feat(R3-W3): verbatim jump family — charge gates, jump_is_allowed chain, epsilon fixes; StandingLongJump misattribution retired (closes J5, J6, J7-interp-side, J16-epsilons)
JumpChargeIsAllowed 0x00527a50 (CanJump→0x49 before posture; Fallen + Crouch..Sleeping→0x48), ChargeJump 0x005281c0 — now the ONLY place standing_longjump arms (grounded Contact+OnWalkable + forward Ready + no sidestep/turn, raw @305453-305466); the S2a-flagged side effect inside contact_allows_move is DELETED (J6) with regression pins that contact checks never touch the flag (the funnel's StandingLongJump branch is local-player scope; the controller wires ChargeJump in W4/W6 — remotes never charge client-side, no interim regression). jump_is_allowed 0x005282b0 full chain replaces the 15-line approximation: IsFullyConstrained→0x47 (new PhysicsBody stub, TS-35) BEFORE the pending-head peek (A2 ordering, pinned); head peek fires whenever the queue is non-empty (no ACE Count>1 gate; nonzero jump_error_code short-circuits the whole chain — test proves JumpStaminaCost is never consulted); retail entry shape verbatim (non-creature-weenie and gravity-off skip the ground gate; null physics obj → 0x24 NOT 8 per A10); charge → MotionAllowsJump(fwd) double-check → JumpStaminaCost gate (new IWeenieObject member, always-affordable PlayerWeenie stub — TS-5 extended). GetJumpVZ/GetLeaveGroundVelocity: epsilon corrected to retail's 0.000199999995f (was 0.001 — regression-pinned at extent 0.0005); A5 shape (clamp 1.0, weenie-null 10.0f); A6 momentum fallback fires only when ALL THREE components are sub-epsilon and overwrites all three with global→local(m_velocityVector). Jump 0x00528780: InterruptCurrentMovement no-op seam (TS-36, →R4 cancel_moveto), fires unconditionally; standing_longjump cleared ONLY on failure (success keeps it — pinned). IWeenieObject.IsThePlayer() (PlayerWeenie true) lands for W4's A3 dispatch. 51 new tests + 1 re-pin; superseded pre-W3 jump tests removed. Full suite: 3,623 passed. Registers: TS-5 extended, TS-35/36/37 added. Implemented by a dedicated agent against the W0-pinned spec; arming gates + entry shape verified against the quoted raw text. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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7 changed files with 1383 additions and 352 deletions
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@ -988,7 +988,7 @@ public sealed class PlayerMovementController
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// ── 3. Jump (charged) ─────────────────────────────────────────────────
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// Hold spacebar to charge (0→1 over JumpChargeRate seconds).
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// Release to execute: jump(extent) validates + sets JumpExtent,
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// then LeaveGround() applies the scaled velocity via get_leave_ground_velocity.
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// then LeaveGround() applies the scaled velocity via GetLeaveGroundVelocity.
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float? outJumpExtent = null;
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Vector3? outJumpVelocity = null;
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@ -1010,9 +1010,9 @@ public sealed class PlayerMovementController
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{
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// Capture jump_v_z BEFORE LeaveGround() — that call resets
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// JumpExtent back to 0 (faithful to retail's FUN_00529710),
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// after which get_jump_v_z() returns 0 because the extent
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// after which GetJumpVZ() returns 0 because the extent
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// gate at the top of the function fires.
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float jumpVz = _motion.get_jump_v_z();
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float jumpVz = _motion.GetJumpVZ();
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_motion.LeaveGround();
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outJumpExtent = _jumpExtent;
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// D6.2: get_state_velocity() is now correct for all directions
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@ -15,11 +15,15 @@ namespace AcDream.Core.Physics;
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// FUN_00528960 get_state_velocity — compute world-space velocity for current motion
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// FUN_00529210 apply_current_movement — apply interpreted motion as velocity
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// FUN_00529390 jump — initiate jump: validate, record extent, leave ground
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// FUN_005286b0 get_jump_v_z — get vertical jump velocity
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// FUN_00528cd0 get_leave_ground_velocity — compose full 3D launch vector
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// FUN_00528ec0 jump_is_allowed — can we jump?
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// FUN_005286b0 GetJumpVZ — get vertical jump velocity (R3-W3 rename)
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// FUN_00528cd0 GetLeaveGroundVelocity — compose full 3D launch vector (R3-W3 rename)
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// FUN_00528ec0 jump_is_allowed — can we jump? (R3-W3: full verbatim chain)
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// FUN_00528dd0 contact_allows_move — slope angle / contact state check
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//
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// R3-W3 jump-family addresses (docs/research/2026-07-02-r3-motioninterp/):
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// 0x00527a50 JumpChargeIsAllowed
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// 0x005281c0 ChargeJump — the ONLY place StandingLongJump arms (closes J6)
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//
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// Cross-checked against ACE MotionInterp.cs.
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// ─────────────────────────────────────────────────────────────────────────────
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@ -441,6 +445,36 @@ public interface IWeenieObject
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/// retail-correct (register TS-34 tracks the adjust_motion side).
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/// </summary>
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bool IsCreature() => true;
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/// <summary>
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/// Retail <c>ACCWeenieObject::IsThePlayer</c> (vtable +0x14,
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/// 0x0058C3D0): <c>this->id == SmartBox::smartbox->player_id</c>.
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/// PINNED (W0-pins.md A3, adversarially verified) as the dual-dispatch
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/// gate for <c>apply_current_movement</c>/<c>ReportExhaustion</c>/
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/// <c>SetWeenieObject</c>/<c>SetPhysicsObject</c> — NOT <c>IsCreature</c>
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/// (a remote player is a creature but not the player; ACE's server-side
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/// <c>IsCreature</c> gate is a genuine divergence, not a reading to
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/// copy). Default false; only the local player's weenie returns true.
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/// No consumer in R3-W3 — the W4 dual-dispatch port is the first reader.
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/// </summary>
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bool IsThePlayer() => false;
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/// <summary>
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/// Retail <c>CWeenieObject::JumpStaminaCost</c> (vtable +0x44, referenced
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/// from <c>jump_is_allowed</c> raw 305549-305556): given the charge
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/// <paramref name="extent"/>, returns whether the weenie can afford the
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/// stamina cost of this jump and writes the cost to
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/// <paramref name="cost"/>. <c>jump_is_allowed</c> treats a <c>false</c>
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/// return as <see cref="WeenieError.GeneralMovementFailure"/> (0x47).
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/// Default true / cost 0 — real stamina gating stays TS-5-deferred (the
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/// same register row that already covers <c>CanJump</c> always-true;
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/// this extends it to <c>JumpStaminaCost</c> until stat plumbing lands).
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/// </summary>
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bool JumpStaminaCost(float extent, out int cost)
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{
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cost = 0;
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return true;
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}
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}
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// ── MotionInterpreter ─────────────────────────────────────────────────────────
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@ -475,8 +509,16 @@ public sealed class MotionInterpreter : IMotionDoneSink
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public const float RunAnimSpeed = 4.0f;
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/// <summary>Sidestep animation base speed (_DAT_007c96e8 family).</summary>
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public const float SidestepAnimSpeed = 1.25f;
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/// <summary>Minimum jump extent before get_jump_v_z bothers computing (_DAT_007c9734).</summary>
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public const float JumpExtentEpsilon = 0.001f;
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/// <summary>
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/// Minimum jump extent before get_jump_v_z bothers computing
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/// (_DAT_007c9734). R3-W3 (closes J16-epsilons, A5/A6): retail's exact
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/// literal is <c>0.000199999995f</c> (raw @304959:
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/// <c>((long double)0.000199999995f)</c>), NOT the previous <c>0.001</c>
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/// approximation. Used by both <see cref="GetJumpVZ"/> and
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/// <see cref="GetLeaveGroundVelocity"/> (three times there, one per
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/// axis — A6).
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/// </summary>
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public const float JumpVzEpsilon = 0.000199999995f;
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/// <summary>Fallback vertical jump velocity when WeenieObj is absent (_DAT_0079c6d4).</summary>
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public const float DefaultJumpVz = 10.0f;
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/// <summary>Maximum jump extent clamped by get_jump_v_z (_DAT_007938b0 = 1.0f).</summary>
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@ -585,6 +627,18 @@ public sealed class MotionInterpreter : IMotionDoneSink
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/// </summary>
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public Action? UnstickFromObject { get; set; }
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/// <summary>
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/// R3-W3 no-op seam standing in for retail <c>CPhysicsObj::interrupt_current_movement</c>
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/// (called unconditionally at the top of <see cref="jump"/>, raw @305800,
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/// and by <see cref="StopCompletely"/> per A9). Register row: retail
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/// cancels any in-flight MoveToManager transition before starting a new
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/// movement action; R4 wires the real <c>cancel_moveto</c> once
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/// MoveToManager exists. Until then this is an optional callback the App
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/// layer may bind, matching the <see cref="UnstickFromObject"/> seam
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/// convention.
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/// </summary>
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public Action? InterruptCurrentMovement { get; set; }
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/// <summary>
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/// Optional accessor for the owning entity's current animation cycle
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/// velocity (AnimationSequencer.CurrentVelocity, i.e. MotionData.Velocity
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@ -1170,28 +1224,158 @@ public sealed class MotionInterpreter : IMotionDoneSink
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}
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}
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// ── FUN_00529390 — jump ───────────────────────────────────────────────────
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// ── FUN_00527a50 — jump_charge_is_allowed ─────────────────────────────────
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/// <summary>
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/// <c>CMotionInterp::jump_charge_is_allowed</c> (0x00527a50, decomp §3b
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/// @304935, W0-pins.md A1 polarity). Gate consulted while the jump
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/// charge is accumulating (spacebar held) — NOT the same gate as
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/// <see cref="jump_is_allowed"/>'s ground check.
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///
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/// <para>
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/// Verbatim (raw 304940-304948):
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/// <code>
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/// weenie_obj = this->weenie_obj;
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/// if (weenie_obj != 0 && weenie_obj.CanJump(this->jump_extent) == 0)
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/// return 0x49;
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/// forward_command = this->interpreted_state.forward_command;
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/// if (forward_command != 0x40000008
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/// && (forward_command <= 0x41000011 || forward_command > 0x41000014))
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/// return 0;
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/// return 0x48;
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/// </code>
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/// </para>
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/// </summary>
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public WeenieError JumpChargeIsAllowed(float extent)
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{
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if (WeenieObj is not null && !WeenieObj.CanJump(extent))
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return WeenieError.CantJumpLoadedDown; // 0x49
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uint forward = InterpretedState.ForwardCommand;
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if (forward != MotionCommand.Fallen
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&& (forward <= MotionCommand.CrouchLowerBound || forward > MotionCommand.Sleeping))
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return WeenieError.None;
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return WeenieError.YouCantJumpFromThisPosition; // 0x48
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}
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// ── FUN_005281c0 — charge_jump ────────────────────────────────────────────
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/// <summary>
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/// <c>CMotionInterp::charge_jump</c> (0x005281c0, decomp §3e @305448,
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/// W0-pins.md A1 polarity). R3-W3 (closes J6): the ONLY place retail
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/// arms <see cref="StandingLongJump"/> — the old
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/// <c>contact_allows_move</c> side effect (:1139-1148 pre-W3 numbering)
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/// is DELETED (see <see cref="contact_allows_move"/>'s doc comment).
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///
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/// <para>
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/// Verbatim (raw 305453-305466):
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/// <code>
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/// weenie_obj = this->weenie_obj;
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/// if (weenie_obj != 0 && weenie_obj.CanJump(this->jump_extent) == 0)
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/// return 0x49;
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/// forward_command = this->interpreted_state.forward_command;
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/// if (forward_command == 0x40000008
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/// || (forward_command > 0x41000011 && forward_command <= 0x41000014))
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/// return 0x48;
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/// transient_state = physics_obj->transient_state;
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/// if ((transient_state & 1) != 0 && (transient_state & 2) != 0
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/// && forward_command == 0x41000003
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/// && interpreted_state.sidestep_command == 0
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/// && interpreted_state.turn_command == 0)
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/// this->standing_longjump = 1;
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/// return 0;
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/// </code>
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/// </para>
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///
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/// <para>
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/// Note the inverted-but-equivalent posture test vs
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/// <see cref="JumpChargeIsAllowed"/>: that function's PASS condition is
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/// <c>forward <= 0x41000011 || forward > 0x41000014</c>; this
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/// function's BLOCK condition is <c>forward == 0x40000008 ||
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/// (forward > 0x41000011 && forward <= 0x41000014)</c> — the
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/// same Fallen-exact / Crouch..Sleeping-range predicate, just phrased as
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/// its own negation plus the explicit Fallen exact-match up front.
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/// Ported literally rather than reusing <see cref="JumpChargeIsAllowed"/>
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/// to keep each function's control flow traceable to its own raw
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/// address.
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/// </para>
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///
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/// <para>
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/// Caller (outside CMotionInterp, raw line 376144, 0x0056afac — the
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/// player-input/SmartBox layer, out of R3 scope): drives the charge
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/// accumulation loop while spacebar is held. acdream's charge
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/// accumulation stays controller-side (AP-24 register row survives);
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/// <c>PlayerMovementController</c> may call this once wired (W4/W6 — no
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/// regression today since nothing calls <c>ChargeJump</c> yet, so
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/// remotes/local both continue unaffected).
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/// </para>
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/// </summary>
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public WeenieError ChargeJump()
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{
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if (WeenieObj is not null && !WeenieObj.CanJump(JumpExtent))
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return WeenieError.CantJumpLoadedDown; // 0x49
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uint forward = InterpretedState.ForwardCommand;
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if (forward == MotionCommand.Fallen
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|| (forward > MotionCommand.CrouchLowerBound && forward <= MotionCommand.Sleeping))
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return WeenieError.YouCantJumpFromThisPosition; // 0x48
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if (PhysicsObj is not null)
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{
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bool onGround = PhysicsObj.TransientState.HasFlag(TransientStateFlags.Contact)
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&& PhysicsObj.TransientState.HasFlag(TransientStateFlags.OnWalkable);
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if (onGround
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&& forward == MotionCommand.Ready
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&& InterpretedState.SideStepCommand == 0
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&& InterpretedState.TurnCommand == 0)
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{
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StandingLongJump = true;
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}
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}
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return WeenieError.None;
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}
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// ── FUN_00528780 — jump ───────────────────────────────────────────────────
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/// <summary>
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/// Initiate a jump: validate, store jump extent, leave the ground.
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///
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/// Decompiled logic (FUN_00529390):
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/// if (PhysicsObj == null) return 8
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/// FUN_00510cc0() — cancel moveto
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/// iVar1 = FUN_00528ec0(extent, stamina) ← jump_is_allowed
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/// if (iVar1 == 0):
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/// *(+0x74) = extent ← JumpExtent
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/// FUN_00511de0(0) ← PhysicsObj.set_on_walkable(false)
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/// return 0
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/// *(+0x70) = 0 ← StandingLongJump = false
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/// return iVar1
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/// <para>
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/// Verbatim (0x00528780, decomp §3f @305792):
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/// <code>
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/// physics_obj = this->physics_obj;
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/// if (physics_obj == 0) return 8;
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/// interrupt_current_movement(physics_obj);
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/// result = jump_is_allowed(this, arg2, arg3);
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/// if (result != 0) {
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/// this->standing_longjump = 0;
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/// return result;
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/// }
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/// this->jump_extent = arg2;
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/// set_on_walkable(physics_obj, 0);
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/// return result; // == 0
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/// </code>
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/// </para>
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///
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/// <para>
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/// R3-W3 (closes J7-interp-side): <c>interrupt_current_movement</c> is
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/// now called UNCONDITIONALLY before <see cref="jump_is_allowed"/>, via
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/// the <see cref="InterruptCurrentMovement"/> no-op seam (register row —
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/// R4 wires the real cancel_moveto). <see cref="StandingLongJump"/> is
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/// cleared ONLY on the failure path — a successful jump leaves it
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/// untouched (the caller/LeaveGround owns clearing it on success).
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/// </para>
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/// </summary>
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public WeenieError jump(float extent, int adjustStamina = 0)
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{
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if (PhysicsObj is null)
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return WeenieError.NoPhysicsObject;
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var result = jump_is_allowed(extent, adjustStamina);
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InterruptCurrentMovement?.Invoke();
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var result = jump_is_allowed(extent, out _);
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if (result == WeenieError.None)
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{
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JumpExtent = extent;
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return result;
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}
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// ── FUN_005286b0 — get_jump_v_z ──────────────────────────────────────────
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// ── FUN_00527aa0 — get_jump_v_z ──────────────────────────────────────────
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/// <summary>
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/// Get the vertical (Z) component of jump velocity.
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///
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/// Decompiled logic (FUN_005286b0):
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/// local_4 = *(+0x74) ← JumpExtent
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/// if local_4 < _DAT_007c9734 (epsilon): return _DAT_00796344 (0.0)
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/// if local_4 > _DAT_007938b0 (1.0): local_4 = 1.0
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/// if WeenieObj == null: return _DAT_0079c6d4 (10.0) — default jump v_z
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/// cVar1 = InqJumpVelocity(local_4, &local_4) — vtable +0x30
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/// if (cVar1 != 0): return local_4
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/// return _DAT_00796344 (0.0)
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/// <para>
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/// Verbatim (0x00527aa0, decomp §3c @304953, W0-pins.md A5 — the BN text
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/// is x87-flag garbled; ACE's clean-room reading adjudicates):
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/// <code>
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/// extent = this->jump_extent;
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/// if (extent < 0.000199999995f) return 0.0f;
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/// if (extent > 1.0f) extent = 1.0f;
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/// if (this->weenie_obj == 0) return 10.0f;
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/// if (weenie_obj.InqJumpVelocity(extent, &extent) != 0) return extent;
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/// return 0.0f;
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/// </code>
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/// </para>
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/// </summary>
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public float get_jump_v_z()
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public float GetJumpVZ()
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{
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float extent = JumpExtent;
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if (extent < JumpExtentEpsilon)
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if (extent < JumpVzEpsilon)
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return 0.0f;
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if (extent > MaxJumpExtent)
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@ -1236,34 +1424,31 @@ public sealed class MotionInterpreter : IMotionDoneSink
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return 0.0f;
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}
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// ── FUN_00528cd0 — get_leave_ground_velocity ──────────────────────────────
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// ── FUN_005280c0 — get_leave_ground_velocity ──────────────────────────────
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/// <summary>
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/// Compose the full 3D body-local launch velocity when leaving the ground.
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///
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/// Decompiled logic (FUN_00528cd0):
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/// FUN_00528960(velocity) ← get_state_velocity (XY components)
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/// velocity.Z = get_jump_v_z()
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/// If all three components are < epsilon (nearly zero velocity):
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/// Apply the orientation matrix rows of PhysicsObj to the current
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/// world-space velocity (rotate world vel into body-local frame).
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/// This preserves momentum direction when jumping while stationary.
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/// return velocity
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///
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/// The "near-zero" fast path uses the body's current velocity transformed
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/// back into local space, which in our port is
|
||||
/// Vector3.Transform(Velocity, Quaternion.Inverse(Orientation)).
|
||||
/// <para>
|
||||
/// Verbatim (0x005280c0, decomp §3d @305404, W0-pins.md A6): body order
|
||||
/// is <c>get_state_velocity(esi)</c> → <c>esi.z = get_jump_v_z()</c> →
|
||||
/// fallback fires ONLY when <c>|x| AND |y| AND |z|</c> are ALL
|
||||
/// <c>< 0.000199999995f</c> (epsilon tested three times, one per
|
||||
/// component), and then OVERWRITES ALL THREE components (including the
|
||||
/// z the function just computed) with
|
||||
/// <c>globaltolocal(physics_obj->m_velocityVector)</c> — decisively
|
||||
/// pinned as GLOBAL→LOCAL by the row-linear match against
|
||||
/// <c>Frame::globaltolocalvec</c> (A6). The existing
|
||||
/// <c>Vector3.Transform(Velocity, Quaternion.Inverse(Orientation))</c>
|
||||
/// transform already IS global→local — kept unchanged.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public Vector3 get_leave_ground_velocity()
|
||||
public Vector3 GetLeaveGroundVelocity()
|
||||
{
|
||||
var velocity = get_state_velocity();
|
||||
velocity.Z = get_jump_v_z();
|
||||
velocity.Z = GetJumpVZ();
|
||||
|
||||
// If the lateral + vertical components are all tiny, fall back to the
|
||||
// current world velocity projected into body-local space so that an
|
||||
// airborne nudge preserves direction (retail decompile: matrix multiply
|
||||
// of the orientation column vectors against the world velocity).
|
||||
float eps = JumpExtentEpsilon;
|
||||
float eps = JumpVzEpsilon;
|
||||
if (MathF.Abs(velocity.X) < eps && MathF.Abs(velocity.Y) < eps && MathF.Abs(velocity.Z) < eps
|
||||
&& PhysicsObj is not null)
|
||||
{
|
||||
|
|
@ -1274,51 +1459,116 @@ public sealed class MotionInterpreter : IMotionDoneSink
|
|||
return velocity;
|
||||
}
|
||||
|
||||
// ── FUN_00528ec0 — jump_is_allowed ────────────────────────────────────────
|
||||
// ── FUN_005282b0 — jump_is_allowed ────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Determine whether a jump is currently permitted.
|
||||
/// Determine whether a jump is currently permitted. R3-W3 (closes J5):
|
||||
/// FULL verbatim chain replacing the pre-W3 15-line approximation —
|
||||
/// entry shape, <c>IsFullyConstrained</c>, the pending-head peek (A2),
|
||||
/// the charge→motion→stamina chain, all now present.
|
||||
///
|
||||
/// Decompiled logic (FUN_00528ec0):
|
||||
/// if PhysicsObj == null: return 0x24
|
||||
/// if WeenieObj == null: proceed (no weenie check)
|
||||
/// elif WeenieObj.IsCreature() returns false: proceed
|
||||
/// iVar2 = PhysicsObj
|
||||
/// if Gravity flag NOT set OR (Contact AND OnWalkable): ← grounded or no gravity
|
||||
/// return 0x24 (NotGrounded)
|
||||
/// if FUN_0050f730() (IsFullyConstrained) != 0: return 0x47
|
||||
/// if pending queue action has non-zero jump error: return that error
|
||||
/// iVar2 = FUN_00528660() (jump_charge_is_allowed)
|
||||
/// if iVar2 == 0:
|
||||
/// iVar2 = FUN_005285e0(InterpretedState.ForwardCommand) (motion_allows_jump)
|
||||
/// if iVar2 == 0 AND WeenieObj != null:
|
||||
/// cVar1 = WeenieObj.CanJump(extent, stamina) → vtable +0x40
|
||||
/// if cVar1 == 0: return 0x47
|
||||
/// return iVar2
|
||||
/// <para>
|
||||
/// Verbatim (0x005282b0, decomp §3h, W0-pins.md A2/A10):
|
||||
/// <code>
|
||||
/// if (physics_obj != 0) {
|
||||
/// if (weenie_obj != 0) eax_2 = weenie_obj.IsCreature();
|
||||
/// if (weenie_obj != 0 && eax_2 == 0) goto shared_gate; // non-creature weenie skips ground gate
|
||||
/// if (physics_obj == 0 || (state bit 0x400) == 0) goto shared_gate; // gravity-state off skips ground gate
|
||||
/// if (Contact && OnWalkable) goto shared_gate; // grounded also reaches shared gate
|
||||
/// }
|
||||
/// return 0x24; // gravity-bound creature, not grounded
|
||||
///
|
||||
/// shared_gate:
|
||||
/// if (IsFullyConstrained(physics_obj) != 0) return 0x47;
|
||||
/// head = pending_motions.head_;
|
||||
/// if (head != 0) eax_6 = head.jump_error_code; // +0xc
|
||||
/// if (head == 0 || eax_6 == 0) {
|
||||
/// eax_6 = jump_charge_is_allowed(this);
|
||||
/// if (eax_6 == 0) {
|
||||
/// eax_7 = motion_allows_jump(this, interpreted_state.forward_command);
|
||||
/// if (eax_7 != 0) return eax_7;
|
||||
/// if (weenie_obj_1 == 0) return eax_7; // == 0 (success, no weenie to consult)
|
||||
/// eax_6 = 0x47;
|
||||
/// if (weenie_obj_1.JumpStaminaCost(arg2, arg3) != 0) return eax_7; // == 0 (afforded)
|
||||
/// // JumpStaminaCost returned false -> falls out, eax_6 stays 0x47
|
||||
/// }
|
||||
/// }
|
||||
/// return eax_6;
|
||||
/// </code>
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// A10 note: <c>physics_obj == null</c> returns <c>0x24</c> (NotGrounded),
|
||||
/// NOT <c>8</c> — the "8 = no physics obj" convention that holds
|
||||
/// everywhere else in CMotionInterp does not hold here (the
|
||||
/// <c>if (physics_obj != 0) {...}</c> wrapper falls out to
|
||||
/// <c>return 0x24</c> when physics_obj is null, same as the grounded-check
|
||||
/// failure path).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public WeenieError jump_is_allowed(float extent, int staminaCost)
|
||||
/// <param name="extent">Jump charge fraction, forwarded to
|
||||
/// <c>JumpStaminaCost</c>.</param>
|
||||
/// <param name="staminaCost">Out-param mirroring retail's <c>arg3</c>
|
||||
/// (<c>int32_t*</c>) — the stamina cost <c>JumpStaminaCost</c> computed,
|
||||
/// 0 when the chain never reaches that call.</param>
|
||||
public WeenieError jump_is_allowed(float extent, out int staminaCost)
|
||||
{
|
||||
// A10: jump_is_allowed returns 0x24 (NotGrounded), NOT 8, when
|
||||
// physics_obj == null — the "8 = no physics obj" convention holds
|
||||
// everywhere else in CMotionInterp but not here (raw structure
|
||||
// 305512 + 305570: the `if (physics_obj != 0) {...}` wrapper falls
|
||||
// out to `return 0x24;`).
|
||||
if (PhysicsObj is null)
|
||||
return WeenieError.NotGrounded;
|
||||
staminaCost = 0;
|
||||
|
||||
// Must have gravity and be grounded (Contact + OnWalkable) to start a jump.
|
||||
bool hasGravity = PhysicsObj.State.HasFlag(PhysicsStateFlags.Gravity);
|
||||
bool isGrounded = PhysicsObj.TransientState.HasFlag(TransientStateFlags.Contact)
|
||||
&& PhysicsObj.TransientState.HasFlag(TransientStateFlags.OnWalkable);
|
||||
if (PhysicsObj is not null)
|
||||
{
|
||||
bool nonCreatureWeenie = WeenieObj is not null && !WeenieObj.IsCreature();
|
||||
bool gravityStateOff = !PhysicsObj.State.HasFlag(PhysicsStateFlags.Gravity);
|
||||
bool grounded = PhysicsObj.TransientState.HasFlag(TransientStateFlags.Contact)
|
||||
&& PhysicsObj.TransientState.HasFlag(TransientStateFlags.OnWalkable);
|
||||
|
||||
if (!hasGravity || !isGrounded)
|
||||
return WeenieError.NotGrounded;
|
||||
if (nonCreatureWeenie || gravityStateOff || grounded)
|
||||
return JumpIsAllowedSharedGate(extent, ref staminaCost);
|
||||
}
|
||||
|
||||
// Delegate jump eligibility to WeenieObj if present.
|
||||
if (WeenieObj is not null && !WeenieObj.CanJump(extent))
|
||||
return WeenieError.CantJumpLoadedDown;
|
||||
return WeenieError.NotGrounded; // 0x24 — gravity-bound creature, not grounded (also physics_obj == null)
|
||||
}
|
||||
|
||||
return WeenieError.None;
|
||||
/// <summary>
|
||||
/// The <c>shared_gate</c> label inside <see cref="jump_is_allowed"/>
|
||||
/// (raw 305524-305556) — split out only for C# readability; retail
|
||||
/// reaches this point via three different <c>goto</c> sites, all folded
|
||||
/// into one function here since C# has no goto-into-shared-tail idiom
|
||||
/// as clean as retail's.
|
||||
/// </summary>
|
||||
private WeenieError JumpIsAllowedSharedGate(float extent, ref int staminaCost)
|
||||
{
|
||||
if (PhysicsObj is not null && PhysicsObj.IsFullyConstrained)
|
||||
return WeenieError.GeneralMovementFailure; // 0x47
|
||||
|
||||
// A2: peek the pending_motions head WHENEVER non-empty — no Count>1
|
||||
// gate. A nonzero head.JumpErrorCode short-circuits the whole
|
||||
// charge/motion/stamina chain below.
|
||||
var head = _pendingMotions.First;
|
||||
uint peeked = head is not null ? head.Value.JumpErrorCode : 0;
|
||||
|
||||
if (head is null || peeked == 0)
|
||||
{
|
||||
WeenieError chargeResult = JumpChargeIsAllowed(extent);
|
||||
if (chargeResult == WeenieError.None)
|
||||
{
|
||||
WeenieError motionResult = MotionAllowsJump(InterpretedState.ForwardCommand);
|
||||
if (motionResult != WeenieError.None)
|
||||
return motionResult;
|
||||
|
||||
if (WeenieObj is null)
|
||||
return motionResult; // == None
|
||||
|
||||
if (!WeenieObj.JumpStaminaCost(extent, out staminaCost))
|
||||
return WeenieError.GeneralMovementFailure; // 0x47 — can't afford
|
||||
|
||||
return motionResult; // == None (success)
|
||||
}
|
||||
|
||||
return chargeResult;
|
||||
}
|
||||
|
||||
return (WeenieError)peeked;
|
||||
}
|
||||
|
||||
// ── FUN_00528dd0 — contact_allows_move ────────────────────────────────────
|
||||
|
|
@ -1326,43 +1576,40 @@ public sealed class MotionInterpreter : IMotionDoneSink
|
|||
/// <summary>
|
||||
/// Determine whether the current contact state allows this motion command.
|
||||
///
|
||||
/// Decompiled logic (FUN_00528dd0):
|
||||
/// if WeenieObj != null AND WeenieObj.CanJump(JumpExtent) returns false:
|
||||
/// return 0x49
|
||||
/// uVar1 = InterpretedState.ForwardCommand
|
||||
/// if uVar1 == 0x40000008 (Fallen) OR uVar1 == 0x40000011 (Dead):
|
||||
/// return 0x48
|
||||
/// if 0x41000011 < uVar1 < 0x41000015 (crouch/sit/sleep range):
|
||||
/// return 0x48
|
||||
/// uVar2 = PhysicsObj.TransientState
|
||||
/// if (Contact AND OnWalkable) AND ForwardCommand == Ready
|
||||
/// AND SideStepCommand == 0 AND TurnCommand == 0:
|
||||
/// StandingLongJump = true
|
||||
/// return 0
|
||||
/// <para>
|
||||
/// Decompiled logic (0x00528240, pseudo-C 305471): allowed (1) when —
|
||||
/// motion is TurnRight/TurnLeft (0x6500000D/0E), OR motion is Falling
|
||||
/// (0x40000015) or Dead-class (0x40000011), OR the weenie exists and is
|
||||
/// NOT a creature, OR gravity is off, OR the body has Contact +
|
||||
/// OnWalkable. Everything else (a gravity-bound creature without ground
|
||||
/// contact) is blocked — this is the real mechanism behind "airborne
|
||||
/// remotes keep their cycle" (K-fix17's empirical guard).
|
||||
/// </para>
|
||||
///
|
||||
/// The return type in the decompile is undefined4 (int), but ACE models it
|
||||
/// as bool (0 = allowed, non-zero = blocked). We model it as bool here for
|
||||
/// cleaner call sites, treating any non-zero return as "blocked".
|
||||
/// <para>
|
||||
/// The return type in the decompile is undefined4 (int), but ACE models
|
||||
/// it as bool (0 = allowed, non-zero = blocked). We model it as bool
|
||||
/// here for cleaner call sites, treating any non-zero return as
|
||||
/// "blocked".
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <b>R3-W3 (closes J6): the StandingLongJump side effect that used to
|
||||
/// live here is DELETED.</b> The S2a port had flagged it explicitly as
|
||||
/// "PRE-EXISTING acdream side effect (not part of 0x00528240)" — a
|
||||
/// misattribution: retail's <c>contact_allows_move</c> (0x00528240)
|
||||
/// never reads or writes <c>standing_longjump</c> at all. The real
|
||||
/// arming site is <see cref="ChargeJump"/> (0x005281c0, decomp §3e),
|
||||
/// which now owns the identical grounded+idle predicate exclusively.
|
||||
/// Consequence of the OLD bug this retires: every grounded idle contact
|
||||
/// check (i.e. every frame the player stood still, since
|
||||
/// <c>ApplyInterpretedMovement</c> calls this every dispatch) flipped
|
||||
/// the flag regardless of whether a jump charge was ever started —
|
||||
/// <see cref="ChargeJump"/> is the only path that can arm it now.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public bool contact_allows_move(uint motion)
|
||||
{
|
||||
// L.2g S2 (2026-07-02): rewritten VERBATIM from the real
|
||||
// CMotionInterp::contact_allows_move (0x00528240, pseudo-C 305471).
|
||||
// The previous body conflated jump_charge_is_allowed (0x00527a50:
|
||||
// CanJump + Fallen/crouch-range checks) with this gate — the
|
||||
// 2026-06-04 deep-dive flagged the divergence; the retail-observer
|
||||
// trace conformance run exposed it (airborne bodies must still
|
||||
// ACCEPT Falling/Dead + turns).
|
||||
//
|
||||
// Retail: allowed (1) when —
|
||||
// motion is TurnRight/TurnLeft (0x6500000D/0E), OR
|
||||
// motion is Falling (0x40000015) or Dead-class (0x40000011), OR
|
||||
// the weenie exists and is NOT a creature, OR
|
||||
// gravity is off, OR
|
||||
// the body has Contact + OnWalkable.
|
||||
// Everything else (a gravity-bound creature without ground contact)
|
||||
// is blocked — this is the real mechanism behind "airborne remotes
|
||||
// keep their cycle" (K-fix17's empirical guard).
|
||||
if (PhysicsObj is null)
|
||||
return false;
|
||||
|
||||
|
|
@ -1384,21 +1631,8 @@ public sealed class MotionInterpreter : IMotionDoneSink
|
|||
|
||||
bool grounded = PhysicsObj.TransientState.HasFlag(TransientStateFlags.Contact)
|
||||
&& PhysicsObj.TransientState.HasFlag(TransientStateFlags.OnWalkable);
|
||||
if (!grounded)
|
||||
return false;
|
||||
|
||||
// PRE-EXISTING acdream side effect (not part of 0x00528240; kept for
|
||||
// the local-player standing-long-jump path pending its own verbatim
|
||||
// pass): grounded and idle flags the long-jump candidate.
|
||||
uint fwd = InterpretedState.ForwardCommand;
|
||||
if (fwd == MotionCommand.Ready
|
||||
&& InterpretedState.SideStepCommand == 0
|
||||
&& InterpretedState.TurnCommand == 0)
|
||||
{
|
||||
StandingLongJump = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
return grounded;
|
||||
}
|
||||
|
||||
// ── R3-W2 — pending_motions lifecycle ─────────────────────────────────
|
||||
|
|
@ -1606,7 +1840,7 @@ public sealed class MotionInterpreter : IMotionDoneSink
|
|||
///
|
||||
/// Decompiled logic (FUN_00529710):
|
||||
/// if PhysicsObj == null: return
|
||||
/// velocity = get_leave_ground_velocity()
|
||||
/// velocity = GetLeaveGroundVelocity()
|
||||
/// PhysicsObj.set_local_velocity(velocity)
|
||||
/// StandingLongJump = false
|
||||
/// JumpExtent = 0
|
||||
|
|
@ -1616,7 +1850,7 @@ public sealed class MotionInterpreter : IMotionDoneSink
|
|||
if (PhysicsObj is null)
|
||||
return;
|
||||
|
||||
var velocity = get_leave_ground_velocity();
|
||||
var velocity = GetLeaveGroundVelocity();
|
||||
PhysicsObj.set_local_velocity(velocity);
|
||||
|
||||
StandingLongJump = false;
|
||||
|
|
|
|||
|
|
@ -231,6 +231,20 @@ public sealed class PhysicsBody
|
|||
/// <summary>Last simulation time used to compute dt (+0xD8).</summary>
|
||||
public double LastUpdateTime { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// R3-W3 stub for retail <c>CPhysicsObj::IsFullyConstrained</c>
|
||||
/// (0x0050f730), read by <c>CMotionInterp::jump_is_allowed</c> (raw
|
||||
/// 305524-305525: <c>if (IsFullyConstrained(physics_obj) != 0) return
|
||||
/// 0x47;</c>). Retail's body walks per-cell contact-plane constraints
|
||||
/// (a mover pinned between opposing walkable surfaces / doorway
|
||||
/// jamming); acdream has no equivalent constraint-tracking yet.
|
||||
/// Register row: stubbed false (never fires) — a real port needs the
|
||||
/// per-cell shadow-list contact accounting the physics digest tracks.
|
||||
/// See docs/architecture/retail-divergence-register.md (added same
|
||||
/// commit as this field).
|
||||
/// </summary>
|
||||
public bool IsFullyConstrained { get; set; }
|
||||
|
||||
// ── convenience helpers ────────────────────────────────────────────────
|
||||
|
||||
public bool HasGravity => State.HasFlag(PhysicsStateFlags.Gravity);
|
||||
|
|
|
|||
|
|
@ -43,6 +43,24 @@ public sealed class PlayerWeenie : IWeenieObject
|
|||
|
||||
public bool CanJump(float extent) => true; // burden/stamina checks deferred
|
||||
|
||||
/// <summary>
|
||||
/// R3-W3 (W0-pins.md A3): the local player's weenie is THE player.
|
||||
/// Feeds W4's <c>apply_current_movement</c>/<c>ReportExhaustion</c>
|
||||
/// dual-dispatch gate — no consumer yet in W3.
|
||||
/// </summary>
|
||||
public bool IsThePlayer() => true;
|
||||
|
||||
/// <summary>
|
||||
/// TS-5 (extended): stamina cost gating deferred pending stat plumbing —
|
||||
/// always affordable, cost 0. Matches <see cref="CanJump"/>'s existing
|
||||
/// always-true stance.
|
||||
/// </summary>
|
||||
public bool JumpStaminaCost(float extent, out int cost)
|
||||
{
|
||||
cost = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// RunRate = (burdenMod * (runSkill / (runSkill + 200)) * 11 + 4) / 4
|
||||
/// Capped at 4.5 when runSkill >= 800.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue