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

@ -0,0 +1,308 @@
using AcDream.Core.Physics;
namespace AcDream.Core.Combat;
/// <summary>
/// Retail-faithful combat animation planner for server-sent motion commands.
///
/// Retail evidence:
/// - <c>ClientCombatSystem::ExecuteAttack</c> (0x0056BB70) only sends the
/// targeted melee/missile GameAction and sets response state; it does not
/// locally choose or play a swing animation.
/// - <c>ClientCombatSystem::HandleCommenceAttackEvent</c> (0x0056AD20)
/// updates the power bar/busy state; it carries no MotionCommand.
/// - ACE <c>Player_Melee.DoSwingMotion</c> chooses a swing via
/// <c>CombatManeuverTable.GetMotion</c> and broadcasts that MotionCommand
/// in <c>UpdateMotion</c>.
///
/// So acdream treats combat GameEvents as state/UI signals and treats
/// UpdateMotion command IDs as the animation authority.
/// </summary>
public static class CombatAnimationPlanner
{
public static CombatAnimationPlan PlanForEvent(CombatAnimationEvent combatEvent)
{
_ = combatEvent;
return CombatAnimationPlan.None;
}
public static CombatAnimationPlan PlanFromWireCommand(ushort wireCommand, float speedMod = 1f)
{
uint fullCommand = MotionCommandResolver.ReconstructFullCommand(wireCommand);
return PlanFromFullCommand(fullCommand, speedMod);
}
public static CombatAnimationPlan PlanFromFullCommand(uint fullCommand, float speedMod = 1f)
{
var kind = ClassifyMotionCommand(fullCommand);
if (kind == CombatAnimationKind.None)
return CombatAnimationPlan.None;
return new CombatAnimationPlan(
kind,
AnimationCommandRouter.Classify(fullCommand),
fullCommand,
speedMod);
}
public static CombatAnimationKind ClassifyMotionCommand(uint fullCommand)
{
return fullCommand switch
{
CombatAnimationMotionCommands.HandCombat
or CombatAnimationMotionCommands.SwordCombat
or CombatAnimationMotionCommands.SwordShieldCombat
or CombatAnimationMotionCommands.TwoHandedSwordCombat
or CombatAnimationMotionCommands.TwoHandedStaffCombat
or CombatAnimationMotionCommands.BowCombat
or CombatAnimationMotionCommands.CrossbowCombat
or CombatAnimationMotionCommands.SlingCombat
or CombatAnimationMotionCommands.DualWieldCombat
or CombatAnimationMotionCommands.ThrownWeaponCombat
or CombatAnimationMotionCommands.AtlatlCombat
or CombatAnimationMotionCommands.ThrownShieldCombat
or CombatAnimationMotionCommands.Magic => CombatAnimationKind.CombatStance,
CombatAnimationMotionCommands.ThrustMed
or CombatAnimationMotionCommands.ThrustLow
or CombatAnimationMotionCommands.ThrustHigh
or CombatAnimationMotionCommands.SlashHigh
or CombatAnimationMotionCommands.SlashMed
or CombatAnimationMotionCommands.SlashLow
or CombatAnimationMotionCommands.BackhandHigh
or CombatAnimationMotionCommands.BackhandMed
or CombatAnimationMotionCommands.BackhandLow
or CombatAnimationMotionCommands.DoubleSlashLow
or CombatAnimationMotionCommands.DoubleSlashMed
or CombatAnimationMotionCommands.DoubleSlashHigh
or CombatAnimationMotionCommands.TripleSlashLow
or CombatAnimationMotionCommands.TripleSlashMed
or CombatAnimationMotionCommands.TripleSlashHigh
or CombatAnimationMotionCommands.DoubleThrustLow
or CombatAnimationMotionCommands.DoubleThrustMed
or CombatAnimationMotionCommands.DoubleThrustHigh
or CombatAnimationMotionCommands.TripleThrustLow
or CombatAnimationMotionCommands.TripleThrustMed
or CombatAnimationMotionCommands.TripleThrustHigh
or CombatAnimationMotionCommands.OffhandSlashHigh
or CombatAnimationMotionCommands.OffhandSlashMed
or CombatAnimationMotionCommands.OffhandSlashLow
or CombatAnimationMotionCommands.OffhandThrustHigh
or CombatAnimationMotionCommands.OffhandThrustMed
or CombatAnimationMotionCommands.OffhandThrustLow
or CombatAnimationMotionCommands.OffhandDoubleSlashLow
or CombatAnimationMotionCommands.OffhandDoubleSlashMed
or CombatAnimationMotionCommands.OffhandDoubleSlashHigh
or CombatAnimationMotionCommands.OffhandTripleSlashLow
or CombatAnimationMotionCommands.OffhandTripleSlashMed
or CombatAnimationMotionCommands.OffhandTripleSlashHigh
or CombatAnimationMotionCommands.OffhandDoubleThrustLow
or CombatAnimationMotionCommands.OffhandDoubleThrustMed
or CombatAnimationMotionCommands.OffhandDoubleThrustHigh
or CombatAnimationMotionCommands.OffhandTripleThrustLow
or CombatAnimationMotionCommands.OffhandTripleThrustMed
or CombatAnimationMotionCommands.OffhandTripleThrustHigh
or CombatAnimationMotionCommands.OffhandKick
or CombatAnimationMotionCommands.PunchFastHigh
or CombatAnimationMotionCommands.PunchFastMed
or CombatAnimationMotionCommands.PunchFastLow
or CombatAnimationMotionCommands.PunchSlowHigh
or CombatAnimationMotionCommands.PunchSlowMed
or CombatAnimationMotionCommands.PunchSlowLow
or CombatAnimationMotionCommands.OffhandPunchFastHigh
or CombatAnimationMotionCommands.OffhandPunchFastMed
or CombatAnimationMotionCommands.OffhandPunchFastLow
or CombatAnimationMotionCommands.OffhandPunchSlowHigh
or CombatAnimationMotionCommands.OffhandPunchSlowMed
or CombatAnimationMotionCommands.OffhandPunchSlowLow => CombatAnimationKind.MeleeSwing,
CombatAnimationMotionCommands.Shoot
or CombatAnimationMotionCommands.MissileAttack1
or CombatAnimationMotionCommands.MissileAttack2
or CombatAnimationMotionCommands.MissileAttack3
or CombatAnimationMotionCommands.Reload => CombatAnimationKind.MissileAttack,
CombatAnimationMotionCommands.AttackHigh1
or CombatAnimationMotionCommands.AttackMed1
or CombatAnimationMotionCommands.AttackLow1
or CombatAnimationMotionCommands.AttackHigh2
or CombatAnimationMotionCommands.AttackMed2
or CombatAnimationMotionCommands.AttackLow2
or CombatAnimationMotionCommands.AttackHigh3
or CombatAnimationMotionCommands.AttackMed3
or CombatAnimationMotionCommands.AttackLow3
or CombatAnimationMotionCommands.AttackHigh4
or CombatAnimationMotionCommands.AttackMed4
or CombatAnimationMotionCommands.AttackLow4
or CombatAnimationMotionCommands.AttackHigh5
or CombatAnimationMotionCommands.AttackMed5
or CombatAnimationMotionCommands.AttackLow5
or CombatAnimationMotionCommands.AttackHigh6
or CombatAnimationMotionCommands.AttackMed6
or CombatAnimationMotionCommands.AttackLow6 => CombatAnimationKind.CreatureAttack,
CombatAnimationMotionCommands.CastSpell
or CombatAnimationMotionCommands.UseMagicStaff
or CombatAnimationMotionCommands.UseMagicWand => CombatAnimationKind.SpellCast,
CombatAnimationMotionCommands.FallDown
or CombatAnimationMotionCommands.Twitch1
or CombatAnimationMotionCommands.Twitch2
or CombatAnimationMotionCommands.Twitch3
or CombatAnimationMotionCommands.Twitch4
or CombatAnimationMotionCommands.StaggerBackward
or CombatAnimationMotionCommands.StaggerForward
or CombatAnimationMotionCommands.Sanctuary => CombatAnimationKind.HitReaction,
MotionCommand.Dead => CombatAnimationKind.Death,
_ => CombatAnimationKind.None,
};
}
}
public readonly record struct CombatAnimationPlan(
CombatAnimationKind Kind,
AnimationCommandRouteKind RouteKind,
uint MotionCommand,
float SpeedMod)
{
public static CombatAnimationPlan None { get; } = new(
CombatAnimationKind.None,
AnimationCommandRouteKind.None,
0u,
0f);
public bool HasMotion => Kind != CombatAnimationKind.None && MotionCommand != 0;
}
public enum CombatAnimationEvent
{
CombatCommenceAttack,
AttackDone,
AttackerNotification,
DefenderNotification,
EvasionAttackerNotification,
EvasionDefenderNotification,
VictimNotification,
KillerNotification,
}
public enum CombatAnimationKind
{
None = 0,
CombatStance,
MeleeSwing,
MissileAttack,
CreatureAttack,
SpellCast,
HitReaction,
Death,
}
internal static class CombatAnimationMotionCommands
{
public const uint HandCombat = 0x8000003Cu;
public const uint SwordCombat = 0x8000003Eu;
public const uint BowCombat = 0x8000003Fu;
public const uint SwordShieldCombat = 0x80000040u;
public const uint CrossbowCombat = 0x80000041u;
public const uint SlingCombat = 0x80000043u;
public const uint TwoHandedSwordCombat = 0x80000044u;
public const uint TwoHandedStaffCombat = 0x80000045u;
public const uint DualWieldCombat = 0x80000046u;
public const uint ThrownWeaponCombat = 0x80000047u;
public const uint Magic = 0x80000049u;
public const uint AtlatlCombat = 0x8000013Bu;
public const uint ThrownShieldCombat = 0x8000013Cu;
public const uint FallDown = 0x10000050u;
public const uint Twitch1 = 0x10000051u;
public const uint Twitch2 = 0x10000052u;
public const uint Twitch3 = 0x10000053u;
public const uint Twitch4 = 0x10000054u;
public const uint StaggerBackward = 0x10000055u;
public const uint StaggerForward = 0x10000056u;
public const uint Sanctuary = 0x10000057u;
public const uint ThrustMed = 0x10000058u;
public const uint ThrustLow = 0x10000059u;
public const uint ThrustHigh = 0x1000005Au;
public const uint SlashHigh = 0x1000005Bu;
public const uint SlashMed = 0x1000005Cu;
public const uint SlashLow = 0x1000005Du;
public const uint BackhandHigh = 0x1000005Eu;
public const uint BackhandMed = 0x1000005Fu;
public const uint BackhandLow = 0x10000060u;
public const uint Shoot = 0x10000061u;
public const uint AttackHigh1 = 0x10000062u;
public const uint AttackMed1 = 0x10000063u;
public const uint AttackLow1 = 0x10000064u;
public const uint AttackHigh2 = 0x10000065u;
public const uint AttackMed2 = 0x10000066u;
public const uint AttackLow2 = 0x10000067u;
public const uint AttackHigh3 = 0x10000068u;
public const uint AttackMed3 = 0x10000069u;
public const uint AttackLow3 = 0x1000006Au;
public const uint MissileAttack1 = 0x100000D0u;
public const uint MissileAttack2 = 0x100000D1u;
public const uint MissileAttack3 = 0x100000D2u;
public const uint CastSpell = 0x400000D3u;
public const uint Reload = 0x100000D4u;
public const uint UseMagicStaff = 0x400000E0u;
public const uint UseMagicWand = 0x400000E1u;
public const uint DoubleSlashLow = 0x1000011Fu;
public const uint DoubleSlashMed = 0x10000120u;
public const uint DoubleSlashHigh = 0x10000121u;
public const uint TripleSlashLow = 0x10000122u;
public const uint TripleSlashMed = 0x10000123u;
public const uint TripleSlashHigh = 0x10000124u;
public const uint DoubleThrustLow = 0x10000125u;
public const uint DoubleThrustMed = 0x10000126u;
public const uint DoubleThrustHigh = 0x10000127u;
public const uint TripleThrustLow = 0x10000128u;
public const uint TripleThrustMed = 0x10000129u;
public const uint TripleThrustHigh = 0x1000012Au;
public const uint OffhandSlashHigh = 0x10000170u;
public const uint OffhandSlashMed = 0x10000171u;
public const uint OffhandSlashLow = 0x10000172u;
public const uint OffhandThrustHigh = 0x10000173u;
public const uint OffhandThrustMed = 0x10000174u;
public const uint OffhandThrustLow = 0x10000175u;
public const uint OffhandDoubleSlashLow = 0x10000176u;
public const uint OffhandDoubleSlashMed = 0x10000177u;
public const uint OffhandDoubleSlashHigh = 0x10000178u;
public const uint OffhandTripleSlashLow = 0x10000179u;
public const uint OffhandTripleSlashMed = 0x1000017Au;
public const uint OffhandTripleSlashHigh = 0x1000017Bu;
public const uint OffhandDoubleThrustLow = 0x1000017Cu;
public const uint OffhandDoubleThrustMed = 0x1000017Du;
public const uint OffhandDoubleThrustHigh = 0x1000017Eu;
public const uint OffhandTripleThrustLow = 0x1000017Fu;
public const uint OffhandTripleThrustMed = 0x10000180u;
public const uint OffhandTripleThrustHigh = 0x10000181u;
public const uint OffhandKick = 0x10000182u;
public const uint AttackHigh4 = 0x10000183u;
public const uint AttackMed4 = 0x10000184u;
public const uint AttackLow4 = 0x10000185u;
public const uint AttackHigh5 = 0x10000186u;
public const uint AttackMed5 = 0x10000187u;
public const uint AttackLow5 = 0x10000188u;
public const uint AttackHigh6 = 0x10000189u;
public const uint AttackMed6 = 0x1000018Au;
public const uint AttackLow6 = 0x1000018Bu;
public const uint PunchFastHigh = 0x1000018Cu;
public const uint PunchFastMed = 0x1000018Du;
public const uint PunchFastLow = 0x1000018Eu;
public const uint PunchSlowHigh = 0x1000018Fu;
public const uint PunchSlowMed = 0x10000190u;
public const uint PunchSlowLow = 0x10000191u;
public const uint OffhandPunchFastHigh = 0x10000192u;
public const uint OffhandPunchFastMed = 0x10000193u;
public const uint OffhandPunchFastLow = 0x10000194u;
public const uint OffhandPunchSlowHigh = 0x10000195u;
public const uint OffhandPunchSlowMed = 0x10000196u;
public const uint OffhandPunchSlowLow = 0x10000197u;
}

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@ -0,0 +1,89 @@
using DatReaderWriter.DBObjs;
using DatMotionCommand = DatReaderWriter.Enums.MotionCommand;
using DatMotionStance = DatReaderWriter.Enums.MotionStance;
using DatAttackHeight = DatReaderWriter.Enums.AttackHeight;
using DatAttackType = DatReaderWriter.Enums.AttackType;
namespace AcDream.Core.Combat;
/// <summary>
/// Selects combat swing motions from the retail <c>CombatTable</c> DBObj.
///
/// Retail evidence:
/// - <c>CombatManeuverTable::Get</c> (0x0056AB60) loads DB type
/// <c>0x1000000D</c> for a 0x30xxxxxx combat table id.
/// - ACE <c>CombatManeuverTable.GetMotion</c> indexes maneuvers by
/// stance, attack height, and attack type, returning all matching motions.
/// - ACE <c>Player_Melee.GetSwingAnimation</c> then chooses
/// <c>motions[1]</c> when more than one motion exists and power is below
/// the subdivision threshold; otherwise it uses <c>motions[0]</c>.
/// </summary>
public static class CombatManeuverSelector
{
public const float DefaultSubdivision = 0.33f;
public const float ThrustSlashSubdivision = 0.66f;
public static CombatManeuverSelection SelectMotion(
CombatTable table,
DatMotionStance stance,
DatAttackHeight attackHeight,
DatAttackType attackType,
float powerLevel,
bool isThrustSlashWeapon = false)
{
var motions = FindMotions(table, stance, attackHeight, attackType);
if (motions.Count == 0)
return CombatManeuverSelection.None;
float subdivision = isThrustSlashWeapon
? ThrustSlashSubdivision
: DefaultSubdivision;
var motion = motions.Count > 1 && powerLevel < subdivision
? motions[1]
: motions[0];
return new CombatManeuverSelection(
Found: true,
Motion: motion,
Candidates: motions,
EffectiveAttackType: attackType,
Subdivision: subdivision);
}
public static IReadOnlyList<DatMotionCommand> FindMotions(
CombatTable table,
DatMotionStance stance,
DatAttackHeight attackHeight,
DatAttackType attackType)
{
var result = new List<DatMotionCommand>();
foreach (var maneuver in table.CombatManeuvers)
{
if (maneuver.Style == stance
&& maneuver.AttackHeight == attackHeight
&& maneuver.AttackType == attackType)
{
result.Add(maneuver.Motion);
}
}
return result;
}
}
public readonly record struct CombatManeuverSelection(
bool Found,
DatMotionCommand Motion,
IReadOnlyList<DatMotionCommand> Candidates,
DatAttackType EffectiveAttackType,
float Subdivision)
{
public static CombatManeuverSelection None { get; } = new(
Found: false,
Motion: DatMotionCommand.Invalid,
Candidates: Array.Empty<DatMotionCommand>(),
EffectiveAttackType: DatAttackType.Undef,
Subdivision: 0f);
}

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@ -7,14 +7,17 @@ namespace AcDream.Core.Combat;
// Full research: docs/research/deepdives/r02-combat-system.md
// ─────────────────────────────────────────────────────────────────────
[Flags]
public enum CombatMode
{
Undef = 0,
NonCombat = 1,
Melee = 2,
Missile = 3,
Magic = 4,
Peaceful = 5,
NonCombat = 0x01,
Melee = 0x02,
Missile = 0x04,
Magic = 0x08,
ValidCombat = NonCombat | Melee | Missile | Magic,
CombatCombat = Melee | Missile | Magic,
}
public enum AttackHeight
@ -24,6 +27,51 @@ public enum AttackHeight
Low = 3,
}
public enum CombatAttackAction
{
Low,
Medium,
High,
}
/// <summary>
/// Retail input-facing combat decisions. The heavyweight parts of the combat
/// system remain server authoritative; this helper only maps UI intent to the
/// mode / attack-height values sent on the wire.
///
/// References:
/// named-retail ClientCombatSystem::ToggleCombatMode (0x0056C8C0),
/// ClientCombatSystem::SetCombatMode (0x0056BE30), and
/// ClientCombatSystem::ExecuteAttack (0x0056BB70).
/// Cross-check: holtburger DesiredAttackProfile::to_attack_request only emits
/// targeted attacks for Melee and Missile modes.
/// </summary>
public static class CombatInputPlanner
{
public static CombatMode ToggleMode(
CombatMode currentMode,
CombatMode defaultCombatMode = CombatMode.Melee)
{
if ((currentMode & CombatMode.CombatCombat) != 0)
return CombatMode.NonCombat;
return (defaultCombatMode & CombatMode.CombatCombat) != 0
? defaultCombatMode
: CombatMode.Melee;
}
public static bool SupportsTargetedAttack(CombatMode mode) =>
mode == CombatMode.Melee || mode == CombatMode.Missile;
public static AttackHeight HeightFor(CombatAttackAction action) => action switch
{
CombatAttackAction.Low => AttackHeight.Low,
CombatAttackAction.Medium => AttackHeight.Medium,
CombatAttackAction.High => AttackHeight.High,
_ => AttackHeight.Medium,
};
}
/// <summary>
/// Retail uses a 15-bit flags enum for attack types — weapon categories.
/// See r02 §2 + <c>ACE.Entity.Enum.AttackType</c>.
@ -31,20 +79,26 @@ public enum AttackHeight
[Flags]
public enum AttackType : uint
{
None = 0,
Punch = 0x0001,
Kick = 0x0002,
Thrust = 0x0004,
Slash = 0x0008,
DoubleSlash = 0x0010,
TripleSlash = 0x0020,
DoubleThrust = 0x0040,
TripleThrust = 0x0080,
Offhand = 0x0100,
OffhandSlash = 0x0200,
OffhandThrust = 0x0400,
ThrustSlash = 0x0800,
// more in r02 §2
None = 0,
Punch = 0x0001,
Thrust = 0x0002,
Slash = 0x0004,
Kick = 0x0008,
OffhandPunch = 0x0010,
DoubleSlash = 0x0020,
TripleSlash = 0x0040,
DoubleThrust = 0x0080,
TripleThrust = 0x0100,
OffhandThrust = 0x0200,
OffhandSlash = 0x0400,
OffhandDoubleSlash = 0x0800,
OffhandTripleSlash = 0x1000,
OffhandDoubleThrust = 0x2000,
OffhandTripleThrust = 0x4000,
Unarmed = Punch | Kick | OffhandPunch,
MultiStrike = DoubleSlash | TripleSlash | DoubleThrust | TripleThrust
| OffhandDoubleSlash | OffhandTripleSlash
| OffhandDoubleThrust | OffhandTripleThrust,
}
[Flags]

View file

@ -39,6 +39,8 @@ public sealed class CombatState
{
private readonly ConcurrentDictionary<uint, float> _healthByGuid = new();
public CombatMode CurrentMode { get; private set; } = CombatMode.NonCombat;
/// <summary>Fires when a target's health percent changes (from UpdateHealth).</summary>
public event Action<uint /*guid*/, float /*percent*/>? HealthChanged;
@ -57,6 +59,12 @@ public sealed class CombatState
/// <summary>An attack commit completed (0x01A7). WeenieError = 0 on success.</summary>
public event Action<uint /*attackSeq*/, uint /*weenieError*/>? AttackDone;
/// <summary>The server accepted the attack and the power bar/animation can begin.</summary>
public event Action? AttackCommenced;
/// <summary>The locally requested or server-confirmed combat mode changed.</summary>
public event Action<CombatMode>? CombatModeChanged;
/// <summary>
/// Fires when the server confirms the player landed a killing blow
/// (GameEvent <c>KillerNotification (0x01AD)</c>). Event payload is
@ -94,6 +102,15 @@ public sealed class CombatState
HealthChanged?.Invoke(targetGuid, healthPercent);
}
public void SetCombatMode(CombatMode mode)
{
if (CurrentMode == mode)
return;
CurrentMode = mode;
CombatModeChanged?.Invoke(mode);
}
public void OnVictimNotification(
string attackerName, uint attackerGuid, uint damageType, uint damage,
uint hitQuadrant, uint critical, uint attackType)
@ -140,5 +157,8 @@ public sealed class CombatState
public void OnAttackDone(uint attackSequence, uint weenieError)
=> AttackDone?.Invoke(attackSequence, weenieError);
public void OnCombatCommenceAttack()
=> AttackCommenced?.Invoke();
public void Clear() => _healthByGuid.Clear();
}

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@ -0,0 +1,97 @@
namespace AcDream.Core.Physics;
/// <summary>
/// Central routing for full retail MotionCommand values after the wire's
/// 16-bit command id has been reconstructed.
///
/// Retail/ACE split motion commands by class mask:
/// - Action and ChatEmote commands play through link/action data.
/// - Modifier commands play through modifier data.
/// - SubState commands become the new cyclic state.
/// - Style/UI/Toggle commands do not directly drive an animation overlay here.
///
/// References:
/// CMotionTable::GetObjectSequence 0x00522860,
/// CMotionInterp::DoInterpretedMotion 0x00528360,
/// ACE MotionTable.GetObjectSequence, and
/// docs/research/deepdives/r03-motion-animation.md section 3.
/// </summary>
public static class AnimationCommandRouter
{
private const uint ActionMask = 0x10000000u;
private const uint ModifierMask = 0x20000000u;
private const uint SubStateMask = 0x40000000u;
private const uint ClassMask = 0xFF000000u;
/// <summary>
/// Classifies a reconstructed full MotionCommand.
/// </summary>
public static AnimationCommandRouteKind Classify(uint fullCommand)
{
if (fullCommand == 0)
return AnimationCommandRouteKind.None;
uint cls = fullCommand & ClassMask;
if (cls == 0x12000000u || cls == 0x13000000u)
return AnimationCommandRouteKind.ChatEmote;
if ((fullCommand & ModifierMask) != 0)
return AnimationCommandRouteKind.Modifier;
if ((fullCommand & ActionMask) != 0)
return AnimationCommandRouteKind.Action;
if ((fullCommand & SubStateMask) != 0)
return AnimationCommandRouteKind.SubState;
return AnimationCommandRouteKind.Ignored;
}
/// <summary>
/// Reconstructs and routes a 16-bit wire command.
/// </summary>
public static AnimationCommandRouteKind RouteWireCommand(
AnimationSequencer sequencer,
uint currentStyle,
ushort wireCommand,
float speedMod = 1f)
{
uint fullCommand = MotionCommandResolver.ReconstructFullCommand(wireCommand);
return RouteFullCommand(sequencer, currentStyle, fullCommand, speedMod);
}
/// <summary>
/// Routes a full MotionCommand to the matching sequencer API.
/// </summary>
public static AnimationCommandRouteKind RouteFullCommand(
AnimationSequencer sequencer,
uint currentStyle,
uint fullCommand,
float speedMod = 1f)
{
var route = Classify(fullCommand);
switch (route)
{
case AnimationCommandRouteKind.Action:
case AnimationCommandRouteKind.Modifier:
case AnimationCommandRouteKind.ChatEmote:
sequencer.PlayAction(fullCommand, speedMod);
break;
case AnimationCommandRouteKind.SubState:
sequencer.SetCycle(currentStyle, fullCommand, speedMod);
break;
}
return route;
}
}
public enum AnimationCommandRouteKind
{
None = 0,
Action,
Modifier,
ChatEmote,
SubState,
Ignored,
}

View file

@ -330,6 +330,33 @@ public sealed class AnimationSequencer
/// makes the jump look delayed (legs stand still for ~100 ms while
/// the link drains, then fold into Falling). Defaults to false to
/// preserve normal smooth transitions for everything else.</param>
/// <summary>
/// Check whether the underlying MotionTable contains a cycle for the
/// given (style, motion) pair. Useful for callers that want to fall
/// back to a known-good motion (e.g. <c>WalkForward</c> →
/// <c>Ready</c>) instead of triggering <see cref="SetCycle"/>'s
/// unconditional <c>ClearCyclicTail</c> path on a missing cycle —
/// which leaves the body without any animation tail and snaps every
/// part to the setup-default offset (visible as "torso on the
/// ground" since most creatures' setup-default has limbs at the
/// torso origin).
/// </summary>
public bool HasCycle(uint style, uint motion)
{
// adjust_motion remapping (mirrors the head of SetCycle):
// TurnLeft, SideStepLeft, WalkBackward map to their right/forward
// mirror cycles.
uint adjustedMotion = motion;
switch (motion & 0xFFFFu)
{
case 0x000E: adjustedMotion = (motion & 0xFFFF0000u) | 0x000Du; break;
case 0x0010: adjustedMotion = (motion & 0xFFFF0000u) | 0x000Fu; break;
case 0x0006: adjustedMotion = (motion & 0xFFFF0000u) | 0x0005u; break;
}
int cycleKey = (int)(((style & 0xFFFFu) << 16) | (adjustedMotion & 0xFFFFFFu));
return _mtable.Cycles.ContainsKey(cycleKey);
}
public void SetCycle(uint style, uint motion, float speedMod = 1f, bool skipTransitionLink = false)
{
// ── adjust_motion: remap left→right / backward→forward variants ───

View file

@ -84,6 +84,24 @@ public static class MotionCommandResolver
result[lo] = full;
}
}
ApplyNamedRetailOverrides(result);
return result;
}
private static void ApplyNamedRetailOverrides(Dictionary<ushort, uint> result)
{
// The generated DRW enum is shifted by three entries starting at
// AllegianceHometownRecall. The named Sept 2013 retail command_ids
// table is authoritative here:
// named-retail/acclient_2013_pseudo_c.txt lines 1017626-1017658
// and command-name table lines 1068272-1068313.
//
// These values cover recall, offhand, attack 4-6, and fast/slow punch
// actions. Without the override, wire command 0x0170 reconstructs to
// IssueSlashCommand instead of OffhandSlashHigh, so offhand swing
// animations route as UI commands and never play.
for (ushort lo = 0x016E; lo <= 0x0197; lo++)
result[lo] = 0x10000000u | lo;
}
}

View file

@ -72,12 +72,20 @@ public static class MotionCommand
/// regular SetCycle transition.
/// </summary>
public const uint FallDown = 0x10000050u;
/// <summary>0x10000057 — Dead.</summary>
public const uint Dead = 0x10000057u;
/// <summary>0x40000011 - persistent dead substate.</summary>
public const uint Dead = 0x40000011u;
/// <summary>0x10000057 - Sanctuary death-trigger action.</summary>
public const uint Sanctuary = 0x10000057u;
/// <summary>0x41000012 - crouching substate.</summary>
public const uint Crouch = 0x41000012u;
/// <summary>0x41000013 - sitting substate.</summary>
public const uint Sitting = 0x41000013u;
/// <summary>0x41000014 - sleeping substate.</summary>
public const uint Sleeping = 0x41000014u;
/// <summary>0x41000011 — Crouch lower bound for blocked-jump check.</summary>
public const uint CrouchLowerBound = 0x41000011u;
/// <summary>0x41000014 — upper bound of crouch/sit/sleep range.</summary>
public const uint CrouchUpperBound = 0x41000014u;
/// <summary>0x41000015 - exclusive upper bound of crouch/sit/sleep range.</summary>
public const uint CrouchUpperExclusive = 0x41000015u;
}
/// <summary>
@ -819,7 +827,7 @@ public sealed class MotionInterpreter
/// if WeenieObj != null AND WeenieObj.CanJump(JumpExtent) returns false:
/// return 0x49
/// uVar1 = InterpretedState.ForwardCommand
/// if uVar1 == 0x40000008 (Fallen) OR uVar1 == 0x10000057 (Dead):
/// if uVar1 == 0x40000008 (Fallen) OR uVar1 == 0x40000011 (Dead):
/// return 0x48
/// if 0x41000011 &lt; uVar1 &lt; 0x41000015 (crouch/sit/sleep range):
/// return 0x48
@ -850,7 +858,7 @@ public sealed class MotionInterpreter
return false;
// Crouch / sit / sleep range (0x41000011 < fwd < 0x41000015).
if (fwd > MotionCommand.CrouchLowerBound && fwd < MotionCommand.CrouchUpperBound)
if (fwd > MotionCommand.CrouchLowerBound && fwd < MotionCommand.CrouchUpperExclusive)
return false;
// Need Gravity flag + Contact + OnWalkable for ground-based motion.

View file

@ -0,0 +1,304 @@
using System;
using System.Numerics;
namespace AcDream.Core.Physics;
/// <summary>
/// Per-tick steering for server-controlled remote creatures while a
/// MoveToObject (movementType 6) or MoveToPosition (movementType 7) packet
/// is the active locomotion source.
///
/// <para>
/// Replaces the 882a07c-era "hold body Velocity at zero during MoveTo"
/// stabilizer. With the full MoveTo path payload now captured on
/// <see cref="AcDream.Core.Net.Messages.CreateObject.MoveToPathData"/>,
/// the body solver has the destination + heading + thresholds it needs to
/// run the retail per-tick loop instead of waiting for sparse
/// UpdatePosition snap corrections.
/// </para>
///
/// <para>
/// Retail references:
/// <list type="bullet">
/// <item><description>
/// <c>MoveToManager::HandleMoveToPosition</c> (<c>0x00529d80</c>) — the
/// per-tick driver. Computes heading-to-target, fires an aux
/// <c>TurnLeft</c>/<c>TurnRight</c> command when |delta| &gt; 20°, snaps
/// orientation when within tolerance, and tests arrival via
/// <c>dist &lt;= min_distance</c> (chase) or
/// <c>dist &gt;= distance_to_object</c> (flee).
/// </description></item>
/// <item><description>
/// <c>MoveToManager::_DoMotion</c> / <c>_StopMotion</c> route turn
/// commands through <c>CMotionInterp::DoInterpretedMotion</c> — i.e.
/// MoveToManager itself does NOT touch the body. The body's actual
/// velocity comes from <c>CMotionInterp::apply_current_movement</c>
/// reading <c>InterpretedState.ForwardCommand = RunForward</c> and
/// emitting <c>velocity.Y = RunAnimSpeed × speedMod</c>, transformed by
/// the body's orientation.
/// </description></item>
/// </list>
/// </para>
///
/// <para>
/// Acdream port scope: minimum viable subset. We skip target re-tracking
/// (server re-emits MoveTo every ~1 s with refreshed Origin), sticky/
/// StickTo, fail-distance progress detector, and the sphere-cylinder
/// distance variant — all server-side concerns the local body doesn't need
/// to model. We DO port heading-to-target, the ±20° aux-turn tolerance
/// (with ACE's <c>set_heading(true)</c> snap-on-aligned fudge), and
/// arrival detection via <c>min_distance</c>.
/// </para>
///
/// <para>
/// ACE divergence: ACE swaps the chase/flee arrival predicates
/// (<c>dist &lt;= DistanceToObject</c> vs retail's <c>dist &lt;= MinDistance</c>).
/// We follow retail.
/// </para>
/// </summary>
public static class RemoteMoveToDriver
{
/// <summary>
/// Heading tolerance below which we snap orientation directly to the
/// target heading (ACE's <c>set_heading(target, true)</c>
/// server-tic-rate fudge). Above tolerance we rotate at
/// <see cref="TurnRateRadPerSec"/>. Retail value (line 307251 of
/// <c>acclient_2013_pseudo_c.txt</c>) is 20°.
/// </summary>
public const float HeadingSnapToleranceRad = 20.0f * MathF.PI / 180.0f;
/// <summary>
/// Default angular rate for in-motion heading correction when delta
/// exceeds <see cref="HeadingSnapToleranceRad"/>. Picked to match
/// ACE's <c>TurnSpeed</c> default of <c>π/2</c> rad/s for monsters;
/// when the per-creature value differs, the future port can wire it
/// in via the <c>TurnSpeed</c> field on InterpretedMotionState.
/// </summary>
public const float TurnRateRadPerSec = MathF.PI / 2.0f;
/// <summary>
/// Float-comparison slack for the arrival predicate. With
/// <c>min_distance == 0</c> in a chase packet, exact equality is
/// unreachable due to integration wobble; this epsilon prevents the
/// driver from over-shooting by a sub-meter and snap-flipping back.
/// </summary>
public const float ArrivalEpsilon = 0.05f;
/// <summary>
/// Maximum staleness (seconds) of the most recent MoveTo packet
/// before the driver gives up steering. ACE re-emits MoveTo at ~1 Hz
/// during active chase; if no fresh packet arrives for this long,
/// the entity has likely either left our streaming view, switched
/// to a non-MoveTo motion the server's broadcast didn't reach us
/// for, or had its move cancelled server-side without our seeing
/// the cancel UM. In any of those cases, continuing to drive the
/// body toward a stale destination produces the "monster runs in
/// place after popping back into view" symptom (2026-04-28).
/// 1.5 s gives us comfortable margin over the ~1 s emit cadence
/// while still failing fast on real loss-of-state.
/// </summary>
public const double StaleDestinationSeconds = 1.5;
public enum DriveResult
{
/// <summary>Within arrival window — caller should zero velocity.</summary>
Arrived,
/// <summary>Steering active — caller should let
/// <c>apply_current_movement</c> set body velocity from the cycle.</summary>
Steering,
}
/// <summary>
/// Steer body orientation toward <paramref name="destinationWorld"/>
/// and report whether the body has arrived or should keep running.
/// Pure function — emits the updated orientation via
/// <paramref name="newOrientation"/> (the input is not mutated; the
/// caller assigns the new value back to its body).
/// </summary>
/// <param name="minDistance">
/// <c>min_distance</c> from the wire's MovementParameters block —
/// retail's <c>HandleMoveToPosition</c> chase-arrival threshold.
/// </param>
/// <param name="distanceToObject">
/// <c>distance_to_object</c> from the wire — ACE's chase-arrival
/// threshold (default 0.6 m, the melee range). The actual arrival
/// gate is <c>max(minDistance, distanceToObject)</c>: retail-faithful
/// when retail sends <c>min_distance</c> &gt; 0, ACE-compatible when
/// ACE puts the value in <c>distance_to_object</c> with
/// <c>min_distance == 0</c>. Without this, ACE's <c>min_distance==0</c>
/// chase packets never arrive — the body keeps re-targeting around
/// the player at melee range and visibly oscillates between facings,
/// which is the user-reported "monster keeps running in different
/// directions when it should be attacking" symptom (2026-04-28).
/// </param>
public static DriveResult Drive(
Vector3 bodyPosition,
Quaternion bodyOrientation,
Vector3 destinationWorld,
float minDistance,
float distanceToObject,
float dt,
bool moveTowards,
out Quaternion newOrientation)
{
// Horizontal distance only — server owns Z, our body Z is
// hard-snapped to the latest UpdatePosition.
float dx = destinationWorld.X - bodyPosition.X;
float dy = destinationWorld.Y - bodyPosition.Y;
float dist = MathF.Sqrt(dx * dx + dy * dy);
// Arrival predicate per retail MoveToManager::HandleMoveToPosition
// (acclient_2013_pseudo_c.txt:307289-307320) and ACE
// MoveToManager.cs:476:
//
// chase (MoveTowards): dist <= distance_to_object
// flee (MoveAway): dist >= min_distance
//
// (My earlier <c>max(MinDistance, DistanceToObject)</c> was a
// defensive guess; cross-checked with two independent research
// agents against the named retail decomp + ACE port + holtburger,
// the chase threshold is unambiguously DistanceToObject —
// MinDistance is the FLEE arrival threshold. ACE's wire defaults
// give MinDistance=0, DistanceToObject=0.6 — the body should stop
// at melee range, not run to zero.)
float arrivalThreshold = moveTowards ? distanceToObject : minDistance;
if (moveTowards && dist <= arrivalThreshold + ArrivalEpsilon)
{
newOrientation = bodyOrientation;
return DriveResult.Arrived;
}
if (!moveTowards && dist >= arrivalThreshold - ArrivalEpsilon)
{
newOrientation = bodyOrientation;
return DriveResult.Arrived;
}
// Degenerate — already on target horizontally; preserve heading.
if (dist < 1e-4f)
{
newOrientation = bodyOrientation;
return DriveResult.Steering;
}
// Body's local-forward is +Y (see MotionInterpreter.get_state_velocity
// at line 605-616: velocity.Y = (Walk/Run)AnimSpeed × ForwardSpeed).
// World forward = Transform((0,1,0), orientation). Yaw extracted
// via atan2(-worldFwd.X, worldFwd.Y) so yaw = 0 ↔ orientation = Identity.
var localForward = new Vector3(0f, 1f, 0f);
var worldForward = Vector3.Transform(localForward, bodyOrientation);
float currentYaw = MathF.Atan2(-worldForward.X, worldForward.Y);
// Desired heading: face the target. (dx, dy) is the world-space
// offset to the target. With local-forward=+Y we want yaw such
// that Transform((0,1,0), R_Z(yaw)) = (dx, dy)/dist; that solves
// to yaw = atan2(-dx, dy).
float desiredYaw = MathF.Atan2(-dx, dy);
float delta = WrapPi(desiredYaw - currentYaw);
if (MathF.Abs(delta) <= HeadingSnapToleranceRad)
{
// ACE's set_heading(target, true) — sync to server-tic-rate.
// We have the same sparse-UP problem ACE does, so the same
// fudge applies.
newOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, desiredYaw);
}
else
{
// Retail BeginTurnToHeading / HandleMoveToPosition aux turn:
// rotate at TurnRate clamped to dt, in the shorter direction.
float maxStep = TurnRateRadPerSec * dt;
float step = MathF.Sign(delta) * MathF.Min(MathF.Abs(delta), maxStep);
// Apply incremental yaw around world +Z (preserving any
// server-supplied pitch/roll from the latest UpdatePosition).
var deltaQuat = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, step);
newOrientation = Quaternion.Normalize(deltaQuat * bodyOrientation);
}
return DriveResult.Steering;
}
/// <summary>
/// Convert a landblock-local Origin from a MoveTo packet
/// (<see cref="AcDream.Core.Net.Messages.CreateObject.MoveToPathData"/>)
/// into acdream's render world space using the same arithmetic as
/// <c>OnLivePositionUpdated</c>: shift by the landblock-grid offset
/// from the live-mode center.
/// </summary>
public static Vector3 OriginToWorld(
uint originCellId,
float originX,
float originY,
float originZ,
int liveCenterLandblockX,
int liveCenterLandblockY)
{
int lbX = (int)((originCellId >> 24) & 0xFFu);
int lbY = (int)((originCellId >> 16) & 0xFFu);
return new Vector3(
originX + (lbX - liveCenterLandblockX) * 192f,
originY + (lbY - liveCenterLandblockY) * 192f,
originZ);
}
/// <summary>
/// Cap horizontal velocity so the body lands exactly at
/// <paramref name="arrivalThreshold"/> rather than overshooting past
/// it during the final tick of approach. Without this clamp, a body
/// running at <c>RunAnimSpeed × speedMod ≈ 4 m/s</c> can overshoot
/// the 0.6 m arrival window by up to one tick's advance (~6 cm at
/// 60 fps) — visible as the creature "running slightly through" the
/// player it's about to attack (user-reported 2026-04-28).
///
/// <para>
/// The clamp is a strict scale-down of the horizontal component
/// (X/Y); the vertical component (Z) is left to gravity / terrain
/// handling. <paramref name="moveTowards"/> false (flee branch) is a
/// no-op since fleeing has no overshoot risk — the body wants to
/// move AWAY from the destination.
/// </para>
/// </summary>
public static Vector3 ClampApproachVelocity(
Vector3 bodyPosition,
Vector3 currentVelocity,
Vector3 destinationWorld,
float arrivalThreshold,
float dt,
bool moveTowards)
{
if (!moveTowards || dt <= 0f) return currentVelocity;
float dx = destinationWorld.X - bodyPosition.X;
float dy = destinationWorld.Y - bodyPosition.Y;
float dist = MathF.Sqrt(dx * dx + dy * dy);
float remaining = MathF.Max(0f, dist - arrivalThreshold);
float vxy = MathF.Sqrt(currentVelocity.X * currentVelocity.X
+ currentVelocity.Y * currentVelocity.Y);
if (vxy < 1e-3f) return currentVelocity;
float advance = vxy * dt;
if (advance <= remaining) return currentVelocity;
// Already inside or right at the threshold: zero horizontal
// velocity, keep Z. (The arrival predicate in Drive() should
// have fired this tick, but this is the belt-and-braces guard.)
if (remaining < 1e-3f)
return new Vector3(0f, 0f, currentVelocity.Z);
float scale = remaining / advance;
return new Vector3(
currentVelocity.X * scale,
currentVelocity.Y * scale,
currentVelocity.Z);
}
/// <summary>Wrap an angle in radians to [-π, π].</summary>
private static float WrapPi(float r)
{
const float TwoPi = MathF.PI * 2f;
r %= TwoPi;
if (r > MathF.PI) r -= TwoPi;
if (r < -MathF.PI) r += TwoPi;
return r;
}
}

View file

@ -0,0 +1,87 @@
using System;
using System.Numerics;
namespace AcDream.Core.Physics;
/// <summary>
/// Chooses the visible locomotion cycle for server-controlled remotes whose
/// UpdateMotion packet is a MoveToObject/MoveToPosition union rather than an
/// InterpretedMotionState.
///
/// Retail references:
/// <list type="bullet">
/// <item><description>
/// <c>MovementManager::PerformMovement</c> (0x00524440) dispatches movement
/// types 6/7 into <c>MoveToManager::MoveToObject/MoveToPosition</c> instead
/// of unpacking an InterpretedMotionState.
/// </description></item>
/// <item><description>
/// <c>MovementParameters::UnPackNet</c> (0x0052AC50) shows MoveTo packets
/// carry movement params + run rate, not a ForwardCommand field.
/// </description></item>
/// <item><description>
/// ACE <c>MovementData.Write</c> uses the same movement type union; holtburger
/// documents the matching <c>MovementType::MoveToPosition = 7</c>.
/// </description></item>
/// </list>
/// </summary>
public static class ServerControlledLocomotion
{
public const float StopSpeed = 0.20f;
public const float RunThreshold = 1.25f;
public const float MinSpeedMod = 0.25f;
public const float MaxSpeedMod = 3.00f;
// Retail MoveToManager::BeginMoveForward -> MovementParameters::get_command
// (0x0052AA00) seeds forward motion before the next position update.
public static LocomotionCycle PlanMoveToStart(
float moveToSpeed = 1f,
float runRate = 1f,
bool canRun = true)
{
moveToSpeed = SanitizePositive(moveToSpeed);
runRate = SanitizePositive(runRate);
if (!canRun)
return new LocomotionCycle(MotionCommand.WalkForward, moveToSpeed, true);
return new LocomotionCycle(
MotionCommand.RunForward,
moveToSpeed * runRate,
true);
}
public static LocomotionCycle PlanFromVelocity(Vector3 worldVelocity)
{
float horizontalSpeed = MathF.Sqrt(
worldVelocity.X * worldVelocity.X +
worldVelocity.Y * worldVelocity.Y);
if (horizontalSpeed < StopSpeed)
return new LocomotionCycle(MotionCommand.Ready, 1f, false);
if (horizontalSpeed < RunThreshold)
{
float speedMod = Math.Clamp(
horizontalSpeed / MotionInterpreter.WalkAnimSpeed,
MinSpeedMod,
MaxSpeedMod);
return new LocomotionCycle(MotionCommand.WalkForward, speedMod, true);
}
return new LocomotionCycle(
MotionCommand.RunForward,
Math.Clamp(horizontalSpeed / MotionInterpreter.RunAnimSpeed, MinSpeedMod, MaxSpeedMod),
true);
}
public readonly record struct LocomotionCycle(
uint Motion,
float SpeedMod,
bool IsMoving);
private static float SanitizePositive(float value)
{
return float.IsFinite(value) && value > 0f ? value : 1f;
}
}