Merge feature/animation-system-complete — Phase L.1c animation MVP

21 commits porting retail's MoveToManager-equivalent client-side
behavior for server-controlled creature locomotion and combat
engagement. Shipped as MVP after live visual verification across
multiple iteration rounds with the user.

Highlights:
- 186a584 — initial Phase L.1c port: extracts Origin / target guid /
  MovementParameters block from MoveTo packets (movementType 6/7),
  adds RemoteMoveToDriver per-tick body-orientation steering with
  ±20° aux-turn-equivalent snap tolerance.
- d247aef — corrected arrival predicate semantics + 1.5 s
  stale-destination timeout for entities leaving the streaming view.
- f794832 — root-caused "creature won't stop to attack" via two
  research subagents converging on retail
  CMotionInterp::move_to_interpreted_state's unconditional
  forward_command bulk-copy. Lifted ServerMoveToActive flag clearing
  + InterpretedState bulk-copy out of substate-only branch so
  Action-class swing UMs (mt=0 ForwardCommand=AttackHigh1) clear
  stale MoveTo state and zero forward velocity.
- ff6d3d0 — RemoteMoveToDriver.ClampApproachVelocity caps horizontal
  velocity at the final-approach tick so body lands EXACTLY at
  DistanceToObject instead of overshooting through the player.
- 37de771 — bulk-copy ForwardCommand for MoveTo packets too (closed
  the regression where MoveTo creatures stayed at default
  ForwardCommand=Ready in InterpretedState and only translated via
  UpdatePosition snaps).
- 34d7f4d + e71ed73 — AnimationSequencer.HasCycle query +
  fallback chain (requested → WalkForward → Ready → no-op) at BOTH
  the OnLiveMotionUpdated path AND the spawn handler. Prevents
  ClearCyclicTail from wiping the body's cyclic tail when ACE
  CreateObject carries CurrentMotionState.ForwardCommand pointing
  to an Action-class motion (e.g. AttackHigh1 from a mid-swing
  creature) which has no cyclic-table entry — was the "torso on
  the ground" symptom for monsters seen in combat by a fresh
  observer.

Cross-references: docs/research/named-retail/acclient_2013_pseudo_c.txt
(MoveToManager 0x00529680 + 0x0052a240 + 0x00529d80,
CMotionInterp::move_to_interpreted_state 0x00528xxx,
MovementParameters::UnPackNet 0x0052ac50), references/ACE/Source/
ACE.Server/Physics/Animation/MoveToManager.cs (port aid),
references/holtburger/ (cross-check on snapshot-only client
behavior), docs/research/2026-04-28-remote-moveto-pseudocode.md
(the Phase L.1c pseudocode doc).

Tests: 1404 → 1422 (parser type-7 path retention, type-6 target
guid retention, driver arrival semantics, retail-faithful
chase/flee branches, approach-velocity clamp scenarios,
HasCycle present/missing, AttackHigh1 wire layout).

Pending follow-ups (filed for future): target-guid live resolution
for type 6 packets (residual chase lag), StickToObject sticky-target
guid trailing field, full MoveToManager state machine port
(CheckProgressMade stall detector, Sticky/StickTo, use_final_heading,
pending_actions queue).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-29 10:50:59 +02:00
commit b93dfe95d8
44 changed files with 4580 additions and 301 deletions

View file

@ -306,6 +306,49 @@ with retail's MMB-hold mouse-look.
---
### Phase L.1 — Animation system completion
**Status:** IN PROGRESS on `feature/animation-system-complete`.
**Goal:** complete the retail-faithful animation surface beyond the
locomotion/jump K-fix series: combat swings, spell casting, emotes, death,
item-use, NPC/monster special actions, remote observer parity, and the
remaining floating-point polish around style transitions, modifiers, action
queues, speed scaling, and PosFrame root motion.
**Plan of record:** `docs/plans/animation-system-audit.md`.
**Sub-pieces:**
- **L.1a — Audit & inventory.** Map retail named-decomp evidence, ACE
cross-references, existing acdream hook points, and current gaps for each
animation category. Output: `docs/plans/animation-system-audit.md`.
- **L.1b — Command router + motion-state cleanup.** Extract tested
`SetCycle` vs `PlayAction` routing, add missing `MotionCommand` constants,
and split death `Sanctuary` action from persistent `Dead` substate.
- **L.1c — Combat animation wiring.** Combat mode tracking, draw/sheath
style transitions, attack swings by stance/power/height, hit reactions,
evades/blocks/parries, and death handoff.
- **L.1d — Spell casting wiring.** Cast command classification, windup,
release, fizzle/interruption, recoil, and school/effect distinctions.
- **L.1e — Emotes + postures.** Outbound slash emotes, inbound
command-list emotes, and persistent sit/lie/kneel/sleep states.
- **L.1f — NPC/monster + item-use coverage.** Scripted gestures, monster
special actions, potion/food/scroll/recall cycles, and remote parity.
- **L.1g — Polish + conformance.** Style-transition chain, durable
modifiers/action queues, root-motion handling, speed scaling, and broad
synthetic MotionTable tests.
**Acceptance:**
- `dotnet build` and `dotnet test` green at each commit.
- Test count grows by at least 30 with one representative cycle/action test
per major animation category.
- Every AC-specific behavior cites named retail decomp or ACE/holtburger
cross-reference evidence in code comments, tests, or commit notes.
- User visual sign-off for local and remote attack, spell, emote, death, and
item-use animation parity before marking shipped.
---
### Phase J — Long-tail (deferred / low-priority)
Not detailed here; each gets its own brainstorm when it becomes relevant.