feat(R4-V5): LOCAL PLAYER cutover - B.6 auto-walk DELETED; P1 autonomous gate ported; TS-36 bound (closes M1-local, M9, M10, M17; retires TS-36, AD-26; re-anchors AD-27, AP-23)
The local player now runs server MoveTos through the same verbatim MoveToManager remotes got in V4. One commit, GameWindow + controller, per the no-fan-out rule for coupled slices. P1 gate (V0-pins.md P1, ported verbatim): CPhysics::SetObjectMovement (0x00509690 @0050972e) drops any movement event whose wire autonomous byte is set when the addressed object IsThePlayer - ACE's self-addressed MoveToState reflection (MovementData.cs:162 IsAutonomous=1) never reaches unpack_movement, which is what makes the retail unconditional unpack-head interrupt safe. Gate placed AFTER the sequence gates (retail order). The stale "ACE follows every mt=0x06 with an mt=0x00" comment block dies with the code it excused (its causal story was pre-#75; refuted in V0-pins P1). Run-rate re-anchor (P1 contingency NOT needed - no AD row): the echo tap ApplyServerRunRate is deleted outright. Both retail feeds already exist: PlayerDescription skills via SetCharacterSkills (K-fix7) into InqRunRate (preferred by apply_run_to_command/get_state_velocity), and the mt-6/7 my_run_rate wire write (M13) now performed for the player by the shared RouteServerMoveTo. The tap's InterpretedState.ForwardSpeed overwrite was a pre-R3 mechanism that fought the ported machinery. B.6 auto-walk deleted wholesale (~330 lines): fields, Begin/End/ DriveServerAutoWalk, IsServerAutoWalking, AutoWalkArrived, the autoWalkConsumedMotion gates, the #69 turn-dir edge synthesizer, and the relocated AutoWalkArrivalEpsilon/AutoWalkTurnRateFor constants (AD-26 retired - the invented 5/30-degree bands are gone; arrival is retail's distance predicate; turn-first is the TurnToHeading node). TS-36 retired: Motion.InterruptCurrentMovement binds to MoveTo.CancelMoveTo(ActionCancelled). Movement-key edges (ctor-default params carry the 0x8000 CancelMoveTo bit), Shift (set_hold_run interrupt:true), jump(), StopCompletely, and teleport all cancel a running moveto through the retail chain - verified by controller-level tests, not assumed. MoveToComplete seam WIDENED to natural completion (Core): retail's BeginNextNode empty-queue completion is inline CleanUp+StopCompletely (raw @00529d47) and notifies nothing - the client-addition seam had to fire there (both sticky and non-sticky exits) or AD-27's deferred close-range Use/PickUp re-send never fires. Never fires on CancelMoveTo. AD-27 re-anchored from the deleted AutoWalkArrived event. InstallSpeculativeTurnToTarget rewired through the player's manager (retail 9a/9b client-initiated shape): close-range -> TurnToObject, far -> MoveToObject; AP-23 radius buckets + the #77 CanCharge prediction survive as the params source (row re-anchored). Per-tick: MoveTo.UseTime() at the old DriveServerAutoWalk slot (provisional until R6, per the plan's placement decision); the P4 player-side TargetTracker twin (fields + pre-Update feed) mirrors the remote adapter (AP-79 row widened). HitGround dual-call added on the player landing edge AND the remote landing site - the latter closes a V4 wiring-contract gap the adversarial review caught (retail 2d order: minterp then moveto; without it a landing NPC's moveto never re-arms). Also from the adversarial review: the mt-8 unresolvable-target degrade now performs retail's params.desired_heading = wire_heading substitution (decomp 2f case 8; invisible against ACE per P6, required for the verbatim degrade); the V4 remote MoveToManager binding gets a real curTime clock (the ctor stub advanced 1/30s per READ, skewing the progress/fail-distance windows - note: the pending V4 NPC smoke ran on the skewed clock); TS-33 row extended with the orientation-diff gap (ApproxPositionEqual vs retail Frame::is_equal full-frame compare - a stationary heading snap does not reach the wire; masked against ACE, R7 outbound scope owns the fix). MoveToMath gains HeadingFromYaw/YawFromHeading (the P5 scalar bridge for yaw-authoritative bodies - the player's heading snap must write Yaw, not the quaternion the controller re-derives every frame). Tests: 3,956 green (+8). New: MoveToManagerCompletionSeamTests (arrival fires once with None, no refire, cancel never fires, sticky handoff order) + PlayerMoveToCutoverTests (EnterPlayerModeNow-shape rig: walks to arrival with zero user input and zero MotionStateChanged frames - the #75 invariant by construction; TurnToHeading rotates Yaw and snaps exact; W-edge and jump cancel without firing complete). W6 edge suite retargeted from the deleted echo tap to a direct apply pass (the regression lives in ApplyInterpretedMovement, not the wire trigger). Spec: docs/research/2026-07-03-r4-moveto/r4-port-plan.md section 3 V5. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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9 changed files with 947 additions and 688 deletions
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@ -198,13 +198,6 @@ public sealed class PlayerMovementController
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private bool _prevTurnLeftHeld;
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private bool _prevTurnRightHeld;
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private bool _prevRunHeld;
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private int _prevAutoWalkTurnDir;
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// R4-V4: relocated from the DELETED RemoteMoveToDriver — B.6 auto-walk's
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// last two dependencies on it. Both die with auto-walk in R4-V5.
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private const float AutoWalkArrivalEpsilon = 0.05f;
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private static float AutoWalkTurnRateFor(bool running)
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=> running ? (MathF.PI / 2.0f) * 1.5f : (MathF.PI / 2.0f); // BaseTurnRate x RunTurnFactor
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// Heartbeat timer.
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// Cadence is 1.0 sec to match holtburger's
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@ -267,83 +260,31 @@ public sealed class PlayerMovementController
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private Vector3 _prevPhysicsPos;
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private Vector3 _currPhysicsPos;
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// ── B.6 slice 2 (2026-05-14): local-player server-initiated auto-walk ──
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// When ACE sends a MoveToObject motion for the local player (out-of-range
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// Use / PickUp triggers ACE's server-side CreateMoveToChain), the wire
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// payload includes a destination, arrival predicates, and a run rate.
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// Retail's MovementManager::PerformMovement (0x00524440 case 6) runs a
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// LOCAL auto-walk in response: heading correction toward the target,
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// run-forward velocity at the wire's runRate, arrival detection via
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// MoveToManager::HandleMoveToPosition. Here we keep the active auto-walk
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// state and inject it into Update() as a synthesized Forward+Run input
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// so the existing motion-interpreter / body-velocity pipeline runs
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// unchanged. Spec: docs/superpowers/specs/2026-05-14-phase-b6-design.md.
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private bool _autoWalkActive;
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private Vector3 _autoWalkDestination;
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private float _autoWalkMinDistance;
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private float _autoWalkDistanceToObject;
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private bool _autoWalkMoveTowards;
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// 2026-05-16 (retail-faithful) — walk-vs-run is a ONE-SHOT
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// decision at chain start. Per user observation 2026-05-16: if
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// initial distance is at or above the walk-run threshold, the
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// body runs all the way to the target; otherwise it walks all
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// the way. No per-frame switching as the player closes distance.
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//
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// Formula matches retail's MovementParameters::get_command
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// (decomp 0x0052aa00, line 308000+):
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// running = (initialDist - distance_to_object) >= walk_run_threshhold
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// The "distance left to walk" (current minus use-radius) is
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// compared against the wire-supplied threshold (15m default,
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// retail constant at 0x005243b5). The retail function reads
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// `arg2` as the current distance but in practice is called at
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// chain setup with the initial distance, and the resulting
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// decision is cached for the rest of the chain — matching the
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// user-observed "run all the way / walk all the way" behaviour.
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private bool _autoWalkInitiallyRunning;
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// ── R4-V5: the verbatim retail MoveToManager replaces B.6 auto-walk ──
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// The B.6 DriveServerAutoWalk overlay (synthesized turn-first phase,
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// 30° walk-while-turning band, one-shot walk/run decision, invented
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// arrival epsilon — registers AD-26/AD-8-local) is DELETED; server
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// MoveTos for the local player now run through the SAME verbatim
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// MoveToManager remotes use (R4-V4), bound below by GameWindow's
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// EnterPlayerModeNow beside the R3-W6 DefaultSink bind.
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/// <summary>
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/// True while a server-initiated auto-walk (MoveToObject inbound) is
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/// active on the local player. Update drives the body's velocity
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/// and motion state machine DIRECTLY from the wire-supplied path
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/// data, NOT via synthesized player-input. The
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/// motion-state-change detection downstream sees no user input
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/// during auto-walk, so no MoveToState wire packet is built — ACE's
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/// server-side MoveToChain can run uninterrupted until its callback
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/// fires.
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/// R4-V5: the local player's verbatim retail <c>MoveToManager</c>
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/// (decomp 0x00529010-0x0052a987), constructed + seam-bound by
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/// <c>GameWindow.EnterPlayerModeNow</c> against this controller's
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/// <see cref="Motion"/>/body/Yaw (the same wiring shape
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/// <c>EnsureRemoteMotionBindings</c> uses for remotes). GameWindow
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/// routes inbound mt 6-9 movement events to
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/// <see cref="AcDream.Core.Physics.Motion.MoveToManager.PerformMovement"/>;
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/// <see cref="Update"/> ticks <c>UseTime()</c> at the slot the deleted
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/// <c>DriveServerAutoWalk</c> occupied and relays <c>HitGround()</c>
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/// (retail order: minterp first, then moveto — MovementManager::HitGround
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/// 0x00524300). User input cancels a moveto through the retail chain:
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/// key edge → DoMotion (ctor-default params, CancelMoveTo bit set) →
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/// <see cref="MotionInterpreter.InterruptCurrentMovement"/> →
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/// <c>CancelMoveTo(ActionCancelled)</c> (register TS-36 retired).
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/// </summary>
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public bool IsServerAutoWalking => _autoWalkActive;
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// 2026-05-16 (issue #75) — tracks whether the auto-walk overlay is
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// actually advancing the body this frame. False during the
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// turn-first phase (rotating in place toward target) and after
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// arrival. Drives the animation cycle override: walking animation
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// only plays when the body is actually moving forward.
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// R3-W6: _autoWalkMovingForwardThisFrame deleted with the LocalAnimationCommand override (forward legs come from DriveServerAutoWalk's own DoMotion).
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// 2026-05-16 (issue #69 fix) — turn direction this frame.
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// +1 = rotating counter-clockwise (Yaw increasing) → TurnLeft cycle
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// -1 = rotating clockwise (Yaw decreasing) → TurnRight cycle
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// 0 = aligned or not turning
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// Drives the animation cycle override during turn-first phase so
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// the body plays the actual turn animation instead of statue-pivoting.
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private int _autoWalkTurnDirectionThisFrame;
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/// <summary>
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/// Fires once when an auto-walk reaches its destination naturally
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/// (i.e. <see cref="EndServerAutoWalk"/> called with
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/// <c>reason="arrived"</c>). Does NOT fire on user-input cancel or
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/// on a re-target (BeginServerAutoWalk overwriting state).
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///
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/// <para>
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/// Host (<see cref="Rendering.GameWindow"/>) subscribes to re-send
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/// the Use/PickUp action that triggered the auto-walk — without
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/// this, ACE's server-side MoveToChain may have already timed out
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/// by the time our local body arrives, so the action wouldn't
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/// fire. Re-sending the action close-range hits ACE's WithinUseRadius
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/// fast-path and completes immediately.
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/// </para>
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/// </summary>
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public event Action? AutoWalkArrived;
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public AcDream.Core.Physics.Motion.MoveToManager? MoveTo { get; set; }
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public PlayerMovementController(PhysicsEngine physics)
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{
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@ -355,8 +296,10 @@ public sealed class PlayerMovementController
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};
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// Default skills — tuned toward mid-retail feel. Real characters'
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// skills come from PlayerDescription (0xF7B0/0x0013) which we don't
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// parse yet; override via env vars:
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// skills come from PlayerDescription (0xF7B0/0x0013) — GameWindow
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// pushes them via SetCharacterSkills once the controller exists
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// (K-fix7; PD arrives at login before auto-entry). These env-var
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// defaults only cover tests / pre-PD frames:
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// ACDREAM_RUN_SKILL, ACDREAM_JUMP_SKILL
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// K-fix6 (2026-04-26): bumped default jump skill from 200 → 300.
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// Retail formula: height = (skill/(skill+1300))*22.2 + 0.05 (extent=1):
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@ -390,6 +333,17 @@ public sealed class PlayerMovementController
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/// </summary>
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internal MotionInterpreter Motion => _motion;
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/// <summary>R4-V5: CONTACT transient-state bit (retail
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/// <c>transient_state & 1</c>) — the <see cref="MoveTo"/> manager's
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/// UseTime tick gate reads exactly this bit (decomp §6a @307781; a
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/// strict subset of the funnel's Contact+OnWalkable gate).</summary>
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internal bool BodyInContact => _body.InContact;
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/// <summary>R4-V5: body orientation for the <see cref="MoveTo"/>
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/// manager's position seam (re-derived from <see cref="Yaw"/> every
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/// Update — heading reads/writes go through Yaw, not this).</summary>
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internal Quaternion BodyOrientation => _body.Orientation;
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/// <summary>
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/// Wire the player's AnimationSequencer current cycle velocity into
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/// <see cref="MotionInterpreter.GetCycleVelocity"/>. When attached,
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@ -417,97 +371,6 @@ public sealed class PlayerMovementController
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_motion.GetCycleVelocity = accessor;
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}
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/// <summary>
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/// Apply a server-echoed run rate (ForwardSpeed from UpdateMotion) to the
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/// player's MotionInterpreter. The server broadcasts the real RunRate
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/// derived from the character's Run skill; wiring it here ensures
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/// get_state_velocity produces the correct speed instead of the default 1.0.
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/// </summary>
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public void ApplyServerRunRate(float forwardSpeed)
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{
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_motion.InterpretedState.ForwardSpeed = forwardSpeed;
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_motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
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}
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/// <summary>
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/// B.6 slice 2 (2026-05-14). Install a server-initiated auto-walk
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/// against this body. <see cref="Update"/> will synthesize
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/// <c>Forward+Run</c> input and steer <see cref="Yaw"/> toward
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/// <paramref name="destinationWorld"/> until the body reaches the
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/// arrival predicate (<c>moveTowards: dist ≤ distanceToObject</c>;
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/// <c>!moveTowards: dist ≥ minDistance</c>) or the user presses any
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/// movement key (which auto-cancels).
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///
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/// <para>
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/// Retail reference: <c>MovementManager::PerformMovement</c>
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/// (<c>0x00524440</c>) case 6 — unpacks the wire's target +
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/// origin + run rate and calls <c>CPhysicsObj::MoveToObject</c> on
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/// the local body. We do the equivalent at acdream's altitude:
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/// hold the destination + thresholds + run rate locally, let the
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/// existing per-tick motion machinery do the walking, and arrive
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/// when the horizontal distance hits the threshold.
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/// </para>
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///
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/// <para>
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/// The run-rate parameter is the EFFECTIVE rate after the
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/// <c>mtRun=0</c> fallback chain — the caller (GameWindow) is
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/// responsible for substituting a non-zero rate when ACE sends 0.0
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/// on the wire, per the trace finding in the design spec.
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/// </para>
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/// </summary>
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public void BeginServerAutoWalk(
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Vector3 destinationWorld,
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float minDistance,
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float distanceToObject,
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bool moveTowards,
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bool canCharge)
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{
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_autoWalkActive = true;
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_autoWalkDestination = destinationWorld;
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_autoWalkMinDistance = minDistance;
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_autoWalkDistanceToObject = distanceToObject;
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_autoWalkMoveTowards = moveTowards;
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// Issue #77 fix (2026-05-18) — retail-faithful walk-vs-run.
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//
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// Retail's MovementParameters::get_command (decomp 0x0052aa00)
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// gates run on the CanCharge flag (bit 0x10 of
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// MovementParameters). Cleared → fall through to the inner
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// walk_run_threshold check, which ACE's 15 m wire default +
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// 0.6 m use-radius makes practically always walk for any
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// chase under 15.6 m. Set → unconditional HoldKey_Run.
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//
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// ACE's Creature.SetWalkRunThreshold sets CanCharge when
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// (server-side player→target distance) >= WalkRunThreshold /
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// 2 (= 7.5 m for the 15 m default), and clears it otherwise.
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// The CanCharge bit IS the wire-side walk-vs-run answer; we
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// just relay it.
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//
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// Previously we hardcoded a 1.0 m threshold against
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// initialDist - distanceToObject, which forced run at any
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// chase past ~1.6 m — including the 3-5 m "walk range" the
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// user expected to walk in (issue #77 reproduction). Honoring
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// CanCharge restores the retail bucket: walk under ~7.5 m,
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// run beyond.
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_autoWalkInitiallyRunning = canCharge;
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}
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/// <summary>
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/// B.6 slice 2 (2026-05-14). Cancel any active server-initiated
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/// auto-walk. Idempotent. <paramref name="reason"/> is logged when
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/// <see cref="PhysicsDiagnostics.ProbeAutoWalkEnabled"/> is on so
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/// the trace shows why the auto-walk ended.
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/// </summary>
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public void EndServerAutoWalk(string reason)
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{
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if (!_autoWalkActive) return;
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_autoWalkActive = false;
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if (PhysicsDiagnostics.ProbeAutoWalkEnabled)
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Console.WriteLine($"[autowalk-end] reason={reason}");
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if (reason == "arrived")
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AutoWalkArrived?.Invoke();
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}
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/// <summary>
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/// 2026-05-16. Called by the network outbound layer after every
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/// AutonomousPosition or MoveToState that carries the player's
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@ -531,270 +394,6 @@ public sealed class PlayerMovementController
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_lastSentInitialized = true;
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}
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/// <summary>
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/// B.6 slice 2 (2026-05-14). If a server-initiated auto-walk is
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/// active, either cancel it (user pressed a movement key) or
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/// synthesize a Forward+Run input with <see cref="Yaw"/> stepped
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/// toward the destination. Returns the (possibly modified) input
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/// for the rest of <see cref="Update"/> to consume.
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///
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/// <para>
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/// Heading correction matches the deleted RemoteMoveToDriver.Drive
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/// — ±its 20-degree HeadingSnapTolerance
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/// snap-on-aligned, otherwise rotate at
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/// pi/2 rad/s. Arrival
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/// predicate matches retail's
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/// <c>MoveToManager::HandleMoveToPosition</c>: chase arrives at
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/// <c>distanceToObject</c>; flee arrives at <c>minDistance</c>.
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/// </para>
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/// </summary>
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/// <summary>
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/// 2026-05-16 (issue #75 refactor) — drive the body directly from
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/// the wire-supplied path data during server-initiated auto-walk,
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/// without synthesizing player-input. Replaces the earlier
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/// ApplyAutoWalkOverlay which returned a synthesized Forward+Run
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/// MovementInput; that synthesis leaked to the wire as an outbound
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/// MoveToState packet ("user is RunForward") which ACE read as
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/// user-took-manual-control and cancelled its own MoveToChain. The
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/// architecture now mirrors retail's MovementManager::PerformMovement
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/// case 6 (decomp 0x00524440): step the body's velocity + motion
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/// state directly; the user-input pipeline downstream sees no input
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/// because the user didn't press anything, so no MoveToState gets
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/// built.
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///
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/// <para>
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/// Returns <c>true</c> when this method consumed motion control for
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/// the frame (auto-walk active, no user override, no arrival).
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/// Caller (<see cref="Update"/>) must skip the user-input motion +
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/// body-velocity sections to avoid them overriding the auto-walk's
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/// velocity assignment.
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/// </para>
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/// </summary>
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private bool DriveServerAutoWalk(float dt, MovementInput input)
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{
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_autoWalkTurnDirectionThisFrame = 0;
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if (!_autoWalkActive) return false;
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// User-input cancellation. Any direct movement key takes over.
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// Mouse-only turning (no movement key) doesn't cancel — the
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// user might just be looking around mid-walk.
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bool userOverride = input.Forward || input.Backward
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|| input.StrafeLeft || input.StrafeRight
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|| input.TurnLeft || input.TurnRight;
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if (userOverride)
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{
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EndServerAutoWalk("user-input");
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return false;
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}
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// Horizontal distance to target — server owns Z, our local body
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// Z snaps to UpdatePosition broadcasts when ACE sends them.
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var pos = _body.Position;
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float dx = _autoWalkDestination.X - pos.X;
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float dy = _autoWalkDestination.Y - pos.Y;
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float dist = MathF.Sqrt(dx * dx + dy * dy);
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// Arrival predicate. With the 10 Hz heartbeat from 301281d the
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// server-side Player.Location tracks our body within ~100 ms, so
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// the previous "subtract 0.2 m safety margin" workaround is no
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// longer needed. Tiny 0.05 m margin remains to absorb the
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// sub-tick race between local arrival-fire and the next
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// heartbeat's outbound packet.
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//
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// ARRIVAL IS GATED ON ALIGNMENT: we only end the auto-walk once
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// the body is BOTH within use-radius AND facing the target.
|
||||
// Without the alignment gate, a Use on a close target while
|
||||
// facing away would end immediately and the body wouldn't turn
|
||||
// at all (user feedback 2026-05-15: 'when I'm close I'm not
|
||||
// facing'). The alignment check is computed below in the same
|
||||
// block as the heading-step; we defer the arrival fire-and-end
|
||||
// until after we've inspected `aligned`.
|
||||
float arrivalThreshold = _autoWalkMoveTowards
|
||||
? _autoWalkDistanceToObject
|
||||
: _autoWalkMinDistance;
|
||||
// 2026-05-16 — retail "stop at the radius" semantics.
|
||||
// Previously had a 0.05 m TinyMargin inside the threshold to
|
||||
// ensure ACE's server-side WithinUseRadius poll saw us inside
|
||||
// the radius before our next AP heartbeat. With the
|
||||
// diff-driven AP cadence (Task B2) ACE sees the final position
|
||||
// the same frame we arrive — no margin needed. Retail's
|
||||
// arrival check is `dist <= radius` exact at
|
||||
// CMotionInterp::apply_interpreted_movement integration.
|
||||
bool withinArrival =
|
||||
(_autoWalkMoveTowards
|
||||
&& dist <= arrivalThreshold)
|
||||
|| (!_autoWalkMoveTowards
|
||||
&& dist >= arrivalThreshold + AutoWalkArrivalEpsilon);
|
||||
|
||||
// Step Yaw toward target. Convention from Update line 364:
|
||||
// _body.Orientation = Quaternion.CreateFromAxisAngle(Z, Yaw - π/2),
|
||||
// so local-forward (+Y) maps to world (cos Yaw, sin Yaw, 0).
|
||||
// Therefore Yaw that faces (dx,dy) is atan2(dy, dx).
|
||||
//
|
||||
// User feedback (2026-05-15): 'I should face that object and then
|
||||
// start moving. Now it starts running before facing is complete.'
|
||||
// Track the current heading delta — if we're more than the
|
||||
// walk-while-turning threshold off, suppress Forward this frame
|
||||
// so the body turns IN PLACE first. Once we're within the
|
||||
// threshold, the synthesised Forward+Run kicks in below.
|
||||
bool aligned = true;
|
||||
bool walkAligned = true;
|
||||
if (dist > 1e-4f)
|
||||
{
|
||||
float desiredYaw = MathF.Atan2(dy, dx);
|
||||
float delta = desiredYaw - Yaw;
|
||||
while (delta > MathF.PI) delta -= 2f * MathF.PI;
|
||||
while (delta < -MathF.PI) delta += 2f * MathF.PI;
|
||||
|
||||
// Retail-faithful local rotation: rotate continuously at
|
||||
// TurnRate, never snap until overshoot would occur. Retail's
|
||||
// MoveToManager::HandleTurnToHeading (0x0052a0c0) only snaps
|
||||
// when heading_greater() detects we've crossed the target —
|
||||
// there's no "snap when close" tolerance band. The earlier
|
||||
// 20° snap was borrowed wrongly from RemoteMoveToDriver
|
||||
// (which is the sparse-update-fudge path for remotes).
|
||||
//
|
||||
// MathF.Min(|delta|, maxStep) naturally clamps the final
|
||||
// fractional step to exactly delta, so we land on the
|
||||
// target heading without overshoot.
|
||||
// 2026-05-16 — retail-faithful turn rate. Auto-walk's
|
||||
// run/walk decision (one-shot at chain start) drives the
|
||||
// turn rate: running rotation is 50% faster per
|
||||
// run_turn_factor at retail 0x007c8914.
|
||||
float maxStep = AutoWalkTurnRateFor(_autoWalkInitiallyRunning) * dt;
|
||||
float yawStep = MathF.Sign(delta) * MathF.Min(MathF.Abs(delta), maxStep);
|
||||
Yaw += yawStep;
|
||||
while (Yaw > MathF.PI) Yaw -= 2f * MathF.PI;
|
||||
while (Yaw < -MathF.PI) Yaw += 2f * MathF.PI;
|
||||
|
||||
// 2026-05-16 (issue #69) — record rotation direction so the
|
||||
// animation override can pick the TurnLeft/TurnRight cycle.
|
||||
// Sign convention matches user-driven A/D in Update:
|
||||
// yawStep > 0 ⇔ TurnLeft (Yaw increases)
|
||||
// yawStep < 0 ⇔ TurnRight (Yaw decreases)
|
||||
// Small dead-zone avoids flickering between Turn cycles
|
||||
// when the residual delta is effectively zero.
|
||||
if (MathF.Abs(yawStep) > 1e-5f)
|
||||
_autoWalkTurnDirectionThisFrame = yawStep > 0f ? +1 : -1;
|
||||
|
||||
// Two alignment thresholds:
|
||||
// walkWhileTurning (30°): outside this, body turns in place.
|
||||
// Inside, body walks forward while
|
||||
// finishing residual alignment.
|
||||
// fullyAligned (5°): the arrival-fire alignment. ACE
|
||||
// rotates server-side via Rotate(target)
|
||||
// BEFORE invoking the Use callback —
|
||||
// user reported 'it does not face it
|
||||
// completely', so the final-alignment
|
||||
// check must be tighter than the
|
||||
// walking gate.
|
||||
const float WalkWhileTurningRad = 30f * MathF.PI / 180f;
|
||||
const float FullyAlignedRad = 5f * MathF.PI / 180f;
|
||||
walkAligned = MathF.Abs(delta) <= WalkWhileTurningRad;
|
||||
aligned = MathF.Abs(delta) <= FullyAlignedRad;
|
||||
}
|
||||
|
||||
// End the auto-walk once the body is BOTH within use radius
|
||||
// AND aligned with the target. This is the alignment-gated
|
||||
// arrival the comment above flagged: a close-range Use on a
|
||||
// target behind the player still rotates the body first.
|
||||
if (withinArrival && aligned)
|
||||
{
|
||||
EndServerAutoWalk("arrived");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Walk vs run uses the one-shot decision from BeginServerAutoWalk
|
||||
// (initial distance minus use-radius vs walkRunThreshold).
|
||||
// Held for the rest of the auto-walk so the body runs all
|
||||
// the way to a far target, or walks all the way to a near
|
||||
// one — matching user-observed retail behaviour.
|
||||
bool shouldRun = _autoWalkInitiallyRunning;
|
||||
|
||||
// Turn-first gate: if not yet within the 30° walking band,
|
||||
// suppress forward motion so the body turns in place rather
|
||||
// than walking an arc. Also suppress when already within
|
||||
// arrival — we just turned to face it; no need to step forward
|
||||
// into it.
|
||||
bool moveForward = walkAligned && !withinArrival;
|
||||
|
||||
if (!moveForward)
|
||||
{
|
||||
// Turn-in-place phase. Two sub-cases land here:
|
||||
// (a) initial turn — body must rotate to face the target
|
||||
// before we drive forward (walkAligned == false at chain
|
||||
// start, body is stationary).
|
||||
// (b) overshoot recovery — body crossed the destination, so
|
||||
// desiredYaw flipped ~180° and walkAligned dropped to
|
||||
// false; body needs to turn around before walking back.
|
||||
// (c) settling — body is within use-radius but not aligned
|
||||
// enough to fire arrival (withinArrival == true,
|
||||
// !aligned); body holds position while finishing rotation
|
||||
// so the arrival predicate fires on the next tick.
|
||||
//
|
||||
// Issue #77 fix: explicitly zero horizontal velocity. Without
|
||||
// this, in case (b) the body keeps the prior frame's running
|
||||
// velocity (RunAnimSpeed × runRate ≈ 11 m/s) and slides past
|
||||
// the destination by several meters before the turn-around
|
||||
// rotation completes — the "runs and slides away, runs back,
|
||||
// picks up" symptom reported in issue #77 / bug B. Cases (a)
|
||||
// and (c) zero a velocity that's already zero, so the change
|
||||
// is a no-op there.
|
||||
//
|
||||
// The motion-interpreter state also has to step out of
|
||||
// WalkForward so get_state_velocity (used downstream) reports
|
||||
// standing-velocity, not the prior frame's run-speed.
|
||||
// R3-W6 note: deliberately NOT StopCompletely — auto-walk is
|
||||
// KEEP-LIST until R4 (w6-cutover-map.md R4 risk note).
|
||||
_motion.DoMotion(MotionCommand.Ready, 1.0f);
|
||||
if (_body.OnWalkable)
|
||||
{
|
||||
float savedWorldVz = _body.Velocity.Z;
|
||||
_body.set_local_velocity(new Vector3(0f, 0f, savedWorldVz));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Drive motion state machine + body velocity directly. This
|
||||
// mirrors what the user-input section would have done with
|
||||
// synthesized Forward+Run, but without putting anything into
|
||||
// MovementInput — so the outbound-packet pipeline never builds
|
||||
// a MoveToState packet for auto-walk frames.
|
||||
uint forwardCmd;
|
||||
float forwardCmdSpeed;
|
||||
if (shouldRun && _weenie.InqRunRate(out float runRate))
|
||||
{
|
||||
// Wire-compatible: WalkForward command @ runRate triggers
|
||||
// ACE's auto-upgrade to RunForward for observers. Same
|
||||
// shape as the user-input section's running path.
|
||||
forwardCmd = MotionCommand.WalkForward;
|
||||
forwardCmdSpeed = runRate;
|
||||
}
|
||||
else
|
||||
{
|
||||
forwardCmd = MotionCommand.WalkForward;
|
||||
forwardCmdSpeed = 1.0f;
|
||||
}
|
||||
|
||||
|
||||
// Update interpreted motion state — drives the animation cycle
|
||||
// via UpdatePlayerAnimation downstream + the MotionInterpreter's
|
||||
// state-velocity getter (used for our velocity assignment below).
|
||||
_motion.DoMotion(forwardCmd, forwardCmdSpeed);
|
||||
|
||||
// Set body velocity directly. Only meaningful when grounded;
|
||||
// mirror the user-input section's `if (_body.OnWalkable)` gate
|
||||
// so we don't override gravity/jump velocity mid-air.
|
||||
if (_body.OnWalkable)
|
||||
{
|
||||
float savedWorldVz = _body.Velocity.Z;
|
||||
var stateVel = _motion.get_state_velocity();
|
||||
_body.set_local_velocity(new Vector3(0f, stateVel.Y, savedWorldVz));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// L.2a slice 1 (2026-05-12): centralized CellId mutation so the
|
||||
// [cell-transit] probe fires from a single chokepoint. Both the
|
||||
// server-snap path (SetPosition) and the per-frame resolver path
|
||||
|
|
@ -867,7 +466,6 @@ public sealed class PlayerMovementController
|
|||
_prevTurnLeftHeld = false;
|
||||
_prevTurnRightHeld = false;
|
||||
_prevRunHeld = false;
|
||||
_prevAutoWalkTurnDir = 0;
|
||||
|
||||
// Reset physics clock so any subsequent update_object calls start fresh.
|
||||
_body.LastUpdateTime = 0.0;
|
||||
|
|
@ -884,22 +482,20 @@ public sealed class PlayerMovementController
|
|||
{
|
||||
_simTimeSeconds += dt;
|
||||
|
||||
// 2026-05-16 (issue #75 refactor): server-initiated auto-walk
|
||||
// drives the body's velocity + motion state machine DIRECTLY.
|
||||
// When _autoWalkActive, DriveServerAutoWalk steps Yaw, computes
|
||||
// velocity from wire-supplied runRate, calls _motion.DoMotion,
|
||||
// and sets _body.set_local_velocity. The user-input motion +
|
||||
// velocity sections below are SKIPPED so they don't override
|
||||
// the auto-walk's assignments. Critically, no synthesized input
|
||||
// gets put back into `input` — the outbound-packet pipeline at
|
||||
// GameWindow.cs:6410 sees user-input null/Ready throughout the
|
||||
// auto-walk and never builds a MoveToState packet, leaving
|
||||
// ACE's server-side MoveToChain to run uninterrupted until its
|
||||
// TryUseItem/TryPickUp callback fires. Retail equivalent:
|
||||
// MovementManager::PerformMovement case 6 (decomp 0x00524440)
|
||||
// calls CPhysicsObj::MoveToObject server-side; the local body
|
||||
// is moved without ever touching CommandInterpreter input.
|
||||
bool autoWalkConsumedMotion = DriveServerAutoWalk(dt, input);
|
||||
// R4-V5: tick the verbatim MoveToManager at the slot the deleted
|
||||
// DriveServerAutoWalk occupied — after inbound wire routing, before
|
||||
// the input-driven motion sections. UseTime runs the retail per-tick
|
||||
// moveto drivers (HandleMoveToPosition aux-turn steering + arrival +
|
||||
// fail-distance / HandleTurnToHeading); the motions it dispatches
|
||||
// land in InterpretedState through _DoMotion → DoInterpretedMotion,
|
||||
// and sections 1/2 below turn that state into Yaw rotation + body
|
||||
// velocity — the same per-frame apply user input gets. No
|
||||
// synthesized input exists, so the outbound-packet pipeline sees no
|
||||
// user motion and never builds a MoveToState mid-moveto (the #75
|
||||
// invariant, now by construction). Provisional tick placement until
|
||||
// R6 ports retail's UpdateObjectInternal ordering (r4-port-plan.md
|
||||
// §3 placement decision).
|
||||
MoveTo?.UseTime();
|
||||
|
||||
// Portal-space guard: while teleporting, no input is processed and
|
||||
// no physics is resolved. Return a zero-movement result so the caller
|
||||
|
|
@ -929,11 +525,13 @@ public sealed class PlayerMovementController
|
|||
// remotes use. The Shift edge is retail's set_hold_run
|
||||
// (0x00528b70, caller 0x006b33ca shape: interrupt=true). RAW speeds
|
||||
// stay 1.0 (apply_run_to_command applies the run rate — pre-scaling
|
||||
// would double-scale; TS-22 unchanged). Skipped during server
|
||||
// auto-walk, which drives the body itself (edge state still
|
||||
// tracked so release edges fire correctly when auto-walk ends).
|
||||
// would double-scale; TS-22 unchanged). R4-V5: the ctor-default
|
||||
// params carry retail's 0x1EE0F bitfield whose CancelMoveTo bit
|
||||
// (0x8000) is SET — any key edge mid-moveto fires
|
||||
// InterruptCurrentMovement → MoveTo.CancelMoveTo(ActionCancelled),
|
||||
// the retail user-input cancel chain (TS-36 retired; set_hold_run's
|
||||
// interrupt:true is the same chain for the Shift edge).
|
||||
bool motionEdgeFired = false;
|
||||
if (!autoWalkConsumedMotion)
|
||||
{
|
||||
var p = new AcDream.Core.Physics.Motion.MovementParameters();
|
||||
|
||||
|
|
@ -1011,11 +609,13 @@ public sealed class PlayerMovementController
|
|||
// BaseTurnRateRadPerSec × turn_speed — the same π/2 formula the remote
|
||||
// path uses (GameWindow ObservedOmega seed). Numerically identical to the
|
||||
// former TurnRateFor(input.Run); AP-9 (π/2 base rate) is unchanged.
|
||||
// Skipped during auto-walk (server drives the turn). Mouse turn stays a
|
||||
// direct Yaw delta (deliberately generates no turn command — avoids
|
||||
// MoveToState spam from mouse jitter).
|
||||
if (!autoWalkConsumedMotion
|
||||
&& _motion.InterpretedState.TurnCommand == MotionCommand.TurnRight)
|
||||
// R4-V5: runs during a moveto too — the manager's aux-turn steering
|
||||
// and TurnToHeading nodes dispatch TurnRight/TurnLeft through
|
||||
// _DoMotion into the SAME interpreted turn state, so this one
|
||||
// integrator rotates the player for both input and moveto turns.
|
||||
// Mouse turn stays a direct Yaw delta (deliberately generates no
|
||||
// turn command — avoids MoveToState spam from mouse jitter).
|
||||
if (_motion.InterpretedState.TurnCommand == MotionCommand.TurnRight)
|
||||
{
|
||||
Yaw -= (MathF.PI / 2.0f) // BaseTurnRateRadPerSec (AP-9), ex-RemoteMoveToDriver
|
||||
* _motion.InterpretedState.TurnSpeed * dt;
|
||||
|
|
@ -1031,14 +631,12 @@ public sealed class PlayerMovementController
|
|||
_body.Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, Yaw - MathF.PI / 2f);
|
||||
|
||||
// ── 2. Set velocity via MotionInterpreter state machine ───────────────
|
||||
// 2026-05-16 (issue #75): skip when DriveServerAutoWalk owns
|
||||
// motion control this frame — it has already called
|
||||
// _motion.DoMotion + _body.set_local_velocity from the auto-
|
||||
// walk's path data + runRate. Running this section would
|
||||
// overwrite the auto-walk velocity with the user-input
|
||||
// (Ready/Stand) velocity, freezing the body.
|
||||
if (!autoWalkConsumedMotion)
|
||||
{
|
||||
// R4-V5: runs during a moveto too — the manager's BeginMoveForward
|
||||
// dispatched WalkForward/RunForward through _DoMotion into the SAME
|
||||
// interpreted state, so this one per-frame apply turns it into body
|
||||
// velocity exactly like input-driven motion (the #75 "two writers"
|
||||
// hazard is gone: there is only this writer now).
|
||||
|
||||
// D6.2: the forward/sidestep command determination + DoMotion +
|
||||
// DoInterpretedMotion moved into the apply_raw_movement call above, so
|
||||
// the interpreted state (and thus get_state_velocity) is already
|
||||
|
|
@ -1057,12 +655,17 @@ public sealed class PlayerMovementController
|
|||
// that adjust_motion ran above. The hand-mirrored formulas are gone
|
||||
// (register TS-22 retired).
|
||||
var stateVel = _motion.get_state_velocity();
|
||||
// R3-W6: autonomous — this is local input-driven motion; the
|
||||
// default (false) silently cleared LastMoveWasAutonomous and
|
||||
// flipped the A3 dual dispatch to the interpreted branch.
|
||||
_body.set_local_velocity(new Vector3(stateVel.X, stateVel.Y, savedWorldVz), autonomous: true);
|
||||
// R3-W6: autonomous=true flags input-driven motion (the default
|
||||
// false silently cleared LastMoveWasAutonomous and flipped the
|
||||
// A3 dual dispatch to the interpreted branch). R4-V5: while the
|
||||
// MoveToManager is driving, the last movement EVENT was the
|
||||
// server's non-autonomous moveto — retail stores the wire
|
||||
// autonomous byte on the unpack path (P1 pin,
|
||||
// last_move_was_autonomous), so the per-frame stamp must not
|
||||
// overwrite that with true mid-moveto.
|
||||
bool autonomousMove = MoveTo is null || !MoveTo.IsMovingTo();
|
||||
_body.set_local_velocity(new Vector3(stateVel.X, stateVel.Y, savedWorldVz), autonomous: autonomousMove);
|
||||
}
|
||||
} // end of `if (!autoWalkConsumedMotion)` — section 2
|
||||
|
||||
// ── 3. Jump (charged) ─────────────────────────────────────────────────
|
||||
// Hold spacebar to charge (0→1 over JumpChargeRate seconds).
|
||||
|
|
@ -1334,6 +937,12 @@ public sealed class PlayerMovementController
|
|||
if (wasAirborne)
|
||||
{
|
||||
_motion.HitGround();
|
||||
// R4-V5: retail order — minterp first, then moveto
|
||||
// (MovementManager::HitGround 0x00524300, decomp §2d);
|
||||
// re-arms a moveto suspended by the airborne UseTime
|
||||
// contact gate. LeaveGround has NO moveto side (COMDAT
|
||||
// no-op, §2e) — do not add one.
|
||||
MoveTo?.HitGround();
|
||||
justLanded = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -1527,24 +1136,11 @@ public sealed class PlayerMovementController
|
|||
bool anyDirectional = input.Forward || input.Backward
|
||||
|| input.StrafeLeft || input.StrafeRight;
|
||||
|
||||
// R3-W6 (#69 kept alive through the retail pipeline): auto-walk's
|
||||
// turn-first phase now dispatches the turn cycle as an EDGE through
|
||||
// DoMotion/StopMotion instead of the deleted LocalAnimationCommand
|
||||
// override. Forward legs during auto-walk come from
|
||||
// DriveServerAutoWalk's own DoMotion(WalkForward) (KEEP-LIST, R4
|
||||
// replaces). Expected-diff: auto-walk-at-run plays walk-pace legs
|
||||
// until R4's MoveToManager drives CanCharge walk/run selection.
|
||||
if (_autoWalkTurnDirectionThisFrame != _prevAutoWalkTurnDir)
|
||||
{
|
||||
var pTurn = new AcDream.Core.Physics.Motion.MovementParameters();
|
||||
if (_autoWalkTurnDirectionThisFrame > 0)
|
||||
_motion.DoMotion(MotionCommand.TurnLeft, pTurn);
|
||||
else if (_autoWalkTurnDirectionThisFrame < 0)
|
||||
_motion.DoMotion(MotionCommand.TurnRight, pTurn);
|
||||
else
|
||||
_motion.StopMotion(MotionCommand.TurnRight, pTurn);
|
||||
_prevAutoWalkTurnDir = _autoWalkTurnDirectionThisFrame;
|
||||
}
|
||||
// R4-V5: the #69 auto-walk turn-cycle edge synthesizer is DELETED —
|
||||
// the MoveToManager's own aux-turn steering and TurnToHeading nodes
|
||||
// dispatch TurnRight/TurnLeft through _DoMotion (the retail
|
||||
// mechanism), so turn cycles during a moveto come from the same
|
||||
// pipeline as everything else.
|
||||
|
||||
return new MovementResult(
|
||||
Position: Position,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue