard, hookPasses);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_LeftoverAboveMinQuantum_ClampsRenderAlphaToCurrentPhysicsPosition()
|
||||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.Yaw = 0f;
|
||||
|
||||
var result = controller.Update(
|
||||
PhysicsBody.MaxQuantum + PhysicsBody.MinQuantum,
|
||||
new MovementInput(Forward: true));
|
||||
|
||||
Assert.Equal(result.Position.X, result.RenderPosition.X, precision: 4);
|
||||
Assert.Equal(result.Position.Y, result.RenderPosition.Y, precision: 4);
|
||||
Assert.Equal(result.Position.Z, result.RenderPosition.Z, precision: 4);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_RunForward_MoveFasterThanWalk()
|
||||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
controller.Yaw = 0f;
|
||||
|
||||
var walkInput = new MovementInput { Forward = true };
|
||||
var walkResult = controller.Update(1.0f, walkInput);
|
||||
float walkDist = walkResult.Position.X - 96f;
|
||||
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
|
||||
var runInput = new MovementInput { Forward = true, Run = true };
|
||||
var runResult = controller.Update(1.0f, runInput);
|
||||
float runDist = runResult.Position.X - 96f;
|
||||
|
||||
Assert.True(runDist > walkDist, $"Run ({runDist}) should be faster than walk ({walkDist})");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_TurnInput_ChangesYaw()
|
||||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
float initialYaw = controller.Yaw;
|
||||
|
||||
var input = new MovementInput { TurnRight = true };
|
||||
controller.Update(0.5f, input);
|
||||
|
||||
Assert.NotEqual(initialYaw, controller.Yaw);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MotionStateChanged_WhenStartingToWalk()
|
||||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
|
||||
// First frame: idle (no input).
|
||||
controller.Update(0.016f, new MovementInput());
|
||||
|
||||
// Second frame: start walking.
|
||||
var input = new MovementInput { Forward = true };
|
||||
var result = controller.Update(0.016f, input);
|
||||
|
||||
Assert.True(result.MotionStateChanged);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_JumpOnFlatTerrain_BecomesAirborne()
|
||||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
|
||||
// Charged jump: hold for a full charge (1s dt), then release to fire.
|
||||
// A full charge gives enough Vz that the player clears the 0.05-unit
|
||||
// ground-snap threshold within the same integration frame.
|
||||
controller.Update(1.0f, new MovementInput(Jump: true)); // full charge
|
||||
controller.Update(0.016f, new MovementInput(Jump: false)); // release → jump fires
|
||||
|
||||
Assert.True(controller.IsAirborne);
|
||||
Assert.True(controller.VerticalVelocity > 0f);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PositionEventGateRequiresContactAndWalkable()
|
||||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
|
||||
Assert.True(controller.CanSendPositionEvent);
|
||||
|
||||
controller.Update(1.0f, new MovementInput(Jump: true));
|
||||
controller.Update(0.016f, new MovementInput(Jump: false));
|
||||
|
||||
Assert.True(controller.IsAirborne);
|
||||
Assert.False(controller.CanSendPositionEvent);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void JumpChargeSnapshot_TracksHeldChargeAndResetsOnRelease()
|
||||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
|
||||
Assert.Equal(default, controller.JumpCharge);
|
||||
|
||||
controller.Update(0.25f, new MovementInput(Jump: true));
|
||||
Assert.True(controller.JumpCharge.IsCharging);
|
||||
Assert.Equal(0.25f, controller.JumpCharge.Power, precision: 3);
|
||||
|
||||
controller.Update(0.016f, new MovementInput(Jump: false));
|
||||
Assert.False(controller.JumpCharge.IsCharging);
|
||||
Assert.Equal(0f, controller.JumpCharge.Power);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_AirborneFrames_ZRiseThenFalls()
|
||||
{
|
||||
var engine = MakeFlatEngine();
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
||||
|
||||
// Charged jump: hold for a full charge, then release.
|
||||
controller.Update(1.0f, new MovementInput(Jump: true)); // full charge
|
||||
controller.Update(0.016f, new MovementInput(Jump: false)); // release → jump fires
|
||||
float z1 = controller.Position.Z;
|
||||
|
||||
// A few frames of rising
|
||||
controller.Update(0.1f, new MovementInput());
|
||||
float z2 = controller.Position.Z;
|
||||
Assert.True(z2 > z1, "Should be rising");
|
||||
|
||||
// Many frames — should come back down.
|
||||
// DefaultJumpVz = 10 m/s → full flight time ≈ 2.04s, so run 50 × 50ms = 2.5s
|
||||
// to ensure the player has definitely landed.
|
||||
for (int i = 0; i < 50; i++)
|
||||
controller.Update(0.05f, new MovementInput());
|
||||
|
||||
Assert.False(controller.IsAirborne, "Should have landed");
|
||||
Assert.Equal(50f, controller.Position.Z, precision: 1);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Update_WalkOffLedge_BecomesFalling()
|
||||
{
|
||||
// Build terrain with a sharp cliff: grid x<5 = Z50, grid x>=5 = Z20.
|
||||
// heights[x*9+y] is indexed x-major; heightTable[i]=i*1f so
|
||||
// byte value == Z value directly.
|
||||
var heights = new byte[81];
|
||||
for (int x = 0; x < 9; x++)
|
||||
for (int y = 0; y < 9; y++)
|
||||
heights[x * 9 + y] = (byte)(x < 5 ? 50 : 20);
|
||||
|
||||
var heightTable = new float[256];
|
||||
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
|
||||
|
||||
var engine = new PhysicsEngine();
|
||||
var terrain = new TerrainSurface(heights, heightTable);
|
||||
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
|
||||
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
|
||||
// Position the player just before the cliff edge (localX=118 ≈ grid x=4.92).
|
||||
// At this point terrain Z is ~51.7 (bilinear interpolation near the high side).
|
||||
// One step at walk speed will cross into the low region where terrain drops
|
||||
// ~28 units — more than StepUpHeight=5, triggering the ledge-fall.
|
||||
var controller = new PlayerMovementController(engine);
|
||||
controller.SetPosition(new Vector3(118f, 96f, 50f), 0x0001);
|
||||
controller.Yaw = 0f; // facing +X
|
||||
|
||||
// Single step — should trigger airborne state because terrain drops sharply.
|
||||
controller.Update(0.05f, new MovementInput(Forward: true));
|
||||
|
||||
Assert.True(controller.IsAirborne, "Player should be airborne after stepping off the cliff");
|
||||
|
||||
// Simulate enough frames to fall and land on the Z=20 floor.
|
||||
for (int i = 0; i < 60; i++)
|
||||
controller.Update(0.05f, new MovementInput(Forward: true));
|
||||
|
||||
Assert.False(controller.IsAirborne, "Player should have landed");
|
||||
Assert.Equal(20f, controller.Position.Z, precision: 1);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue