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

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@ -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) ### Phase J — Long-tail (deferred / low-priority)
Not detailed here; each gets its own brainstorm when it becomes relevant. Not detailed here; each gets its own brainstorm when it becomes relevant.

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@ -0,0 +1,557 @@
# Animation System Audit
Phase A audit for `feature/animation-system-complete`.
Date: 2026-04-28.
## Summary
The animation core is much stronger than the feature surface around it.
`AnimationSequencer` already handles cyclic state changes, transition links,
negative-speed retail remaps, mid-cycle speed changes, frame hooks, and
PosFrame root-motion accumulation. `GameWindow.OnLiveMotionUpdated` already
routes `InterpretedMotionState.Commands[]` through `PlayAction`, which means
server-broadcast NPC/monster/emote/action overlays are likely to animate when
the server emits motion commands.
The remaining gap is mostly orchestration:
- local combat/spell/item-use commands build wire packets but do not yet drive
the local visible action immediately;
- several combat/spell/emote packet surfaces need conformance fixes before
animation triggers can be trusted: combat mode enum values, split
melee/missile attack builders, `CombatCommenceAttack`, `AttackDone`,
damage/death notification parsers, `MagicSchool` enum order, and outbound
emote/soul-emote builders;
- combat/spell/item-use game events populate state/chat but do not yet map to
animation overlays for attacker/defender/caster;
- style changes are handled as simple `SetCycle(style, motion)` swaps, not the
full ACE `MotionTable.GetObjectSequence` multi-link style transition chain;
- held posture/emote commands need a small command resolver and tests around
one-shot-vs-persistent routing;
- death needs explicit `Sanctuary` action -> `Dead/Fallen` persistence rather
than relying on chat/health side effects.
## Evidence Sources
Named retail decomp:
- `CMotionTable::is_allowed` at `0x005226C0`
- `CMotionTable::get_link` at `0x00522710`
- `CSequence::update_internal` at `0x005255D0`
- `CMotionInterp::adjust_motion` at `0x00528010`
- `CMotionInterp::charge_jump` at `0x005281C0`
- `CMotionInterp::get_jump_v_z` at `0x00527AA0`
- `CMotionInterp::jump` at `0x00528780`
- `CMotionInterp::apply_current_movement` at `0x00528870`
- `CMotionInterp::HitGround` at `0x00528AC0`
- `CMotionInterp::LeaveGround` at `0x00528B00`
- `CMotionInterp::DoMotion` at `0x00528D20`
- `CMotionInterp::DoInterpretedMotion` at `0x00528360`
- `ClientCombatSystem::HandleCommenceAttackEvent` at `0x0056AD20`
- `ClientCombatSystem::SetCombatMode` at `0x0056BE30`
- `ClientCombatSystem::StartAttackRequest` at `0x0056C040`
- `ClientCombatSystem::EndAttackRequest` at `0x0056C0E0`
- `ClientCombatSystem::StartPowerBarBuild` at `0x0056ADB0`
- `ClientCombatSystem::GetPowerBarLevel` at `0x0056ADE0`
- `ClientCombatSystem::ExecuteAttack` at `0x0056BB70`
- `ClientCombatSystem::HandleDefenderNotificationEvent` at `0x0056C920`
- `ClientCombatSystem::HandleEvasionDefenderNotificationEvent` at `0x0056C620`
- `ClientCombatSystem::HandlePlayerDeathEvent` at `0x0056C320`
- `ClientCombatSystem::HandleAttackerNotificationEvent` at `0x0056B420`
- `ClientCombatSystem::HandleAttackDoneEvent` at `0x0056C500`
- `CM_Combat::Event_ChangeCombatMode` at `0x006A9A70`
- `CM_Combat::Event_TargetedMeleeAttack` at `0x006A9C10`
- `CM_Combat::Event_TargetedMissileAttack` at `0x006A9D60`
- `AttackHook::Execute` at `0x00526B70`
- `gmSpellcastingUI::Cast` at `0x004C6050`
- `ClientMagicSystem::CastSpell` at `0x00568040`
- `ClientMagicSystem::FreeHandsAndCastSpell` at `0x00566EF0`
- `ClientMagicSystem::GetAppropriateSpellFormula` at `0x00567D50`
- `CM_Magic::Event_CastUntargetedSpell` at `0x006A3150`
- `CM_Magic::Event_CastTargetedSpell` at `0x006A3040`
- `ItemHolder::UseObject` at `0x00588A80`
- `CM_Inventory::Event_UseEvent` at `0x006AC3B0`
- `CM_Inventory::Event_UseWithTargetEvent` at `0x006AC480`
- `CM_Item::DispatchUI_UseDone` at `0x006A8510`
- `CommandInterpreter::PlayerIsDead` at `0x006B3D70`
- `SmartBox::HandlePlayScriptID` at `0x00452020`
- `CM_Physics::DispatchSB_PlayScriptID` at `0x006ACC40`
- `CM_Physics::DispatchSB_PlayScriptType` at `0x006AC6E0`
- `ClientCommunicationSystem::DoEmote` at `0x00578AD0`
- `ClientCommunicationSystem::Pose` at `0x00580480`
- `ClientCommunicationSystem::Handle_Communication__HearEmote` at
`0x0057CBE0`
- `ClientCommunicationSystem::Handle_Communication__HearSoulEmote` at
`0x0057D020`
- `ChatPoseTable::InqChatPoseCommand` at `0x00570AD0`
- `ChatEmoteData::Pack` at `0x004FCE80`
Cross-reference material:
- `docs/research/deepdives/r03-motion-animation.md`
- `C:\Users\erikn\source\repos\acdream\references\ACE\Source\ACE.Server\Physics\Animation\MotionTable.cs`
- `C:\Users\erikn\source\repos\acdream\references\ACE\Source\ACE.Server\Physics\Animation\MotionInterp.cs`
- `C:\Users\erikn\source\repos\acdream\references\ACE\Source\ACE.Entity\Enum\MotionCommand.cs`
- `C:\Users\erikn\source\repos\acdream\references\holtburger\apps\holtburger-cli\src\pages\game\combat.rs`
- `C:\Users\erikn\source\repos\acdream\references\holtburger\crates\holtburger-core\src\client\messages.rs`
- `C:\Users\erikn\source\repos\acdream\references\holtburger\crates\holtburger-protocol\src\messages\movement\types.rs`
The clean worktree intentionally does not contain `references/`; it was read
read-only from the original checkout path above.
## Current Code Surface
Core animation:
- `src/AcDream.Core/Physics/AnimationSequencer.cs`
- `SetCycle(style, motion, speedMod, skipTransitionLink)` handles cyclic
state changes and transition links.
- `PlayAction(motionCommand, speedMod)` handles Action, Modifier, and
ChatEmote one-shots through Links/Modifiers lookup.
- `Advance(dt)` emits pending hooks and accumulates PosFrame deltas.
- Missing: full style-transition chain, durable modifier list, action queue
accounting, and a public command-resolution facade that callers can test
without `GameWindow`.
- `src/AcDream.Core/Physics/MotionInterpreter.cs`
- Handles locomotion, jump, leave-ground/hit-ground, and basic contact
guards.
- Missing: full retail `MotionState`, action list, modifier list, hold-key
run application, combat-state guards, and `move_to_interpreted_state`.
- `src/AcDream.Core/Physics/MotionCommandResolver.cs`
- Reconstructs full 32-bit commands from 16-bit wire values.
App integration:
- `src/AcDream.App/Input/PlayerMovementController.cs`
- Local walk/run/strafe/turn/jump driver. It does not own combat/spell/item
action animation.
- `src/AcDream.App/Rendering/GameWindow.cs`
- `OnLiveMotionUpdated` is the main inbound motion/action router.
- `OnLiveVectorUpdated` seeds airborne jump arcs and Falling cycles.
- `OnLivePositionUpdated` snaps positions and lands airborne remotes.
- `TickAnimations` advances sequencers and drains hooks.
- `UpdatePlayerAnimation` drives the local movement cycle.
- Missing: typed animation coordinator for combat/spell/use/death/emote
events; too much command mapping still lives inline.
Wire/state:
- `src/AcDream.Core.Net/Messages/AttackTargetRequest.cs`: outbound attack
request exists, but currently combines melee and missile into one layout;
retail/ACE/holtburger use distinct `0x0008` melee and `0x000A` missile
payloads.
- `src/AcDream.Core.Net/Messages/CastSpellRequest.cs`: outbound spell request
exists.
- `src/AcDream.Core.Net/Messages/CharacterActions.cs`: combat mode request
exists, but the combat-mode enum must be corrected to retail values
`NonCombat=1`, `Melee=2`, `Missile=4`, `Magic=8`.
- `src/AcDream.Core.Net/Messages/InteractRequests.cs`: use/use-with-target
request exists.
- `src/AcDream.Core.Net/GameEventWiring.cs`: combat, spell, item, chat events
route into state classes.
- Missing: public `WorldSession.SendAttack/SendCast/SendUse/ChangeCombatMode`
wrappers and animation-side subscriptions.
## Retail Command Catalogue To Use
From ACE `MotionCommand.cs` + `r03-motion-animation.md`:
- Locomotion substates: Ready `0x41000003`, WalkForward `0x45000005`,
WalkBackward `0x45000006`, RunForward `0x44000007`, TurnRight
`0x6500000D`, TurnLeft `0x6500000E`, SideStepRight `0x6500000F`,
SideStepLeft `0x65000010`, Falling `0x40000015`.
- Held/posture substates: Crouch `0x41000012`, Sitting `0x41000013`,
Sleeping `0x41000014`, Dead `0x40000011`, Fallen `0x40000008`.
- Item/use substates: Reload `0x40000016`, Unload `0x40000017`, Pickup
`0x40000018`, StoreInBackpack `0x40000019`, Eat `0x4000001A`, Drink
`0x4000001B`, Reading `0x4000001C`.
- Spell substates/actions: CastSpell `0x400000D3`, MagicBlast
`0x4000002B`, MagicSelfHead `0x4000002C`, MagicSelfHeart `0x4000002D`,
MagicBonus..MagicPenalty `0x4000002E..0x40000034`, MagicTransfer
`0x40000035`, MagicEnchantItem `0x40000037`, MagicPortal `0x40000038`,
MagicPray `0x40000039`, MagicPowerUp01..10 `0x1000006F..0x10000078`,
MagicPowerUp01Purple..10Purple `0x1000012B..0x10000134`.
- Combat actions: Sanctuary `0x10000057`, ThrustMed/Low/High
`0x10000058..0x1000005A`, SlashHigh/Med/Low `0x1000005B..0x1000005D`,
BackhandHigh/Med/Low `0x1000005E..0x10000060`, Shoot `0x10000061`,
AttackHigh/Med/Low1..6 `0x10000062..0x1000006A` and
`0x10000186..0x1000018E`, MissileAttack1..3 `0x100000D0..0x100000D2`,
SpecialAttack1..3 `0x100000CD..0x100000CF`, dual-wield/offhand ranges
`0x10000173..0x1000019A`.
- ChatEmote actions: Wave `0x13000087`, BowDeep `0x1300007D`, Laugh
`0x13000080`, Point `0x13000084`, Salute `0x1300008A`, Kneel
`0x13000092`, HaveASeat `0x13000152`, DrudgeDance `0x13000151`, plus
the full `0x1200/0x1300` ranges in `r03`.
- Persistent emote states: `0x430000EA..0x430000FD`, SnowAngelState
`0x43000118`, CurtseyState `0x4300011A`, AFKState `0x4300011B`,
MeditateState `0x4300011C`, SitState `0x4300013A`,
SitCrossleggedState `0x4300013B`, SitBackState `0x4300013C`,
PossumState `0x43000142`, HaveASeatState `0x43000145`. ACE's enum is a
useful alias catalog but has a shifted range for some late chat-emote states;
named-retail values win when hard-coding constants.
## Category Audit
### 1. Own Player Movement
Status: mostly working.
Evidence: retail `CMotionInterp` jump/grounding symbols listed above; ACE
`MotionInterp.cs` for `adjust_motion`, `apply_current_movement`, `HitGround`,
and `LeaveGround`.
acdream locations: `PlayerMovementController`, `MotionInterpreter`,
`UpdatePlayerAnimation`, `OnLiveVectorUpdated`, `OnLivePositionUpdated`.
Gaps:
- held postures exist as retail commands but are not driven by a general
posture/action API;
- `MotionInterpreter` does not yet own full `MotionState`, so non-locomotion
commands cannot be uniformly tested there;
- mounted/swimming need dat/retail verification before any implementation.
Tests to add:
- posture state `SetCycle` tests for Crouch/Sitting/Sleeping;
- `motion_allows_jump` conformance for item/spell/aim/posture ranges;
- local action does not stomp Falling while airborne.
### 2. Other Players' Movement
Status: partially working after the K-fix series.
Evidence: `UpdateMotion` handling in `OnLiveMotionUpdated`; retail
`CMotionInterp::DoInterpretedMotion` and `apply_current_movement`; ACE
`MotionInterp.apply_current_movement`.
acdream locations: `RemoteMotion`, `OnLiveMotionUpdated`,
`OnLiveVectorUpdated`, `OnLivePositionUpdated`, `TickAnimations`.
Gaps:
- remote action overlays only happen when the server includes
`InterpretedMotionState.Commands[]`; combat/spell game events do not yet
synthesize overlays when the wire omits motion commands;
- no test fixture exercises `OnLiveMotionUpdated` command-list routing outside
`GameWindow`;
- root-motion deltas are accumulated but not applied to remote body transforms.
Tests to add:
- command-list `Wave` -> `PlayAction` routing through a new coordinator;
- airborne remote ignores mid-arc locomotion cycle swaps but still updates
interpreted movement;
- landing swaps Falling back to current interpreted command.
### 3. NPC Movement
Status: likely works for UpdateMotion-driven locomotion and simple gestures;
not verified.
Evidence: retail MotionTable/InterpretedMotionState path; ACE
`MotionTable.GetObjectSequence` and `MotionInterp.move_to_interpreted_state`.
acdream locations: `CreateObject.ParseServerMotionState`,
`OnLiveMotionUpdated`, `TickAnimations`.
Gaps:
- no NPC-specific live test checklist;
- no retained action/modifier list, so repeated scripted gestures are
fire-and-forget overlays only;
- no head-look/threat-pose state beyond whatever arrives as motion commands.
Tests to add:
- synthetic NPC `UpdateMotion` with `Commands=[Wave, Ready]` plays one-shot
then returns to Ready;
- style-default fallback for creature motion tables.
### 4. Monster Movement
Status: locomotion probably works when `MotionTableId` and UpdateMotion are
present; special attacks are unknown.
Evidence: ACE MotionTable supports monster actions such as HeadThrow,
FistSlam, BreatheFlame, SpinAttack, Bite, SpecialAttack1..3.
acdream locations: same as NPC movement; `AnimationHookRouter` for VFX/audio
side effects.
Gaps:
- attack action overlays for monsters depend on server motion command lists;
- no mapping from combat events to visible monster attack/hit reactions;
- no exotic creature spot-checks.
Tests to add:
- `PlayAction(BreatheFlame)` resolves from Links/Modifiers when synthetic data
provides it;
- Attack hooks fire exactly once for a synthetic monster action.
### 5. Combat Actions
Status: wire codecs and combat state exist; visual action orchestration is
missing for local and event-driven paths.
Evidence:
- retail `ClientCombatSystem::StartPowerBarBuild`,
`ClientCombatSystem::GetPowerBarLevel`, `ClientCombatSystem::ExecuteAttack`,
`HandleCommenceAttackEvent`, `HandleAttackerNotificationEvent`,
`HandleAttackDoneEvent`;
- ACE `MotionTable.GetAttackFrames` scans Attack hooks and is the canonical
hit-frame source;
- holtburger combat UI tracks `AttackCommenced`, `AttackDone`, victim,
attacker, defender, evasion, and killed feedback as runtime state.
acdream locations:
- `AttackTargetRequest` exists but no `WorldSession.SendAttack` wrapper was
found;
- `CombatState` emits `DamageTaken`, `DamageDealtAccepted`, evasion,
`AttackDone`, and `KillLanded`;
- `GameEventWiring` registers combat event parsers;
- `AnimationSequencer.PlayAction` can play the swing once the command is known.
Gaps:
- combat-mode enum values are currently non-retail for missile/magic;
- melee/missile attack request builders need to be split to retail layouts:
`0x0008 targetGuid, attackHeight, power` and
`0x000A targetGuid, attackHeight, accuracy`;
- `CombatCommenceAttack (0x01B8)` is enumerated but not parsed/wired;
- `AttackDone (0x01A7)` and attacker/defender/death notification parsers need
ACE/holtburger fixtures before downstream animation can trust them;
- `CombatState` has no `CurrentMode`, no attack sequence active flag, no
selected target, and no power-bar state;
- no local predictive swing on attack request;
- hit reactions (Twitch/Stagger/Tipped/FallDown) are not mapped from defender
notifications;
- style changes for draw/sheath do not run the full style-transition chain.
Tests to add:
- parse/wire `CombatCommenceAttack`;
- `CombatAnimationCoordinator` maps height/power/style to attack command;
- defender hit quadrant maps to a stable flinch command;
- `AttackHook` dispatch is one-shot.
### 6. Spell Casting
Status: outbound cast packets and spellbook/enchantment state exist; visible
cast-stage animation is missing.
Evidence:
- retail `ClientMagicSystem::CastSpell` and `FreeHandsAndCastSpell`;
- `gmSpellcastingUI::Cast` calls `ClientMagicSystem::CastSpell`;
- outbound cast actions are `0x0048` untargeted (`spellId`) and `0x004A`
targeted (`targetGuid`, `spellId`);
- retail/ACE school order is `War=1`, `Life=2`, `Item=3`, `Creature=4`,
`Void=5`;
- MotionCommand spell catalogue above;
- `GameEventWiring` wires spellbook/enchantment updates but not casting
animation.
acdream locations:
- `CastSpellRequest` targeted/untargeted builders;
- `Spellbook`, `SpellTable`, `GameEventWiring` spell handlers;
- `AnimationHookRouter` already routes hooks to audio/VFX sinks.
Gaps:
- no cast coordinator reading server `UpdateMotion`, spellcasting chat,
`PlayScript.Fizzle`, `UseDone`, and errors into one local cast timeline;
- no fizzle/interruption animation mapping from `PlayScript.Fizzle = 0x51`
(ACE sends speed `0.5`) and `WeenieError`;
- no recoil/release state;
- no local immediate cast animation on request.
- `MagicSchool` enum currently needs conformance against the retail/ACE order.
Tests to add:
- spell school/effect classifier maps to MagicBlast/MagicSelf/MagicPortal;
- fizzle error maps to a one-shot action or recovery state once retail
command is confirmed;
- cast request triggers local action overlay without waiting for enchantment.
### 7. Emotes
Status: inbound text parsers and chat display exist; motion command-list
emotes likely animate if server emits them. Slash-command-to-emote wire and
text-event-to-animation are missing.
Evidence:
- retail `ClientCommunicationSystem::DoEmote`, `HelpEmote`,
`DoEmoteList`, `InitializeEmoteInputActionHash`;
- retail `ClientCommunicationSystem::Pose` looks up a token in
`ChatPoseTable`, issues the motion command locally, then sends SoulEmote;
- `ChatEmoteData::Pack`;
- ACE MotionCommand ChatEmote range.
acdream locations:
- `EmoteText` and `SoulEmote` top-level parsers;
- `ChatLog.OnEmote` / `OnSoulEmote`;
- `GameWindow.OnLiveMotionUpdated` command-list `PlayAction` route.
Gaps:
- no outbound `Communication_Emote (0x01DF)` or
`Communication_SoulEmote (0x01E1)` GameAction builder found;
- `MoveToState` currently writes zero command-list entries, so the client
cannot yet send pose/emote commands in the retail motion-state path;
- `ChatInputParser` has no `/em`, `/emote`, `/me`, `/sit`, `/kneel`,
`/sleep`, or `/lie` parsing;
- `EmoteText`/`SoulEmote` text events do not carry an emote id, so they
should not be used as the primary animation source unless retail proves a
deterministic text -> command mapping;
- held postures need `SetCycle`, not `PlayAction`.
Tests to add:
- `MotionCommandResolver` reconstructs representative ChatEmotes;
- command-list Wave routes to `PlayAction`;
- persistent Sit/Meditate routes to `SetCycle`.
### 8. Death Animations
Status: death chat and killer notifications exist; pose transition is missing.
Evidence:
- retail `CommandInterpreter::PlayerIsDead` checks forward command
`0x40000011`;
- MotionCommand `Sanctuary = 0x10000057` is an action and must not be used as
the persistent death state;
- MotionCommand `Dead = 0x40000011` and `Fallen = 0x40000008` are persistent
states;
- `PlayerKilled` top-level message and `KillerNotification (0x01AD)` are
parsed/wired.
acdream locations:
- `PlayerKilled`, `ChatLog.OnPlayerKilled`;
- `CombatState.OnKillerNotification`;
- `MotionCommand.Dead` currently incorrectly comments `0x10000057` in
`MotionInterpreter`; this should be split into `Sanctuary` action and
`Dead` substate before death work.
Gaps:
- no explicit death animation coordinator;
- no hit-direction-aware fall;
- no dead-pose persistence or respawn reset.
Tests to add:
- death event plays Sanctuary then persists Dead/Fallen;
- movement is blocked while Dead/Fallen;
- respawn/reset returns to Ready.
### 9. Item-Use Animations
Status: outbound use builders exist; local visible use animations are missing.
Evidence:
- retail `ItemHolder::UseObject`;
- MotionCommand item/use states: Pickup, StoreInBackpack, Eat, Drink,
Reading, HouseRecall, LifestoneRecall.
acdream locations:
- `InteractRequests.BuildUse` / `BuildUseWithTarget`;
- `ItemRepository`, appraise/use-done event enum.
Gaps:
- no `WorldSession.SendUse` wrapper found;
- `UseDone (0x01C7)` is enumerated but not parsed/wired;
- `0xF754 PlayScriptId` is wired, but target anchoring and speed handling need
audit; `0xF755 PlayScriptType` is not wired;
- no item-class-to-motion mapping.
Tests to add:
- potion use maps to Drink;
- food maps to Eat;
- scroll/book maps to Reading;
- recall spell/item maps to recall command once retail source is confirmed.
### 10. Mounting / Dismounting
Status: not implemented; likely not relevant to retail AC character movement.
Evidence: `r03` lists `Graze` as a monster-only/mount-like stance, but no
player mount feature has been verified in retail references in this audit.
Action: defer until a server/content feature requires it. Do not invent
mounting behavior.
### 11. Floating-Point / Polish
Status: partially implemented.
Evidence:
- `AnimationSequencer.MultiplyCyclicFramerate` exists and is tested;
- `LocalAnimationSpeed` exists in `MovementResult`;
- PosFrame deltas are accumulated in `AnimationSequencer`.
Gaps:
- root-motion deltas are not composed into entity/body transforms;
- remote animation speed scaling is tied to ForwardSpeed/SidestepSpeed/TurnSpeed
only when UpdateMotion carries them;
- style-transition and modifier physics combination are incomplete.
Tests to add:
- same-motion/different-speed rescale remains green;
- root-motion delta is consumed by an integration coordinator;
- modifiers combine velocity/omega instead of replacing base cycle physics.
## Implementation Order
1. Extract an `AnimationCommandRouter` in Core/App-adjacent code that owns
`SetCycle` vs `PlayAction` routing for full 32-bit commands. Move the
command-list logic out of `GameWindow.OnLiveMotionUpdated` into tests.
2. Add missing MotionCommand constants and fix the `Dead`/`Sanctuary`
distinction.
3. Fix combat wire conformance first: combat-mode enum, split attack builders,
`CombatCommenceAttack`, `AttackDone`, damage/evasion/death notification
parsers, and fixtures from ACE/holtburger.
4. Wire `CombatState.CurrentMode` and `WorldSession.SendAttack/ChangeCombatMode`;
trigger local and remote swing overlays through the router.
5. Add spell-cast event/state wiring: `WorldSession.SendCast`, school enum
conformance, `UpdateMotion` cast actions, spellcasting chat,
`PlayScript.Fizzle`, `UseDone`, and errors.
6. Add outbound emote/soul-emote builders, MoveToState command-list emission,
chat parser aliases, and posture routing.
7. Add item-use wrappers, `UseDone`, script target anchoring, and
item-class-to-motion mapping.
8. Add death coordinator and respawn reset.
9. Port full ACE style-transition/modifier/action queue semantics into a
`MotionTableWalker` or equivalent, replacing `SetCycle` special cases only
after the category tests cover current behavior.
10. Apply/consume root motion where retail expects it; leave purely decorative
PosFrames un-applied when decomp/ACE proves they should not move the body.
## Visual Sign-Off Points
The agent can build, test, and live-launch autonomously, but these require
user visual confirmation before claiming complete:
- local attack swing + defender flinch;
- local spell windup -> release/fizzle;
- local `/wave` and persistent sit/lie/kneel/sleep;
- local death pose and respawn recovery;
- potion drink/eat/read animations;
- remote observer view for all of the above.

View file

@ -0,0 +1,113 @@
# Combat Animation Planner Pseudocode
## Sources
- Retail `ClientCombatSystem::ExecuteAttack` (`0x0056BB70`): sends
targeted melee or missile attack intent and records pending response state.
It does not choose a local swing animation.
- Retail `ClientCombatSystem::HandleCommenceAttackEvent` (`0x0056AD20`):
starts/updates power-bar and busy UI state. The event carries no
`MotionCommand`.
- Retail command-name table around `0x00803F34`: combat commands include
`Twitch1..4`, `StaggerBackward`, `StaggerForward`, `ThrustMed`,
`SlashHigh`, `Shoot`, `AttackHigh1`, and later offhand/multistrike
commands.
- ACE `Player_Melee.DoSwingMotion` and `GetSwingAnimation`: server chooses
a swing from `CombatManeuverTable.GetMotion(...)` and broadcasts the
selected `MotionCommand` with `UpdateMotion`.
- ACE `CombatManeuverTable.GetMotion`: indexes `(stance, attack height,
attack type)` to one or more motion commands; power level chooses between
multiple entries.
## Retail Rule
Combat GameEvents are state/UI notifications. Motion state is the animation
authority.
## Pseudocode
```text
PlanForEvent(event):
return None
PlanFromWireCommand(wireCommand, speed):
fullCommand = MotionCommandResolver.ReconstructFullCommand(wireCommand)
return PlanFromFullCommand(fullCommand, speed)
PlanFromFullCommand(fullCommand, speed):
kind = ClassifyMotionCommand(fullCommand)
if kind is None:
return None
routeKind = AnimationCommandRouter.Classify(fullCommand)
return Plan(kind, routeKind, fullCommand, speed)
ClassifyMotionCommand(fullCommand):
if command is a combat stance:
return CombatStance
if command is a thrust/slash/backhand/offhand/multistrike motion:
return MeleeSwing
if command is Shoot, MissileAttack*, or Reload:
return MissileAttack
if command is AttackHigh/Med/Low 1..6:
return CreatureAttack
if command is CastSpell, UseMagicStaff, or UseMagicWand:
return SpellCast
if command is Twitch*, Stagger*, FallDown, or Sanctuary:
return HitReaction
if command is Dead:
return Death
return None
```
## Maneuver Selection Pseudocode
```text
SelectMotion(table, stance, attackHeight, attackType, powerLevel,
isThrustSlashWeapon):
candidates = []
for maneuver in table.CombatManeuvers:
if maneuver.Style == stance
and maneuver.AttackHeight == attackHeight
and maneuver.AttackType == attackType:
candidates.append(maneuver.Motion)
if candidates is empty:
return None
subdivision = isThrustSlashWeapon ? 0.66 : 0.33
if candidates.Count > 1 and powerLevel < subdivision:
motion = candidates[1]
else:
motion = candidates[0]
return motion
```
This matches ACE `CombatManeuverTable.GetMotion` plus
`Player_Melee.GetSwingAnimation`. The `prevMotion` parameter is present in
ACE's table API but the current ACE implementation does not use it; the
power threshold chooses between multiple entries.
## Named Retail Motion IDs
`DatReaderWriter.Enums.MotionCommand` is shifted by three entries starting
at `AllegianceHometownRecall`. Named retail command tables are:
- `command_ids` table lines 1017626-1017658:
`0x016E..0x0197 -> 0x1000016E..0x10000197`.
- command-name table lines 1068272-1068313:
`OffhandSlashHigh = 0x10000170`, `AttackLow6 = 0x1000018B`,
`PunchFastLow = 0x1000018E`, etc.
`MotionCommandResolver` therefore overrides that range after building the
DRW reflection table, otherwise offhand and late unarmed attack actions
resolve as UI/mappable commands and never reach `PlayAction`.
## Implementation Note
The next table-driven layer can use `DatReaderWriter.DBObjs.CombatTable`
and `DatReaderWriter.Types.CombatManeuver` directly. acdream already
references `Chorizite.DatReaderWriter`; the missing live-state piece is a
named `CombatTable` data-id on player/creature state.

View file

@ -0,0 +1,285 @@
# Phase L.1c — Remote MoveTo body-driver pseudocode
**Date**: 2026-04-28
**Goal**: Port the minimum viable subset of retail `MoveToManager` so the body
position of server-controlled chasing creatures (movementType 6/7) tracks the
server-supplied destination smoothly, instead of freezing at zero velocity
between sparse `UpdatePosition` snaps.
## Problem (root cause from systematic-debugging Phase 1)
The 882a07c stabilizer holds `rm.Body.Velocity = 0` while `ServerMoveToActive`
is true, on the principle "do not let `apply_current_movement` free-run with
incomplete MoveTo state." The state IS incomplete: our parser at
[`UpdateMotion.cs:280-290`](../../src/AcDream.Core.Net/Messages/UpdateMotion.cs)
keeps only `speed`/`runRate`/flags from the 7-DWORD `MovementParameters`
block and the `runRate` trailer, **discarding** `Origin (destination)`,
`targetGuid` (type 6 only), `distance_to_object`, `min_distance`,
`fail_distance`, `walk_run_threshhold`, and `desired_heading`.
Symptoms (live log + user observation 2026-04-28):
- **Disappearing**: body frozen at `Velocity=0` while RunForward animation
plays; next UpdatePosition teleports body to actual server pose. If the
teleport target is outside the visible window, observer sees disappear/reappear.
- **Jitter**: when a stale UP-derived velocity exists, body extrapolates along
the OLD heading; meanwhile the server is steering the creature on a curve.
Each new UP snap-corrects → visible stutter.
The fresh MoveTo packet stream (~1 Hz, seq 0x01FE→0x0204 in the live log) IS
sending fresh target positions and headings each tick — we're throwing them
away.
## Retail behavior (named decomp + ACE port)
Sources:
- `docs/research/named-retail/acclient_2013_pseudo_c.txt` — citations below
- `docs/research/named-retail/acclient.h` — struct definitions
- `references/ACE/Source/ACE.Server/Physics/Animation/MoveToManager.cs`
- `references/ACE/Source/ACE.Server/Physics/Animation/MovementParameters.cs`
### Wire layout (`MovementParameters::UnPackNet` @ `0x0052ac50`, type 6/7)
```
[uint targetGuid] // type 6 only (MoveToObject)
Origin: uint cellId // then 3 floats local x/y/z
float x, y, z // destination position
MovementParameters (28 bytes, exact retail order):
uint flags // bitfield (see below)
float distance_to_object // arrival far-bound (ACE default 0.6)
float min_distance // arrival near-bound
float fail_distance // abort when starting→current >= this
float speed // base speed multiplier
float walk_run_threshhold // (sic, two h's) — wire default 15.0
float desired_heading // final orientation (radians or degrees)
float runRate // CMotionInterp::my_run_rate copy
```
### MovementParameters bit-flags (declaration order, acclient.h:31423-31443)
| Bit | Mask | Name | Meaning |
|----:|---------|------|---------|
| 0 | 0x00001 | can_walk | gait permission |
| 1 | 0x00002 | can_run | gait permission (we already use this for `MoveToCanRun`) |
| 2 | 0x00004 | can_sidestep | enables strafe path |
| 3 | 0x00008 | can_walk_backwards | gait permission |
| 4 | 0x00010 | can_charge | force HoldKey_Run |
| 5 | 0x00020 | fail_walk | fail if only walk possible |
| 6 | 0x00040 | use_final_heading | append final TurnToHeading after arrival |
| 7 | 0x00080 | sticky | MoveToObject only — StickTo on completion |
| 8 | 0x00100 | move_away | flee target |
| 9 | 0x00200 | move_towards | chase target (chase creatures set this) |
| 10 | 0x00400 | use_spheres | use cylinder distance vs straight-line |
| 11 | 0x00800 | set_hold_key | apply HoldKeyToApply |
| ... | ... | ... | (autonomous, modify_*_state, cancel_moveto, stop_completely, disable_jump) |
### MoveToManager::HandleMoveToPosition (per-tick, `0x00529d80` lines 307187-307440)
```
if physics.motions_pending:
cancel any aux turn cmd (let the queued motion complete)
else:
targetWorld = currentTargetPosition // last server-supplied destination
desiredHeading = atan2(targetWorld - body.position) + get_desired_heading(currentCmd)
headingDelta = normalize(desiredHeading - body.heading)
if |headingDelta| <= 20°: // retail tolerance
// ACE adds set_heading(target, true) here (server-tic-rate fudge)
cancel any aux turn cmd
else:
edi = (headingDelta < 180°) ? TurnLeft : TurnRight
if edi != auxCommand:
_DoMotion(edi) // -> CMotionInterp
auxCommand = edi
dist = GetCurrentDistance()
if CheckProgressMade(dist):
if !movingAway and dist <= min_distance: // arrived
popHeadNode(); _StopMotion(currentCmd); _StopMotion(auxCommand); BeginNextNode()
if movingAway and dist >= distance_to_object:
popHeadNode(); ...
if !movingAway and Position.distance(starting, current) >= fail_distance:
CancelMoveTo(0x3d) // YouChargedTooFar
```
### Key insight: MoveToManager does NOT touch the body directly
Every motion start/stop is dispatched through `CMotionInterp::DoInterpretedMotion`
(via `_DoMotion`/`_StopMotion`). The body's actual position evolves via the
ordinary physics tick (`PhysicsBody::UpdatePhysicsInternal`). MoveToManager is
purely a *planner* sitting above CMotionInterp, deciding *which command* (and
which auxiliary turn) the body should be running at any given tick.
## Acdream port — minimum viable subset
The server re-emits MoveTo packets ~1 Hz with fresh destinations, so we can
skip:
- `MoveToObject_Internal` target-tracking (`HandleUpdateTarget`) — server does it
- Sticky / `PositionManager::StickTo`
- `CheckProgressMade` stall detection — server cancels the move
- `fail_distance` / `WeenieError.YouChargedTooFar` — server-side concern
- `WeenieObj::OnMoveComplete` callback
- Pending-actions queue (only ever 1-2 nodes; we treat each MoveTo packet as
a fresh single-step plan)
We DO need:
1. **Parser**: extract the discarded fields into `ServerMotionState`.
2. **Per-tick steer**: compute heading-to-destination, turn body orientation
toward it (snap when within ±20° per ACE's tic-rate fudge), then *allow*
`apply_current_movement` to run — which sets `Body.Velocity` from the
active RunForward cycle, oriented along the now-correct heading.
3. **Arrival**: when `dist <= distance_to_object`, switch animation to Ready
and clear `ServerMoveToActive`. Server's next MoveTo packet will resume.
## Pseudocode — acdream port
### Parser change (`UpdateMotion.TryParseMoveToPayload`)
```
TryParseMoveToPayload(body, pos, mt, out parsed):
if mt == 6:
if rem < 4: return false
parsed.TargetGuid = ReadU32; pos += 4
if rem < 16: return false
parsed.OriginCellId = ReadU32; pos += 4
parsed.OriginX = ReadF32; pos += 4
parsed.OriginY = ReadF32; pos += 4
parsed.OriginZ = ReadF32; pos += 4
if rem < 28: return false
parsed.Flags = ReadU32; pos += 4
parsed.DistanceToObject = ReadF32; pos += 4
parsed.MinDistance = ReadF32; pos += 4
parsed.FailDistance = ReadF32; pos += 4
parsed.Speed = ReadF32; pos += 4
parsed.WalkRunThreshold = ReadF32; pos += 4
parsed.DesiredHeading = ReadF32; pos += 4
if rem < 4: return false
parsed.RunRate = ReadF32
return true
```
### Per-tick driver (new `RemoteMoveToDriver` in `AcDream.Core.Physics`)
```
DriveOneTick(rm, dt):
if not rm.HasMoveToDestination: return ApplyDefault
targetWorld = rm.MoveToDestinationWorld // pre-converted at packet time
bodyPos = rm.Body.Position
// Distance check first — arrival short-circuits before any heading work
dist = horizontalDistance(targetWorld, bodyPos)
if dist <= rm.MoveToMinDistance + 0.05 (epsilon for float wobble):
rm.HasMoveToDestination = false
// animation cycle moves to Ready via the existing
// ApplyServerControlledVelocityCycle path on next zero-velocity sample
rm.Body.Velocity = Vector3.Zero
return Arrived
// Heading compute (XY plane; Z untouched — server owns Z)
deltaXY = (targetWorld.XY - bodyPos.XY).Normalized
desiredHeading = atan2(deltaXY) // radians
currentHeading = QuaternionToYaw(rm.Body.Orientation)
headingDelta = wrapPi(desiredHeading - currentHeading)
// Snap orientation toward target — match ACE's set_heading(target, true)
// when within tolerance, otherwise rotate at retail-faithful turn rate.
const float tolerance = 20° (in radians)
if |headingDelta| <= tolerance:
rm.Body.Orientation = QuaternionFromYaw(desiredHeading)
else:
// retail TurnSpeed default ≈ π/2 rad/s for monsters; clamp by dt
float maxStep = TurnRateRadPerSec * dt
float step = clamp(headingDelta, -maxStep, +maxStep)
rm.Body.Orientation = QuaternionFromYaw(currentHeading + step)
// Allow apply_current_movement to set Velocity from RunForward cycle.
// The cycle was already seeded by PlanMoveToStart at packet receipt
// and is being played by the AnimationSequencer. CMotionInterp's
// apply_current_movement reads InterpretedState.ForwardCommand and
// sets Body.Velocity = (forward axis of orientation) * RunAnimSpeed * speedMod.
return DriveActive // caller now invokes apply_current_movement
```
### Integration in `GameWindow.OnUpdateMotion` (movementType 6/7 branch)
```
on receipt of MoveTo packet:
// existing code already seeds the animation cycle via PlanMoveToStart
// NEW: store world-converted destination + thresholds on rmState
lbX = (originCellId >> 24) & 0xFF
lbY = (originCellId >> 16) & 0xFF
origin = ((lbX - liveCenterX) * 192, (lbY - liveCenterY) * 192, 0)
rmState.MoveToDestinationWorld = (originX, originY, originZ) + origin
rmState.MoveToMinDistance = parsed.MinDistance
rmState.MoveToDistanceToObject = parsed.DistanceToObject
rmState.HasMoveToDestination = true
// ServerMoveToActive remains set; existing
```
### Integration in per-tick remote update (`GameWindow.cs` ~line 5045)
```
// Replace the current Velocity = Zero hold with:
else if (!IsPlayerGuid(serverGuid) && rm.ServerMoveToActive && rm.HasMoveToDestination)
{
var driveResult = RemoteMoveToDriver.DriveOneTick(rm, dt);
if driveResult == Arrived:
// signal cycle update to Ready via existing path
ApplyServerControlledVelocityCycle(serverGuid, ae, rm, Vector3.Zero);
else:
rm.Body.TransientState |= Contact | OnWalkable | Active
rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
}
else if (!IsPlayerGuid(serverGuid) && rm.ServerMoveToActive)
{
// No destination yet (very early frame, packet hasn't fully landed)
rm.Body.Velocity = Vector3.Zero;
}
else
{
rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
}
```
## Conformance test cases
1. **Parser round-trip — type 7 (MoveToPosition)**
- Synthesize a 68-byte body with known origin + 7 params + runRate.
- Assert all 9 new fields decode correctly.
2. **Parser round-trip — type 6 (MoveToObject)**
- Synthesize a 72-byte body with target guid + origin + params + runRate.
- Assert TargetGuid populated and shifts subsequent fields by 4 bytes.
3. **DriveOneTick — heading snap within tolerance**
- body at (0,0,0) facing east, destination (10,0,0).
- DesiredHeading=0; current=0; |delta|=0 ≤ 20° → snap.
- assert orientation unchanged (already correct).
4. **DriveOneTick — heading turn beyond tolerance**
- body at (0,0,0) facing east, destination (0,10,0).
- desiredHeading=π/2; current=0; |delta|=π/2 > 20°.
- dt=0.1s, TurnRate=π/2 → step = π/4 toward target.
- assert orientation rotated by π/4 (not full snap).
5. **DriveOneTick — arrival**
- body at (0,0,0), destination (0.4,0,0), MinDistance=0.6.
- assert HasMoveToDestination cleared and Velocity zeroed.
6. **Bit-flag mapping** (already partially tested via `MoveToCanRun`)
- assert flag 0x00200 (move_towards) is detected as `MoveTowards=true`.
## Out of scope (future Phase L.1d if needed)
- Sticky / StickTo for MoveToObject completion
- `use_final_heading` (post-arrival turn-to-heading)
- `fail_distance` early-cancel (server already does this; we just don't flag it)
- `CheckProgressMade` stall detector
- Strafe / move_away / move_towards-and-away combo (`towards_and_away` helper)
- Sphere-cylinder distance (`use_spheres` bit)
- `MoveToObject` target-guid resolution — currently we only honor the Origin,
which works because the server re-emits with refreshed Origin each tick.
If the target is moving fast and the server's emit cadence falls behind,
we'd see lag; a future enhancement is to look up the target entity by
guid and use its current world position when fresher than Origin.

View file

@ -226,6 +226,71 @@ public sealed class GameWindow : IDisposable
/// <summary>Last known server position — kept for diagnostics / HUD.</summary> /// <summary>Last known server position — kept for diagnostics / HUD.</summary>
public System.Numerics.Vector3 LastServerPos; public System.Numerics.Vector3 LastServerPos;
/// <summary> /// <summary>
/// Latest server-authoritative velocity for NPC/monster smoothing.
/// Prefer the HasVelocity vector from UpdatePosition; when ACE omits
/// it for a server-controlled creature, derive it from consecutive
/// authoritative positions instead of guessing from player RUM state.
/// </summary>
public System.Numerics.Vector3 ServerVelocity;
public bool HasServerVelocity;
/// <summary>
/// True while a server MoveToObject/MoveToPosition packet is the
/// active locomotion source. Retail runs these through MoveToManager
/// and CMotionInterp; the per-tick remote driver consults this to
/// decide whether to feed body steering through
/// <see cref="AcDream.Core.Physics.RemoteMoveToDriver"/> instead of
/// the InterpretedMotionState path.
/// </summary>
public bool ServerMoveToActive;
/// <summary>
/// True once a MoveTo packet's full path payload (Origin + thresholds)
/// has been parsed and the world-converted destination is stored on
/// <see cref="MoveToDestinationWorld"/>. Cleared on arrival or when
/// the next non-MoveTo UpdateMotion replaces the locomotion source.
/// Phase L.1c (2026-04-28).
/// </summary>
public bool HasMoveToDestination;
/// <summary>
/// World-space destination from the most recent MoveTo packet's
/// <c>Origin</c> field, converted via the same landblock-grid
/// arithmetic <c>OnLivePositionUpdated</c> uses.
/// </summary>
public System.Numerics.Vector3 MoveToDestinationWorld;
/// <summary>
/// <c>min_distance</c> from the MoveTo packet's MovementParameters.
/// Used by <see cref="AcDream.Core.Physics.RemoteMoveToDriver"/> as
/// the chase-arrival threshold per retail
/// <c>MoveToManager::HandleMoveToPosition</c>.
/// </summary>
public float MoveToMinDistance;
/// <summary>
/// <c>distance_to_object</c> from the MoveTo packet. Reserved for
/// the flee branch (<c>move_away</c>); chase uses
/// <see cref="MoveToMinDistance"/>.
/// </summary>
public float MoveToDistanceToObject;
/// <summary>
/// True if MovementParameters bit 9 (<c>move_towards</c>, mask
/// <c>0x200</c>) is set on the active packet — i.e. this is a
/// chase. False = flee (<c>move_away</c>) or static target.
/// </summary>
public bool MoveToMoveTowards;
/// <summary>
/// Seconds-since-epoch timestamp of the most recent MoveTo packet
/// for this entity. Used by the per-tick driver to give up
/// steering when no refresh has arrived for
/// <see cref="AcDream.Core.Physics.RemoteMoveToDriver.StaleDestinationSeconds"/>
/// — typically because the entity left our streaming view and
/// the server stopped broadcasting its MoveTo updates.
/// </summary>
public double LastMoveToPacketTime;
/// <summary>
/// Legacy field — no longer used for slerp (retail hard-snaps /// Legacy field — no longer used for slerp (retail hard-snaps
/// per FUN_00514b90 set_frame). Kept to avoid churn. /// per FUN_00514b90 set_frame). Kept to avoid churn.
/// </summary> /// </summary>
@ -532,6 +597,13 @@ public sealed class GameWindow : IDisposable
/// keys the render list; this parallel dictionary keys by server guid. /// keys the render list; this parallel dictionary keys by server guid.
/// </summary> /// </summary>
private readonly Dictionary<uint, AcDream.Core.World.WorldEntity> _entitiesByServerGuid = new(); private readonly Dictionary<uint, AcDream.Core.World.WorldEntity> _entitiesByServerGuid = new();
private readonly Dictionary<uint, LiveEntityInfo> _liveEntityInfoByGuid = new();
private uint? _selectedTargetGuid;
private readonly record struct LiveEntityInfo(
string? Name,
AcDream.Core.Items.ItemType ItemType);
private static bool IsPlayerGuid(uint guid) => (guid & 0xFF000000u) == 0x50000000u;
private const double ServerControlledVelocityStaleSeconds = 0.60;
private int _liveSpawnReceived; // diagnostics private int _liveSpawnReceived; // diagnostics
private int _liveSpawnHydrated; private int _liveSpawnHydrated;
private int _liveDropReasonNoPos; private int _liveDropReasonNoPos;
@ -1315,6 +1387,7 @@ public sealed class GameWindow : IDisposable
Console.WriteLine($"live: connecting to {endpoint} as {user}"); Console.WriteLine($"live: connecting to {endpoint} as {user}");
_liveSession = new AcDream.Core.Net.WorldSession(endpoint); _liveSession = new AcDream.Core.Net.WorldSession(endpoint);
_liveSession.EntitySpawned += OnLiveEntitySpawned; _liveSession.EntitySpawned += OnLiveEntitySpawned;
_liveSession.EntityDeleted += OnLiveEntityDeleted;
_liveSession.MotionUpdated += OnLiveMotionUpdated; _liveSession.MotionUpdated += OnLiveMotionUpdated;
_liveSession.PositionUpdated += OnLivePositionUpdated; _liveSession.PositionUpdated += OnLivePositionUpdated;
_liveSession.VectorUpdated += OnLiveVectorUpdated; _liveSession.VectorUpdated += OnLiveVectorUpdated;
@ -1666,20 +1739,7 @@ public sealed class GameWindow : IDisposable
// For a respawn, drop the previous rendering state here before we // For a respawn, drop the previous rendering state here before we
// build the new one. `_entitiesByServerGuid` is the canonical map, // build the new one. `_entitiesByServerGuid` is the canonical map,
// its value is the live WorldEntity we need to dispose. // its value is the live WorldEntity we need to dispose.
if (_entitiesByServerGuid.TryGetValue(spawn.Guid, out var existingEntity)) RemoveLiveEntityByServerGuid(spawn.Guid, logDelete: false);
{
_worldState.RemoveEntityByServerGuid(spawn.Guid);
_worldGameState.RemoveById(existingEntity.Id);
_animatedEntities.Remove(existingEntity.Id);
// Physics collision registry entry is keyed by local id too.
_physicsEngine.ShadowObjects.Deregister(existingEntity.Id);
// Dead-reckon state is keyed by SERVER guid (not local id) so we
// clear using the same guid the new spawn will use. Leaving old
// SnapResidual / DeadReckonedPos in would make the next first
// UpdatePosition look like a 2m-residual soft-snap.
_remoteDeadReckon.Remove(spawn.Guid);
_remoteLastMove.Remove(spawn.Guid);
}
// Log every spawn that arrives so we can inventory what the server // Log every spawn that arrives so we can inventory what the server
// sends (including the ones we can't render yet). The Name field // sends (including the ones we can't render yet). The Name field
@ -1691,12 +1751,19 @@ public sealed class GameWindow : IDisposable
: "no-pos"; : "no-pos";
string setupStr = spawn.SetupTableId is { } su ? $"0x{su:X8}" : "no-setup"; string setupStr = spawn.SetupTableId is { } su ? $"0x{su:X8}" : "no-setup";
string nameStr = spawn.Name is { Length: > 0 } n ? $"\"{n}\"" : "no-name"; string nameStr = spawn.Name is { Length: > 0 } n ? $"\"{n}\"" : "no-name";
string itemTypeStr = spawn.ItemType is { } it ? $"0x{it:X8}" : "no-itemtype";
int animPartCount = spawn.AnimPartChanges?.Count ?? 0; int animPartCount = spawn.AnimPartChanges?.Count ?? 0;
int texChangeCount = spawn.TextureChanges?.Count ?? 0; int texChangeCount = spawn.TextureChanges?.Count ?? 0;
int subPalCount = spawn.SubPalettes?.Count ?? 0; int subPalCount = spawn.SubPalettes?.Count ?? 0;
Console.WriteLine( Console.WriteLine(
$"live: spawn guid=0x{spawn.Guid:X8} name={nameStr} setup={setupStr} pos={posStr} " + $"live: spawn guid=0x{spawn.Guid:X8} name={nameStr} setup={setupStr} pos={posStr} " +
$"animParts={animPartCount} texChanges={texChangeCount} subPalettes={subPalCount}"); $"itemType={itemTypeStr} animParts={animPartCount} texChanges={texChangeCount} subPalettes={subPalCount}");
_liveEntityInfoByGuid[spawn.Guid] = new LiveEntityInfo(
spawn.Name,
spawn.ItemType is { } rawItemType
? (AcDream.Core.Items.ItemType)rawItemType
: AcDream.Core.Items.ItemType.None);
// Target the statue specifically for full diagnostic dump: Name match // Target the statue specifically for full diagnostic dump: Name match
// is cheap and gives us exactly one entity's worth of log regardless // is cheap and gives us exactly one entity's worth of log regardless
@ -2045,9 +2112,64 @@ public sealed class GameWindow : IDisposable
if (mtable is not null) if (mtable is not null)
{ {
sequencer = new AcDream.Core.Physics.AnimationSequencer(setup, mtable, _animLoader); sequencer = new AcDream.Core.Physics.AnimationSequencer(setup, mtable, _animLoader);
uint seqStyle = stanceOverride is > 0 ? (uint)stanceOverride.Value : (uint)mtable.DefaultStyle; uint seqStyle = stanceOverride is > 0
uint seqMotion = commandOverride is > 0 ? (uint)commandOverride.Value : 0x41000003u; ? (0x80000000u | (uint)stanceOverride.Value)
sequencer.SetCycle(seqStyle, seqMotion); : (uint)mtable.DefaultStyle;
uint seqMotion;
if (commandOverride is > 0)
{
uint resolved = AcDream.Core.Physics.MotionCommandResolver
.ReconstructFullCommand(commandOverride.Value);
seqMotion = resolved != 0
? resolved
: (0x40000000u | (uint)commandOverride.Value);
}
else
{
seqMotion = AcDream.Core.Physics.MotionCommand.Ready;
}
// Phase L.1c followup (2026-04-28): apply the same
// missing-cycle fallback the OnLiveMotionUpdated path
// uses. Without this, a monster spawned in combat
// stance with the wire's seqMotion absent from its
// MotionTable hits ClearCyclicTail() with no
// replacement enqueue, every body part snaps to its
// setup-default offset, and the visual collapses to
// "torso on the ground" — visible to acdream
// observers when another client is in combat with a
// monster, until the first OnLiveMotionUpdated UM
// applies the same fallback there.
uint spawnCycle = seqMotion;
if (!sequencer.HasCycle(seqStyle, spawnCycle))
{
uint origCycle = spawnCycle;
// RunForward → WalkForward → Ready
if ((spawnCycle & 0xFFu) == 0x07
&& sequencer.HasCycle(seqStyle, 0x45000005u))
{
spawnCycle = 0x45000005u;
}
else if (sequencer.HasCycle(seqStyle, 0x41000003u))
{
spawnCycle = 0x41000003u;
}
else
{
spawnCycle = 0;
}
if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
{
Console.WriteLine(
$"spawn cycle missing for guid=0x{spawn.Guid:X8} mtable=0x{mtableId:X8} " +
$"style=0x{seqStyle:X8} requested=0x{origCycle:X8} " +
$"→ fallback=0x{spawnCycle:X8}");
}
}
if (spawnCycle != 0)
sequencer.SetCycle(seqStyle, spawnCycle);
} }
} }
} }
@ -2152,6 +2274,41 @@ public sealed class GameWindow : IDisposable
} }
} }
private void OnLiveEntityDeleted(AcDream.Core.Net.Messages.DeleteObject.Parsed delete)
{
if (RemoveLiveEntityByServerGuid(delete.Guid, logDelete: true)
&& Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
{
Console.WriteLine(
$"live: delete guid=0x{delete.Guid:X8} instSeq={delete.InstanceSequence}");
}
}
private bool RemoveLiveEntityByServerGuid(uint serverGuid, bool logDelete)
{
if (!_entitiesByServerGuid.TryGetValue(serverGuid, out var existingEntity))
return false;
_worldState.RemoveEntityByServerGuid(serverGuid);
_worldGameState.RemoveById(existingEntity.Id);
_animatedEntities.Remove(existingEntity.Id);
_physicsEngine.ShadowObjects.Deregister(existingEntity.Id);
// Dead-reckon state is keyed by SERVER guid (not local id) so we
// clear using the same guid the next spawn/update would use.
_remoteDeadReckon.Remove(serverGuid);
_remoteLastMove.Remove(serverGuid);
_liveEntityInfoByGuid.Remove(serverGuid);
_entitiesByServerGuid.Remove(serverGuid);
if (_selectedTargetGuid == serverGuid)
_selectedTargetGuid = null;
if (logDelete)
_lightingSink?.UnregisterOwner(existingEntity.Id);
return true;
}
/// <summary> /// <summary>
/// Phase 6.6: the server says an entity's motion has changed. Look up /// Phase 6.6: the server says an entity's motion has changed. Look up
/// the AnimatedEntity for that guid, re-resolve the idle cycle with the /// the AnimatedEntity for that guid, re-resolve the idle cycle with the
@ -2186,11 +2343,13 @@ public sealed class GameWindow : IDisposable
&& update.Guid != _playerServerGuid) && update.Guid != _playerServerGuid)
{ {
string cmdStr = command.HasValue ? $"0x{command.Value:X4}" : "null"; string cmdStr = command.HasValue ? $"0x{command.Value:X4}" : "null";
float spd = update.MotionState.ForwardSpeed ?? 0f; float spd = update.MotionState.ForwardSpeed
?? ((update.MotionState.MoveToSpeed ?? 0f)
* (update.MotionState.MoveToRunRate ?? 0f));
uint seqStyle = ae.Sequencer?.CurrentStyle ?? 0; uint seqStyle = ae.Sequencer?.CurrentStyle ?? 0;
uint seqMotion = ae.Sequencer?.CurrentMotion ?? 0; uint seqMotion = ae.Sequencer?.CurrentMotion ?? 0;
Console.WriteLine( Console.WriteLine(
$"UM guid=0x{update.Guid:X8} stance=0x{stance:X4} cmd={cmdStr} spd={spd:F2} " + $"UM guid=0x{update.Guid:X8} mt=0x{update.MotionState.MovementType:X2} stance=0x{stance:X4} cmd={cmdStr} spd={spd:F2} " +
$"| seq now style=0x{seqStyle:X8} motion=0x{seqMotion:X8}"); $"| seq now style=0x{seqStyle:X8} motion=0x{seqMotion:X8}");
} }
@ -2231,10 +2390,27 @@ public sealed class GameWindow : IDisposable
// command == null → retail stop signal → Ready // command == null → retail stop signal → Ready
// command.Value == 0 → explicit 0 (rare) → Ready // command.Value == 0 → explicit 0 (rare) → Ready
// otherwise → resolve class byte and use full cmd // otherwise → resolve class byte and use full cmd
float speedMod = update.MotionState.ForwardSpeed ?? 1f;
uint fullMotion; uint fullMotion;
if (!command.HasValue || command.Value == 0) if ((!command.HasValue || command.Value == 0)
&& update.MotionState.IsServerControlledMoveTo)
{
// Retail MoveToManager::BeginMoveForward calls
// MovementParameters::get_command (0x0052AA00), then
// _DoMotion -> adjust_motion. With CanRun and enough
// distance, WalkForward + HoldKey_Run becomes RunForward,
// and CMotionInterp::apply_run_to_command (0x00527BE0)
// multiplies speed by the packet's runRate.
var seed = AcDream.Core.Physics.ServerControlledLocomotion
.PlanMoveToStart(
update.MotionState.MoveToSpeed ?? 1f,
update.MotionState.MoveToRunRate ?? 1f,
update.MotionState.MoveToCanRun);
fullMotion = seed.Motion;
speedMod = seed.SpeedMod;
}
else if (!command.HasValue || command.Value == 0)
{ {
// Stop — return to the style's default substate (Ready).
fullMotion = 0x41000003u; fullMotion = 0x41000003u;
} }
else else
@ -2262,8 +2438,6 @@ public sealed class GameWindow : IDisposable
// apply_run_to_command). Treating zero as "unspecified / 1.0" // apply_run_to_command). Treating zero as "unspecified / 1.0"
// produces "slow walk that never stops" — exactly what the // produces "slow walk that never stops" — exactly what the
// stop bug looked like. // stop bug looked like.
float speedMod = update.MotionState.ForwardSpeed ?? 1f;
if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1" if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1"
&& update.Guid != _playerServerGuid) && update.Guid != _playerServerGuid)
Console.WriteLine( Console.WriteLine(
@ -2295,6 +2469,125 @@ public sealed class GameWindow : IDisposable
} }
else else
{ {
var forwardRoute = AcDream.Core.Physics.AnimationCommandRouter.Classify(fullMotion);
bool forwardIsOverlay = forwardRoute is AcDream.Core.Physics.AnimationCommandRouteKind.Action
or AcDream.Core.Physics.AnimationCommandRouteKind.Modifier
or AcDream.Core.Physics.AnimationCommandRouteKind.ChatEmote;
bool remoteIsAirborne = _remoteDeadReckon.TryGetValue(update.Guid, out var rmCheck)
&& rmCheck.Airborne;
// Retail MotionTable::GetObjectSequence routes action-class
// ForwardCommand values (creature attacks, chat-emotes) through
// the Action branch, where the swing is appended before the
// current cyclic tail and currState.Substate remains Ready.
// Treating 0x10000051/52/53 as SetCycle commands made the
// immediate follow-up Ready packet abort the swing.
// Phase L.1c followup (2026-04-28): the next two state-update
// blocks are LIFTED out of the substate-only `else` branch so
// they run for BOTH overlay (Action/Modifier/ChatEmote) and
// substate (Walk/Run/Ready/etc) packets. Two separate research
// agents converged on the same root cause for the user-
// observed "creature just runs instead of attacking" symptom:
//
// 1. Attack swings arrive as mt=0 with
// ForwardCommand=AttackHigh1 (Action class). Retail's
// CMotionInterp::move_to_interpreted_state
// (acclient_2013_pseudo_c.txt:305936-305992) bulk-copies
// forward_command from the wire into the body's
// InterpretedState UNCONDITIONALLY. With
// forward_command=AttackHigh1, get_state_velocity
// returns 0 because its gate is RunForward||WalkForward
// — body stops moving forward.
//
// 2. The acdream overlay branch was routing through
// PlayAction (animation overlay) but skipping ALL of:
// - ServerMoveToActive flag update
// - MoveToPath capture
// - InterpretedState.ForwardCommand assignment
// So during a swing UM, the body's InterpretedState
// stayed at RunForward from the prior MoveTo packet,
// ServerMoveToActive stayed true, and the per-tick
// remote driver kept steering + applying RunForward
// velocity through every frame.
//
// Note: we bypass DoInterpretedMotion / ApplyMotionToInterpretedState
// here because the latter is a heuristic that ONLY handles
// WalkForward / RunForward / WalkBackward / SideStep / Turn
// / Ready (MotionInterpreter.cs:941-970). For an Action
// command (e.g. AttackHigh1 = 0x10000062) the switch falls
// through and InterpretedState is silently NOT updated —
// exactly the bug we are fixing. Direct field assignment
// matches retail's <c>copy_movement_from</c> bulk-copy
// (acclient_2013_pseudo_c.txt:293301-293311).
if (_remoteDeadReckon.TryGetValue(update.Guid, out var remoteMot))
{
remoteMot.ServerMoveToActive = update.MotionState.IsServerControlledMoveTo;
// Bulk-copy the wire's resolved ForwardCommand + speed
// into InterpretedState UNCONDITIONALLY (overlay,
// substate, AND MoveTo packets). Matches retail's
// copy_movement_from semantics
// (acclient_2013_pseudo_c.txt:293301-293311) which does
// not filter by MovementType.
//
// For MoveTo packets, fullMotion is the RunForward seed
// from PlanMoveToStart, so this populates
// ForwardCommand=RunForward + ForwardSpeed=speed*runRate
// — what the OLD substate-only DoInterpretedMotion call
// (commit f794832 removed) used to set. Without it,
// apply_current_movement reads the default
// ForwardCommand=Ready and produces zero velocity, so
// chasing creatures only translate via UpdatePosition
// hard-snaps and at spawn appear posed at default
// (visible as "torso on the ground" until the first UP
// snap hits).
//
// For overlay (Action) packets this sets ForwardCommand
// to the Attack/Twitch/etc command, and
// get_state_velocity returns 0 because the gate is
// RunForward||WalkForward — body stops moving forward.
remoteMot.Motion.InterpretedState.ForwardCommand = fullMotion;
remoteMot.Motion.InterpretedState.ForwardSpeed = speedMod <= 0f ? 1f : speedMod;
if (update.MotionState.IsServerControlledMoveTo
&& update.MotionState.MoveToPath is { } path)
{
remoteMot.MoveToDestinationWorld = AcDream.Core.Physics.RemoteMoveToDriver
.OriginToWorld(
path.OriginCellId,
path.OriginX,
path.OriginY,
path.OriginZ,
_liveCenterX,
_liveCenterY);
remoteMot.MoveToMinDistance = path.MinDistance;
remoteMot.MoveToDistanceToObject = path.DistanceToObject;
remoteMot.MoveToMoveTowards = update.MotionState.MoveTowards;
remoteMot.HasMoveToDestination = true;
remoteMot.LastMoveToPacketTime =
(System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
}
else if (!update.MotionState.IsServerControlledMoveTo)
{
// Off MoveTo — clear stale destination so the per-tick
// driver doesn't keep steering.
remoteMot.HasMoveToDestination = false;
}
}
if (forwardIsOverlay)
{
if (!remoteIsAirborne)
{
AcDream.Core.Physics.AnimationCommandRouter.RouteFullCommand(
ae.Sequencer,
fullStyle,
fullMotion,
speedMod <= 0f ? 1f : speedMod);
}
}
else
{
// Pick which cycle to play on the sequencer. Priority: // Pick which cycle to play on the sequencer. Priority:
// 1. Forward cmd if active (RunForward / WalkForward) — legs run/walk. // 1. Forward cmd if active (RunForward / WalkForward) — legs run/walk.
// 2. Else sidestep cmd if active — legs strafe. // 2. Else sidestep cmd if active — legs strafe.
@ -2342,10 +2635,63 @@ public sealed class GameWindow : IDisposable
// the post-resolve landing path restores the cycle to // the post-resolve landing path restores the cycle to
// whatever the interpreted state says when the body // whatever the interpreted state says when the body
// lands. // lands.
bool remoteIsAirborne = _remoteDeadReckon.TryGetValue(update.Guid, out var rmCheck)
&& rmCheck.Airborne;
if (!remoteIsAirborne) if (!remoteIsAirborne)
ae.Sequencer.SetCycle(fullStyle, animCycle, animSpeed); {
// Fallback chain for missing cycles in the MotionTable.
// SetCycle unconditionally calls ClearCyclicTail() before
// looking up the cycle; if the cycle is absent, the body
// ends up with no cyclic tail at all and every part snaps
// to its setup-default offset — visible as "torso on the
// ground" because most creatures' setup-default puts all
// limbs at the torso origin.
//
// This is specifically a regression from commit 186a584
// (Phase L.1c port): pre-fix, MoveTo packets fell through
// to fullMotion=Ready (which always exists in every
// MotionTable). Post-fix, MoveTo packets seed
// fullMotion=RunForward, but some creatures (especially
// when stance=HandCombat) lack a (combat, RunForward)
// cycle. Fall through RunForward → WalkForward → Ready
// until we find one the table actually contains.
//
// Note: this fallback is for the SEQUENCER (visible
// animation) only. InterpretedState.ForwardCommand still
// gets the wire's (or seeded) ForwardCommand verbatim
// so apply_current_movement produces correct velocity.
uint cycleToPlay = animCycle;
if (!ae.Sequencer.HasCycle(fullStyle, cycleToPlay))
{
uint requested = cycleToPlay;
// RunForward (0x44000007) → WalkForward (0x45000005)
if ((cycleToPlay & 0xFFu) == 0x07
&& ae.Sequencer.HasCycle(fullStyle, 0x45000005u))
{
cycleToPlay = 0x45000005u;
}
// WalkForward → Ready (0x41000003)
else if (ae.Sequencer.HasCycle(fullStyle, 0x41000003u))
{
cycleToPlay = 0x41000003u;
}
// Ready missing too — leave the existing cycle alone
// by not calling SetCycle at all (avoids the
// ClearCyclicTail wipe).
else
{
cycleToPlay = 0;
}
if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
{
Console.WriteLine(
$"UM cycle missing for guid=0x{update.Guid:X8} " +
$"style=0x{fullStyle:X8} requested=0x{requested:X8} " +
$"→ fallback=0x{cycleToPlay:X8}");
}
}
if (cycleToPlay != 0)
ae.Sequencer.SetCycle(fullStyle, cycleToPlay, animSpeed);
}
// Retail runs the full MotionInterp state machine on every // Retail runs the full MotionInterp state machine on every
// remote. Route each wire command (forward, sidestep, turn) // remote. Route each wire command (forward, sidestep, turn)
@ -2359,12 +2705,17 @@ public sealed class GameWindow : IDisposable
// FUN_00528f70 DoInterpretedMotion // FUN_00528f70 DoInterpretedMotion
// FUN_00528960 get_state_velocity // FUN_00528960 get_state_velocity
// FUN_00529210 apply_current_movement // FUN_00529210 apply_current_movement
if (_remoteDeadReckon.TryGetValue(update.Guid, out var remoteMot)) // ServerMoveToActive flag, MoveToPath capture, and the
// InterpretedState.ForwardCommand bulk-copy are already
// handled by the LIFTED block above (so overlay-class swings
// also clear stale MoveTo state and update the body's
// forward command). This branch only handles sidestep /
// turn axes plus the ObservedOmega seed — none of which
// appear on overlay packets, so the existing logic is
// correct unchanged. (`remoteMot` is the same dictionary
// entry obtained at the top of the lifted block.)
if (remoteMot is not null)
{ {
// Forward axis (Ready / WalkForward / RunForward / WalkBackward).
remoteMot.Motion.DoInterpretedMotion(
fullMotion, speedMod, modifyInterpretedState: true);
// Sidestep axis. // Sidestep axis.
if (update.MotionState.SideStepCommand is { } sideCmd16 && sideCmd16 != 0) if (update.MotionState.SideStepCommand is { } sideCmd16 && sideCmd16 != 0)
{ {
@ -2421,6 +2772,7 @@ public sealed class GameWindow : IDisposable
} }
} }
} }
}
// CRITICAL: when we enter a locomotion cycle (Walk/Run/etc), // CRITICAL: when we enter a locomotion cycle (Walk/Run/etc),
// stamp the _remoteLastMove timestamp to "now". Without this, // stamp the _remoteLastMove timestamp to "now". Without this,
@ -2452,57 +2804,20 @@ public sealed class GameWindow : IDisposable
dr.LastServerPosTime = (refreshedTime - System.DateTime.UnixEpoch).TotalSeconds; dr.LastServerPosTime = (refreshedTime - System.DateTime.UnixEpoch).TotalSeconds;
} }
// Route the Commands list — one-shot Actions, Modifiers, and // Route command-list entries through the shared Core router.
// ChatEmotes (mask classes 0x10, 0x20, 0x13 per r03 §3). These // Retail/ACE send these as 16-bit MotionCommand lows in
// live in the motion table's Links / Modifiers dicts, not // InterpretedMotionState.Commands[]; the router reconstructs the
// Cycles, and are played on top of the current cycle via // class byte and chooses PlayAction for actions/modifiers/emotes
// PlayAction which resolves the right dict and interleaves the // or SetCycle for persistent substates.
// action frames before the cyclic tail.
//
// A typical NPC wave looks like:
// ForwardCommand=0 (Ready) + Commands=[{0x0087=Wave, speed=1.0}]
// [{0x0003=Ready, ...}]
// Each item runs through PlayAction (for 0x10/0x20 mask) or the
// standard SetCycle path (for 0x40 SubState). We leave SubState
// commands to fall through to the next UpdateMotion; that's how
// retail handles transition sequences (Wave → Ready).
if (update.MotionState.Commands is { Count: > 0 } cmds) if (update.MotionState.Commands is { Count: > 0 } cmds)
{ {
foreach (var item in cmds) foreach (var item in cmds)
{ {
// Restore the 32-bit MotionCommand from the wire's 16-bit AcDream.Core.Physics.AnimationCommandRouter.RouteWireCommand(
// truncation by OR-ing class bits. The class is encoded ae.Sequencer,
// in the low byte's high nibble via command ranges: fullStyle,
// 0x0003, 0x0005-0x0010 — SubState class (0x40xx xxxx) item.Command,
// 0x0087 (Wave), 0x007D (BowDeep) etc — ChatEmote (0x13xx xxxx) item.Speed);
// 0x0051-0x00A1 — Action class (0x10xx xxxx)
//
// The retail MotionCommand enum carries the class byte in
// bits 24-31. DatReaderWriter's enum values match. For
// broadcasts, servers emit only low 16 bits (ACE
// InterpretedMotionState.cs:139). We reconstruct via a
// range-based lookup. See MotionCommand.generated.cs.
uint fullCmd = AcDream.Core.Physics.MotionCommandResolver.ReconstructFullCommand(item.Command);
if (fullCmd == 0) continue;
// Action class: play through the link dict then drop back
// to the current cycle. Modifier class: resolve from the
// Modifiers dict and combine on top. SubState: cycle
// change; route through SetCycle so the style-specific
// cycle fallback applies.
uint cls = fullCmd & 0xFF000000u;
if ((cls & 0x10000000u) != 0 || (cls & 0x20000000u) != 0
|| cls == 0x12000000u || cls == 0x13000000u)
{
ae.Sequencer.PlayAction(fullCmd, item.Speed);
}
else if ((cls & 0x40000000u) != 0)
{
// Substate in the command list — typically the "and
// then return to Ready" item. Update the cycle.
ae.Sequencer.SetCycle(fullStyle, fullCmd, item.Speed);
}
// else: Style / UI / Toggle class — not animation-driving.
} }
} }
return; return;
@ -2604,6 +2919,39 @@ public sealed class GameWindow : IDisposable
} }
} }
private static bool IsRemoteLocomotion(uint motion)
{
uint low = motion & 0xFFu;
return low is 0x05 or 0x06 or 0x07 or 0x0F or 0x10;
}
private void ApplyServerControlledVelocityCycle(
uint serverGuid,
AnimatedEntity ae,
RemoteMotion rm,
System.Numerics.Vector3 velocity)
{
if (IsPlayerGuid(serverGuid)) return;
if (rm.Airborne) return;
if (ae.Sequencer is null) return;
// MoveTo packets already seeded the retail speed/runRate cycle.
// Keep UpdatePosition-derived velocity for render position only;
// using it to choose the cycle reverts fast chases back to slow
// velocity-estimated animation.
if (rm.ServerMoveToActive) return;
var plan = AcDream.Core.Physics.ServerControlledLocomotion
.PlanFromVelocity(velocity);
uint currentMotion = ae.Sequencer.CurrentMotion;
if (!plan.IsMoving && !IsRemoteLocomotion(currentMotion))
return;
uint style = ae.Sequencer.CurrentStyle != 0
? ae.Sequencer.CurrentStyle
: 0x8000003Du;
ae.Sequencer.SetCycle(style, plan.Motion, plan.SpeedMod);
}
private void OnLivePositionUpdated(AcDream.Core.Net.WorldSession.EntityPositionUpdate update) private void OnLivePositionUpdated(AcDream.Core.Net.WorldSession.EntityPositionUpdate update)
{ {
// Phase A.1: track the most recently updated entity's landblock so the // Phase A.1: track the most recently updated entity's landblock so the
@ -2673,6 +3021,26 @@ public sealed class GameWindow : IDisposable
// slerp doesn't visibly rotate from Identity to truth. // slerp doesn't visibly rotate from Identity to truth.
rmState.Body.Orientation = rot; rmState.Body.Orientation = rot;
} }
double nowSec = (now - System.DateTime.UnixEpoch).TotalSeconds;
System.Numerics.Vector3? serverVelocity = update.Velocity;
if (serverVelocity is null
&& !IsPlayerGuid(update.Guid)
&& rmState.LastServerPosTime > 0.0)
{
double elapsed = nowSec - rmState.LastServerPosTime;
if (elapsed > 0.001)
serverVelocity = (worldPos - rmState.LastServerPos) / (float)elapsed;
}
if (serverVelocity is { } authoritativeVelocity)
{
rmState.ServerVelocity = authoritativeVelocity;
rmState.HasServerVelocity = true;
}
else if (!IsPlayerGuid(update.Guid))
{
rmState.ServerVelocity = System.Numerics.Vector3.Zero;
rmState.HasServerVelocity = false;
}
rmState.Body.Position = worldPos; rmState.Body.Position = worldPos;
// K-fix15 (2026-04-26): DON'T auto-clear airborne on UP. // K-fix15 (2026-04-26): DON'T auto-clear airborne on UP.
// ACE broadcasts UPs during the arc (peak / mid-fall / land) // ACE broadcasts UPs during the arc (peak / mid-fall / land)
@ -2712,7 +3080,7 @@ public sealed class GameWindow : IDisposable
rmState.Body.Orientation = rot; rmState.Body.Orientation = rot;
rmState.TargetOrientation = rot; rmState.TargetOrientation = rot;
rmState.LastServerPos = worldPos; rmState.LastServerPos = worldPos;
rmState.LastServerPosTime = (now - System.DateTime.UnixEpoch).TotalSeconds; rmState.LastServerPosTime = nowSec;
// Align the body's physics clock with our clock so update_object // Align the body's physics clock with our clock so update_object
// doesn't sub-step a huge initial gap. // doesn't sub-step a huge initial gap.
rmState.Body.LastUpdateTime = rmState.LastServerPosTime; rmState.Body.LastUpdateTime = rmState.LastServerPosTime;
@ -2737,6 +3105,7 @@ public sealed class GameWindow : IDisposable
// carries no stop information for our ACE. // carries no stop information for our ACE.
if (svel.LengthSquared() < 0.04f) if (svel.LengthSquared() < 0.04f)
{ {
rmState.ServerMoveToActive = false;
rmState.Motion.StopCompletely(); rmState.Motion.StopCompletely();
if (_animatedEntities.TryGetValue(entity.Id, out var aeForStop) if (_animatedEntities.TryGetValue(entity.Id, out var aeForStop)
&& aeForStop.Sequencer is not null) && aeForStop.Sequencer is not null)
@ -2749,6 +3118,21 @@ public sealed class GameWindow : IDisposable
} }
} }
} }
else if (!IsPlayerGuid(update.Guid) && rmState.HasServerVelocity)
{
rmState.Body.Velocity = rmState.ServerVelocity;
}
if (!IsPlayerGuid(update.Guid)
&& rmState.HasServerVelocity
&& _animatedEntities.TryGetValue(entity.Id, out var aeForVelocity))
{
ApplyServerControlledVelocityCycle(
update.Guid,
aeForVelocity,
rmState,
rmState.ServerVelocity);
}
entity.Position = rmState.Body.Position; entity.Position = rmState.Body.Position;
entity.Rotation = rmState.Body.Orientation; entity.Rotation = rmState.Body.Orientation;
@ -5009,7 +5393,114 @@ public sealed class GameWindow : IDisposable
rm.Body.TransientState |= AcDream.Core.Physics.TransientStateFlags.Contact rm.Body.TransientState |= AcDream.Core.Physics.TransientStateFlags.Contact
| AcDream.Core.Physics.TransientStateFlags.OnWalkable | AcDream.Core.Physics.TransientStateFlags.OnWalkable
| AcDream.Core.Physics.TransientStateFlags.Active; | AcDream.Core.Physics.TransientStateFlags.Active;
rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false); if (!IsPlayerGuid(serverGuid) && rm.HasServerVelocity)
{
double velocityAge = nowSec - rm.LastServerPosTime;
if (velocityAge > ServerControlledVelocityStaleSeconds)
{
rm.ServerVelocity = System.Numerics.Vector3.Zero;
rm.HasServerVelocity = false;
rm.Body.Velocity = System.Numerics.Vector3.Zero;
ApplyServerControlledVelocityCycle(
serverGuid,
ae,
rm,
System.Numerics.Vector3.Zero);
}
else
{
rm.Body.Velocity = rm.ServerVelocity;
}
}
else if (!IsPlayerGuid(serverGuid) && rm.ServerMoveToActive
&& rm.HasMoveToDestination)
{
// Phase L.1c port of retail MoveToManager per-tick
// steering (HandleMoveToPosition @ 0x00529d80).
// Steer body orientation toward the latest
// server-supplied destination, then let
// apply_current_movement set Velocity from the
// RunForward cycle through the now-correct heading.
// Stale-destination guard (2026-04-28): if no
// MoveTo packet has refreshed the destination
// recently, the entity has likely left our
// streaming view or the server cancelled the
// move without us seeing the cancel UM. Continuing
// to steer toward a stale point produces the
// "monster runs in place after popping back into
// view" symptom. Clear and stand down.
double moveToAge = nowSec - rm.LastMoveToPacketTime;
if (moveToAge > AcDream.Core.Physics.RemoteMoveToDriver.StaleDestinationSeconds)
{
rm.HasMoveToDestination = false;
rm.Body.Velocity = System.Numerics.Vector3.Zero;
}
else
{
var driveResult = AcDream.Core.Physics.RemoteMoveToDriver
.Drive(
rm.Body.Position,
rm.Body.Orientation,
rm.MoveToDestinationWorld,
rm.MoveToMinDistance,
rm.MoveToDistanceToObject,
(float)dt,
rm.MoveToMoveTowards,
out var steeredOrientation);
rm.Body.Orientation = steeredOrientation;
if (driveResult == AcDream.Core.Physics.RemoteMoveToDriver
.DriveResult.Arrived)
{
// Within arrival window — zero velocity until the
// next MoveTo packet refreshes the destination
// (or the server explicitly stops us with an
// interpreted-motion UM cmd=Ready).
rm.Body.Velocity = System.Numerics.Vector3.Zero;
}
else
{
// Steering active — apply_current_movement reads
// InterpretedState.ForwardCommand=RunForward (set
// when the MoveTo packet arrived) and emits
// velocity along +Y in body local space. Our
// updated orientation rotates that into the right
// world direction toward the target.
rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
// Clamp horizontal velocity so we don't overshoot
// the arrival threshold during the final tick of
// approach. Without this, a 4 m/s body advances
// ~6 cm/tick and visibly runs slightly through
// the target before the swing UM lands.
float arrivalThreshold = rm.MoveToMoveTowards
? rm.MoveToDistanceToObject
: rm.MoveToMinDistance;
rm.Body.Velocity = AcDream.Core.Physics.RemoteMoveToDriver
.ClampApproachVelocity(
rm.Body.Position,
rm.Body.Velocity,
rm.MoveToDestinationWorld,
arrivalThreshold,
(float)dt,
rm.MoveToMoveTowards);
}
}
}
else if (!IsPlayerGuid(serverGuid) && rm.ServerMoveToActive)
{
// MoveTo flag set but we haven't seen a path payload
// yet (e.g. truncated packet, or a brand-new entity
// whose first cycle UM is still in flight). Hold
// velocity at zero — same conservative stance as the
// 882a07c stabilizer for incomplete state.
rm.Body.Velocity = System.Numerics.Vector3.Zero;
}
else
{
rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
}
} }
else else
{ {
@ -6081,6 +6572,26 @@ public sealed class GameWindow : IDisposable
_settingsPanel.IsVisible = !_settingsPanel.IsVisible; _settingsPanel.IsVisible = !_settingsPanel.IsVisible;
break; break;
case AcDream.UI.Abstractions.Input.InputAction.SelectionClosestMonster:
SelectClosestCombatTarget(showToast: true);
break;
case AcDream.UI.Abstractions.Input.InputAction.CombatToggleCombat:
ToggleLiveCombatMode();
break;
case AcDream.UI.Abstractions.Input.InputAction.CombatLowAttack:
SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction.Low);
break;
case AcDream.UI.Abstractions.Input.InputAction.CombatMediumAttack:
SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction.Medium);
break;
case AcDream.UI.Abstractions.Input.InputAction.CombatHighAttack:
SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction.High);
break;
case AcDream.UI.Abstractions.Input.InputAction.EscapeKey: case AcDream.UI.Abstractions.Input.InputAction.EscapeKey:
if (_cameraController?.IsFlyMode == true) if (_cameraController?.IsFlyMode == true)
_cameraController.ToggleFly(); // exit fly, release cursor _cameraController.ToggleFly(); // exit fly, release cursor
@ -6098,6 +6609,123 @@ public sealed class GameWindow : IDisposable
} }
} }
private void ToggleLiveCombatMode()
{
if (_liveSession is null
|| _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld)
return;
var nextMode = AcDream.Core.Combat.CombatInputPlanner.ToggleMode(Combat.CurrentMode);
_liveSession.SendChangeCombatMode(nextMode);
Combat.SetCombatMode(nextMode);
string text = $"Combat mode {nextMode}";
Console.WriteLine($"combat: {text}");
_debugVm?.AddToast(text);
}
private void SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction action)
{
if (_liveSession is null
|| _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld)
return;
if (!AcDream.Core.Combat.CombatInputPlanner.SupportsTargetedAttack(Combat.CurrentMode))
{
_debugVm?.AddToast("Enter melee or missile combat first");
Console.WriteLine("combat: attack ignored; not in melee/missile combat mode");
return;
}
uint? target = GetSelectedOrClosestCombatTarget();
if (target is null)
{
_debugVm?.AddToast("No monster target");
Console.WriteLine("combat: attack ignored; no creature target found");
return;
}
var height = AcDream.Core.Combat.CombatInputPlanner.HeightFor(action);
const float FullBar = 1.0f;
if (Combat.CurrentMode == AcDream.Core.Combat.CombatMode.Missile)
{
_liveSession.SendMissileAttack(target.Value, height, FullBar);
Console.WriteLine($"combat: missile attack target=0x{target.Value:X8} height={height} accuracy={FullBar:F2}");
}
else
{
_liveSession.SendMeleeAttack(target.Value, height, FullBar);
Console.WriteLine($"combat: melee attack target=0x{target.Value:X8} height={height} power={FullBar:F2}");
}
}
private uint? GetSelectedOrClosestCombatTarget()
{
if (_selectedTargetGuid is { } selected && IsLiveCreatureTarget(selected))
return selected;
return SelectClosestCombatTarget(showToast: false);
}
private uint? SelectClosestCombatTarget(bool showToast)
{
if (!_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var playerEntity))
return null;
uint? bestGuid = null;
float bestDistanceSq = float.PositiveInfinity;
foreach (var (guid, entity) in _entitiesByServerGuid)
{
if (!IsLiveCreatureTarget(guid))
continue;
float distanceSq = System.Numerics.Vector3.DistanceSquared(
entity.Position,
playerEntity.Position);
if (distanceSq >= bestDistanceSq)
continue;
bestDistanceSq = distanceSq;
bestGuid = guid;
}
_selectedTargetGuid = bestGuid;
if (bestGuid is { } selected)
{
string label = DescribeLiveEntity(selected);
float distance = MathF.Sqrt(bestDistanceSq);
Console.WriteLine($"combat: selected target 0x{selected:X8} {label} dist={distance:F1}");
if (showToast)
_debugVm?.AddToast($"Target {label}");
}
else if (showToast)
{
_debugVm?.AddToast("No monster target");
Console.WriteLine("combat: no creature target found");
}
return bestGuid;
}
private bool IsLiveCreatureTarget(uint guid)
{
if (guid == _playerServerGuid)
return false;
if (!_entitiesByServerGuid.ContainsKey(guid))
return false;
if (!_liveEntityInfoByGuid.TryGetValue(guid, out var info))
return false;
return (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0;
}
private string DescribeLiveEntity(uint guid)
{
if (_liveEntityInfoByGuid.TryGetValue(guid, out var info)
&& !string.IsNullOrWhiteSpace(info.Name))
return info.Name!;
return $"0x{guid:X8}";
}
/// <summary> /// <summary>
/// K.1b: Tab handler extracted into a method so the dispatcher /// K.1b: Tab handler extracted into a method so the dispatcher
/// subscriber can call it. Same body as the previous Tab branch in /// subscriber can call it. Same body as the previous Tab branch in

View file

@ -156,22 +156,20 @@ public static class GameEventWiring
dispatcher.Register(GameEventType.VictimNotification, e => dispatcher.Register(GameEventType.VictimNotification, e =>
{ {
var p = GameEvents.ParseVictimNotification(e.Payload.Span); var p = GameEvents.ParseVictimNotification(e.Payload.Span);
if (p is not null) combat.OnVictimNotification( if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, CombatLineKind.Error);
p.Value.AttackerName, p.Value.AttackerGuid, p.Value.DamageType,
p.Value.Damage, p.Value.HitQuadrant, p.Value.Critical, p.Value.AttackType);
}); });
dispatcher.Register(GameEventType.DefenderNotification, e => dispatcher.Register(GameEventType.DefenderNotification, e =>
{ {
var p = GameEvents.ParseDefenderNotification(e.Payload.Span); var p = GameEvents.ParseDefenderNotification(e.Payload.Span);
if (p is not null) combat.OnDefenderNotification( if (p is not null) combat.OnDefenderNotification(
p.Value.AttackerName, p.Value.AttackerGuid, p.Value.DamageType, p.Value.AttackerName, 0u, p.Value.DamageType,
p.Value.Damage, p.Value.HitQuadrant, p.Value.Critical); p.Value.Damage, p.Value.HitQuadrant, p.Value.Critical);
}); });
dispatcher.Register(GameEventType.AttackerNotification, e => dispatcher.Register(GameEventType.AttackerNotification, e =>
{ {
var p = GameEvents.ParseAttackerNotification(e.Payload.Span); var p = GameEvents.ParseAttackerNotification(e.Payload.Span);
if (p is not null) combat.OnAttackerNotification( if (p is not null) combat.OnAttackerNotification(
p.Value.DefenderName, p.Value.DamageType, p.Value.Damage, p.Value.DamagePercent); p.Value.DefenderName, p.Value.DamageType, p.Value.Damage, (float)p.Value.HealthPercent);
}); });
dispatcher.Register(GameEventType.EvasionAttackerNotification, e => dispatcher.Register(GameEventType.EvasionAttackerNotification, e =>
{ {
@ -188,12 +186,15 @@ public static class GameEventWiring
var p = GameEvents.ParseAttackDone(e.Payload.Span); var p = GameEvents.ParseAttackDone(e.Payload.Span);
if (p is not null) combat.OnAttackDone(p.Value.AttackSequence, p.Value.WeenieError); if (p is not null) combat.OnAttackDone(p.Value.AttackSequence, p.Value.WeenieError);
}); });
dispatcher.Register(GameEventType.CombatCommenceAttack, e =>
{
if (GameEvents.ParseCombatCommenceAttack(e.Payload.Span))
combat.OnCombatCommenceAttack();
});
dispatcher.Register(GameEventType.KillerNotification, e => dispatcher.Register(GameEventType.KillerNotification, e =>
{ {
// ISSUES.md #10 — orphan parser, never registered before. The
// server fires this after a player lands a killing blow.
var p = GameEvents.ParseKillerNotification(e.Payload.Span); var p = GameEvents.ParseKillerNotification(e.Payload.Span);
if (p is not null) combat.OnKillerNotification(p.Value.VictimName, p.Value.VictimGuid); if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, CombatLineKind.Info);
}); });
// ── Spells ──────────────────────────────────────────────── // ── Spells ────────────────────────────────────────────────

View file

@ -3,60 +3,79 @@ using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages; namespace AcDream.Core.Net.Messages;
/// <summary> /// <summary>
/// Outbound <c>0x0008 AttackTargetRequest</c> GameAction. /// Outbound combat attack GameActions.
///
/// Retail/ACE use distinct payloads for melee and missile:
/// ///
/// <para>
/// Wire layout (inside the <c>0xF7B1</c> GameAction envelope):
/// <code> /// <code>
/// u32 0xF7B1 // GameAction envelope opcode /// u32 0xF7B1 // GameAction envelope opcode
/// u32 gameActionSequence // client sequence /// u32 gameActionSequence // client sequence
/// u32 0x0008 // sub-opcode /// u32 0x0008 // TargetedMeleeAttack
/// u32 targetGuid // who to attack /// u32 targetGuid
/// f32 powerLevel // [0.0, 1.0] — the power bar position
/// f32 accuracyLevel // [0.0, 1.0] — for missile weapons
/// u32 attackHeight // 1=High, 2=Medium, 3=Low /// u32 attackHeight // 1=High, 2=Medium, 3=Low
/// f32 powerLevel // [0.0, 1.0]
///
/// u32 0xF7B1
/// u32 gameActionSequence
/// u32 0x000A // TargetedMissileAttack
/// u32 targetGuid
/// u32 attackHeight
/// f32 accuracyLevel // [0.0, 1.0]
/// </code> /// </code>
/// </para>
/// ///
/// <para> /// References: CM_Combat::Event_TargetedMeleeAttack 0x006A9C10,
/// The server ALREADY knows the attacker (it's the session's player), /// CM_Combat::Event_TargetedMissileAttack 0x006A9D60, ACE
/// so this message only carries the target + attack params. The server /// GameActionTargetedMeleeAttack/GameActionTargetedMissileAttack, and
/// then rolls damage, picks a body part, and broadcasts /// holtburger protocol game_action.rs.
/// <see cref="GameEventType.VictimNotification"/> / AttackerNotification
/// / DefenderNotification / EvasionAttackerNotification /
/// EvasionDefenderNotification with the result.
/// </para>
///
/// <para>
/// References: r02 §7 (wire format), r08 §3 opcode 0x0008.
/// </para>
/// </summary> /// </summary>
public static class AttackTargetRequest public static class AttackTargetRequest
{ {
public const uint GameActionEnvelope = 0xF7B1u; public const uint GameActionEnvelope = 0xF7B1u;
public const uint SubOpcode = 0x0008u; public const uint TargetedMeleeAttackOpcode = 0x0008u;
public const uint TargetedMissileAttackOpcode = 0x000Au;
public const uint CancelAttackOpcode = 0x01B7u;
/// <summary> /// <summary>Build the wire body for a targeted melee attack.</summary>
/// Build the wire body for an attack request. public static byte[] BuildMelee(
/// </summary>
/// <param name="powerLevel">[0..1] melee power bar position.</param>
/// <param name="accuracyLevel">[0..1] missile accuracy bar position; pass 0 for melee.</param>
/// <param name="attackHeight">1=High, 2=Medium, 3=Low.</param>
public static byte[] Build(
uint gameActionSequence, uint gameActionSequence,
uint targetGuid, uint targetGuid,
float powerLevel, uint attackHeight,
float accuracyLevel, float powerLevel)
uint attackHeight)
{ {
byte[] body = new byte[28]; byte[] body = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope); BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence); BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), SubOpcode); BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), TargetedMeleeAttackOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid); BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(16), powerLevel); BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), attackHeight);
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(20), powerLevel);
return body;
}
/// <summary>Build the wire body for a targeted missile attack.</summary>
public static byte[] BuildMissile(
uint gameActionSequence,
uint targetGuid,
uint attackHeight,
float accuracyLevel)
{
byte[] body = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), TargetedMissileAttackOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), attackHeight);
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(20), accuracyLevel); BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(20), accuracyLevel);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(24), attackHeight); return body;
}
/// <summary>Build the wire body for cancelling an active attack request.</summary>
public static byte[] BuildCancel(uint gameActionSequence)
{
byte[] body = new byte[12];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), CancelAttackOpcode);
return body; return body;
} }
} }

View file

@ -22,9 +22,17 @@ public static class CharacterActions
public const uint TrainSkillOpcode = 0x0047u; // u32 skillId, u32 credits public const uint TrainSkillOpcode = 0x0047u; // u32 skillId, u32 credits
public const uint ChangeCombatModeOpcode = 0x0053u; // u32 combatMode public const uint ChangeCombatModeOpcode = 0x0053u; // u32 combatMode
[Flags]
public enum CombatMode : uint public enum CombatMode : uint
{ {
Undef = 0, NonCombat = 1, Melee = 2, Missile = 3, Magic = 4, Peaceful = 5, Undef = 0,
NonCombat = 0x01,
Melee = 0x02,
Missile = 0x04,
Magic = 0x08,
ValidCombat = NonCombat | Melee | Missile | Magic,
CombatCombat = Melee | Missile | Magic,
} }
/// <summary>Spend XP to raise an attribute (Strength, Endurance, etc).</summary> /// <summary>Spend XP to raise an attribute (Strength, Endurance, etc).</summary>

View file

@ -25,13 +25,13 @@ namespace AcDream.Core.Net.Messages;
/// </list> /// </list>
/// ///
/// <para> /// <para>
/// All other fields (weenie header, object description, motion tables, /// Most other fields (extended weenie header, object description, motion tables,
/// palettes, texture overrides, animation frames, velocity, ...) are /// palettes, texture overrides, animation frames, velocity, ...) are
/// consumed-but-ignored so the parse position ends up wherever the /// consumed-but-ignored so the parse position ends up wherever the
/// client-side caller wanted — a <c>Parse</c> call doesn't need to reach /// client-side caller wanted — a <c>Parse</c> call doesn't need to reach
/// the end of the body to return useful output. We stop after PhysicsData /// the end of the body to return useful output. We read through the fixed
/// since that's the last segment containing fields acdream cares about /// WeenieHeader prefix for Name/ItemType, then stop before optional header
/// in this phase. /// tails.
/// </para> /// </para>
/// ///
/// <para> /// <para>
@ -51,6 +51,8 @@ public static class CreateObject
public const uint PaletteTypePrefix = 0x04000000u; public const uint PaletteTypePrefix = 0x04000000u;
/// <summary>SurfaceTexture dat id type prefix.</summary> /// <summary>SurfaceTexture dat id type prefix.</summary>
public const uint SurfaceTextureTypePrefix = 0x05000000u; public const uint SurfaceTextureTypePrefix = 0x05000000u;
/// <summary>Icon dat id type prefix.</summary>
public const uint IconTypePrefix = 0x06000000u;
[Flags] [Flags]
public enum PhysicsDescriptionFlag : uint public enum PhysicsDescriptionFlag : uint
@ -78,9 +80,9 @@ public static class CreateObject
} }
/// <summary> /// <summary>
/// The three fields acdream cares about. Position and SetupTableId are /// The spawn fields acdream currently cares about. Position and
/// nullable because their corresponding physics-description-flag bits /// SetupTableId are nullable because their corresponding
/// may not be set on every CreateObject. /// physics-description-flag bits may not be set on every CreateObject.
/// </summary> /// </summary>
public readonly record struct Parsed( public readonly record struct Parsed(
uint Guid, uint Guid,
@ -92,6 +94,7 @@ public static class CreateObject
uint? BasePaletteId, uint? BasePaletteId,
float? ObjScale, float? ObjScale,
string? Name, string? Name,
uint? ItemType,
ServerMotionState? MotionState, ServerMotionState? MotionState,
uint? MotionTableId, uint? MotionTableId,
ushort InstanceSequence = 0, ushort InstanceSequence = 0,
@ -136,7 +139,59 @@ public static class CreateObject
ushort? SideStepCommand = null, ushort? SideStepCommand = null,
float? SideStepSpeed = null, float? SideStepSpeed = null,
ushort? TurnCommand = null, ushort? TurnCommand = null,
float? TurnSpeed = null); float? TurnSpeed = null,
byte MovementType = 0,
uint? MoveToParameters = null,
float? MoveToSpeed = null,
float? MoveToRunRate = null,
MoveToPathData? MoveToPath = null)
{
/// <summary>
/// ACE/retail movement types 6 and 7 are server-controlled
/// MoveToObject/MoveToPosition packets. Their union body does not
/// carry an InterpretedMotionState.ForwardCommand, so command absence
/// is not a stop signal.
/// </summary>
public bool IsServerControlledMoveTo => MovementType is 6 or 7;
public bool MoveToCanRun => !MoveToParameters.HasValue
|| (MoveToParameters.Value & 0x2u) != 0;
/// <summary>
/// MovementParameters bit 9 (mask 0x200) — set when the creature is
/// chasing its target. Cross-checked against acclient.h:31423-31443
/// (named retail) + ACE <c>MovementParamFlags.MoveTowards</c>.
/// </summary>
public bool MoveTowards => MoveToParameters.HasValue
&& (MoveToParameters.Value & 0x200u) != 0;
}
/// <summary>
/// Path-control payload of a server-controlled MoveTo packet (movementType 6 or 7).
/// Wire layout per <c>MovementParameters::UnPackNet</c> @ <c>0x0052ac50</c>
/// + the leading <c>Origin</c> + optional target guid for type 6:
/// <list type="bullet">
/// <item>type 6 (MoveToObject) only: u32 <c>TargetGuid</c></item>
/// <item>Origin: u32 <c>cellId</c>, then 3 floats (local x/y/z within the landblock)</item>
/// <item>MovementParameters (28 bytes, exact retail order):
/// u32 flags, f32 <c>distance_to_object</c>, f32 <c>min_distance</c>,
/// f32 <c>fail_distance</c>, f32 <c>speed</c>, f32 <c>walk_run_threshhold</c>,
/// f32 <c>desired_heading</c></item>
/// </list>
/// (The trailing <c>runRate</c> float is captured separately on
/// <see cref="ServerMotionState.MoveToRunRate"/>.)
/// </summary>
public readonly record struct MoveToPathData(
uint? TargetGuid,
uint OriginCellId,
float OriginX,
float OriginY,
float OriginZ,
float DistanceToObject,
float MinDistance,
float FailDistance,
float WalkRunThreshold,
float DesiredHeading);
/// <summary> /// <summary>
/// One entry in the InterpretedMotionState's Commands list (MotionItem). /// One entry in the InterpretedMotionState's Commands list (MotionItem).
@ -390,27 +445,39 @@ public static class CreateObject
pos += 9 * 2; pos += 9 * 2;
AlignTo4(ref pos); AlignTo4(ref pos);
// --- WeenieHeader: read just the Name field (second after flags). --- // --- WeenieHeader: read the fixed prefix fields we need. ---
// ACE WorldObject_Networking.SerializeCreateObject writes:
// weenieFlags, Name, WeenieClassId(PackedDword),
// IconId(PackedDwordOfKnownType 0x06000000), ItemType,
// ObjectDescriptionFlags, align.
string? name = null; string? name = null;
uint? itemType = null;
if (body.Length - pos >= 4) if (body.Length - pos >= 4)
{ {
pos += 4; // skip weenieFlags u32 pos += 4; // skip weenieFlags u32
try try
{ {
name = ReadString16L(body, ref pos); name = ReadString16L(body, ref pos);
_ = ReadPackedDword(body, ref pos); // WeenieClassId
_ = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix);
if (body.Length - pos >= 4)
itemType = ReadU32(body, ref pos);
if (body.Length - pos >= 4)
_ = ReadU32(body, ref pos); // ObjectDescriptionFlags
AlignTo4(ref pos);
} }
catch { /* truncated name — partial result is still useful */ } catch { /* truncated name — partial result is still useful */ }
} }
return new Parsed(guid, position, setupTableId, animParts, return new Parsed(guid, position, setupTableId, animParts,
textureChanges, subPalettes, basePaletteId, objScale, name, motionState, motionTableId, textureChanges, subPalettes, basePaletteId, objScale, name, itemType, motionState, motionTableId,
instanceSeq, teleportSeq, serverControlSeq, forcePositionSeq); instanceSeq, teleportSeq, serverControlSeq, forcePositionSeq);
// Local helper: if we ran out of fields past PhysicsData, still // Local helper: if we ran out of fields past PhysicsData, still
// return the useful prefix (guid/position/setup/animParts/textures/palettes/scale/motion). // return the useful prefix (guid/position/setup/animParts/textures/palettes/scale/motion).
Parsed PartialResult() => new( Parsed PartialResult() => new(
guid, position, setupTableId, animParts, guid, position, setupTableId, animParts,
textureChanges, subPalettes, basePaletteId, objScale, null, motionState, motionTableId); textureChanges, subPalettes, basePaletteId, objScale, null, null, motionState, motionTableId);
} }
catch catch
{ {
@ -528,6 +595,9 @@ public static class CreateObject
float? sidestepSpeed = null; float? sidestepSpeed = null;
ushort? turnCommand = null; ushort? turnCommand = null;
float? turnSpeed = null; float? turnSpeed = null;
uint? moveToParameters = null;
float? moveToSpeed = null;
float? moveToRunRate = null;
List<MotionItem>? commands = null; List<MotionItem>? commands = null;
// 0 = Invalid is the only union variant we care about for static // 0 = Invalid is the only union variant we care about for static
@ -630,14 +700,62 @@ public static class CreateObject
} }
done:; done:;
} }
else if (movementType is 6 or 7)
{
TryParseMoveToPayload(
mv,
p,
movementType,
out moveToParameters,
out moveToSpeed,
out moveToRunRate);
}
return new ServerMotionState( return new ServerMotionState(
currentStyle, forwardCommand, forwardSpeed, commands, currentStyle, forwardCommand, forwardSpeed, commands,
sidestepCommand, sidestepSpeed, turnCommand, turnSpeed); sidestepCommand, sidestepSpeed, turnCommand, turnSpeed,
movementType,
moveToParameters,
moveToSpeed,
moveToRunRate);
} }
catch catch
{ {
return null; return null;
} }
} }
private static bool TryParseMoveToPayload(
ReadOnlySpan<byte> body,
int pos,
byte movementType,
out uint? movementParameters,
out float? speed,
out float? runRate)
{
movementParameters = null;
speed = null;
runRate = null;
if (movementType == 6)
{
if (body.Length - pos < 4) return false;
pos += 4; // target guid
}
if (body.Length - pos < 16 + 28 + 4) return false;
pos += 16; // Origin
movementParameters = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
pos += 4; // distanceToObject
pos += 4; // minDistance
pos += 4; // failDistance
speed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
pos += 4; // walkRunThreshold
pos += 4; // desiredHeading
runRate = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
return true;
}
} }

View file

@ -0,0 +1,39 @@
using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Inbound <c>ObjectDelete</c> GameMessage (opcode <c>0xF747</c>).
///
/// <para>
/// Retail dispatch path:
/// <c>CM_Physics::DispatchSB_DeleteObject</c> 0x006AC6A0 reads guid from
/// <c>buf+4</c> and instance sequence from <c>buf+8</c>, then calls
/// <c>SmartBox::HandleDeleteObject</c> 0x00451EA0. ACE emits the same
/// layout from <c>GameMessageDeleteObject</c>.
/// </para>
/// </summary>
public static class DeleteObject
{
public const uint Opcode = 0xF747u;
public readonly record struct Parsed(uint Guid, ushort InstanceSequence);
/// <summary>
/// Parse a 0xF747 body. <paramref name="body"/> must start with the
/// 4-byte opcode, matching every other parser in this namespace.
/// </summary>
public static Parsed? TryParse(ReadOnlySpan<byte> body)
{
if (body.Length < 10)
return null;
uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(0, 4));
if (opcode != Opcode)
return null;
uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(4, 4));
ushort instanceSequence = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(8, 2));
return new Parsed(guid, instanceSequence);
}
}

View file

@ -147,56 +147,34 @@ public static class GameEvents
// ── Combat notifications ──────────────────────────────────────────────── // ── Combat notifications ────────────────────────────────────────────────
/// <summary>0x01AC VictimNotification — "you got hit for X".</summary> /// <summary>0x01AC VictimNotification - death message for the victim.</summary>
public readonly record struct VictimNotification( public readonly record struct VictimNotification(string DeathMessage);
string AttackerName,
uint AttackerGuid,
uint DamageType,
uint Damage,
uint HitQuadrant,
uint Critical,
uint AttackType);
public static VictimNotification? ParseVictimNotification(ReadOnlySpan<byte> payload) public static VictimNotification? ParseVictimNotification(ReadOnlySpan<byte> payload)
{ {
int pos = 0; int pos = 0;
try try { return new VictimNotification(ReadString16L(payload, ref pos)); }
{
string name = ReadString16L(payload, ref pos);
if (payload.Length - pos < 24) return null;
uint guid = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
uint damageType = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
uint damage = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
uint quad = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
uint crit = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
uint atkType = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
return new VictimNotification(name, guid, damageType, damage, quad, crit, atkType);
}
catch { return null; } catch { return null; }
} }
/// <summary>0x01AD KillerNotification — "you killed X".</summary> /// <summary>0x01AD KillerNotification - death message for the killer.</summary>
public readonly record struct KillerNotification(string VictimName, uint VictimGuid); public readonly record struct KillerNotification(string DeathMessage);
public static KillerNotification? ParseKillerNotification(ReadOnlySpan<byte> payload) public static KillerNotification? ParseKillerNotification(ReadOnlySpan<byte> payload)
{ {
int pos = 0; int pos = 0;
try try { return new KillerNotification(ReadString16L(payload, ref pos)); }
{
string name = ReadString16L(payload, ref pos);
if (payload.Length - pos < 4) return null;
uint guid = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos));
return new KillerNotification(name, guid);
}
catch { return null; } catch { return null; }
} }
/// <summary>0x01B1 AttackerNotification — "you hit X for Y%".</summary> /// <summary>0x01B1 AttackerNotification - "you hit X".</summary>
public readonly record struct AttackerNotification( public readonly record struct AttackerNotification(
string DefenderName, string DefenderName,
uint DamageType, uint DamageType,
double HealthPercent,
uint Damage, uint Damage,
float DamagePercent); uint Critical,
ulong AttackConditions);
public static AttackerNotification? ParseAttackerNotification(ReadOnlySpan<byte> payload) public static AttackerNotification? ParseAttackerNotification(ReadOnlySpan<byte> payload)
{ {
@ -204,23 +182,26 @@ public static class GameEvents
try try
{ {
string name = ReadString16L(payload, ref pos); string name = ReadString16L(payload, ref pos);
if (payload.Length - pos < 12) return null; if (payload.Length - pos < 28) return null;
uint damageType = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4; uint damageType = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
uint damage = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4; double pct = BinaryPrimitives.ReadDoubleLittleEndian(payload.Slice(pos)); pos += 8;
float pct = BinaryPrimitives.ReadSingleLittleEndian(payload.Slice(pos)); pos += 4; uint damage = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
return new AttackerNotification(name, damageType, damage, pct); uint crit = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
ulong cond = BinaryPrimitives.ReadUInt64LittleEndian(payload.Slice(pos)); pos += 8;
return new AttackerNotification(name, damageType, pct, damage, crit, cond);
} }
catch { return null; } catch { return null; }
} }
/// <summary>0x01B2 DefenderNotification — "X hit you for Y".</summary> /// <summary>0x01B2 DefenderNotification - "X hit you".</summary>
public readonly record struct DefenderNotification( public readonly record struct DefenderNotification(
string AttackerName, string AttackerName,
uint AttackerGuid,
uint DamageType, uint DamageType,
double HealthPercent,
uint Damage, uint Damage,
uint HitQuadrant, uint HitQuadrant,
uint Critical); uint Critical,
ulong AttackConditions);
public static DefenderNotification? ParseDefenderNotification(ReadOnlySpan<byte> payload) public static DefenderNotification? ParseDefenderNotification(ReadOnlySpan<byte> payload)
{ {
@ -228,40 +209,42 @@ public static class GameEvents
try try
{ {
string name = ReadString16L(payload, ref pos); string name = ReadString16L(payload, ref pos);
if (payload.Length - pos < 20) return null; if (payload.Length - pos < 32) return null;
uint guid = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4; uint dtype = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
uint dtype = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4; double pct = BinaryPrimitives.ReadDoubleLittleEndian(payload.Slice(pos)); pos += 8;
uint dmg = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4; uint dmg = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
uint quad = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4; uint quad = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
uint crit = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4; uint crit = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
return new DefenderNotification(name, guid, dtype, dmg, quad, crit); ulong cond = BinaryPrimitives.ReadUInt64LittleEndian(payload.Slice(pos)); pos += 8;
return new DefenderNotification(name, dtype, pct, dmg, quad, crit, cond);
} }
catch { return null; } catch { return null; }
} }
/// <summary>0x01B3 EvasionAttackerNotification "X evaded".</summary> /// <summary>0x01B3 EvasionAttackerNotification - "X evaded".</summary>
public static string? ParseEvasionAttackerNotification(ReadOnlySpan<byte> payload) public static string? ParseEvasionAttackerNotification(ReadOnlySpan<byte> payload)
{ {
int pos = 0; int pos = 0;
try { return ReadString16L(payload, ref pos); } catch { return null; } try { return ReadString16L(payload, ref pos); } catch { return null; }
} }
/// <summary>0x01B4 EvasionDefenderNotification "you evaded X".</summary> /// <summary>0x01B4 EvasionDefenderNotification - "you evaded X".</summary>
public static string? ParseEvasionDefenderNotification(ReadOnlySpan<byte> payload) public static string? ParseEvasionDefenderNotification(ReadOnlySpan<byte> payload)
{ {
int pos = 0; int pos = 0;
try { return ReadString16L(payload, ref pos); } catch { return null; } try { return ReadString16L(payload, ref pos); } catch { return null; }
} }
/// <summary>0x01A7 AttackDone — (attackSequence, weenieError).</summary> /// <summary>0x01B8 CombatCommenceAttack - empty payload.</summary>
public static bool ParseCombatCommenceAttack(ReadOnlySpan<byte> payload) => payload.Length == 0;
/// <summary>0x01A7 AttackDone - single WeenieError value.</summary>
public readonly record struct AttackDone(uint AttackSequence, uint WeenieError); public readonly record struct AttackDone(uint AttackSequence, uint WeenieError);
public static AttackDone? ParseAttackDone(ReadOnlySpan<byte> payload) public static AttackDone? ParseAttackDone(ReadOnlySpan<byte> payload)
{ {
if (payload.Length < 8) return null; if (payload.Length < 4) return null;
return new AttackDone( return new AttackDone(0u, BinaryPrimitives.ReadUInt32LittleEndian(payload));
BinaryPrimitives.ReadUInt32LittleEndian(payload),
BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(4)));
} }
// ── Spell enchantments ────────────────────────────────────────────────── // ── Spell enchantments ──────────────────────────────────────────────────

View file

@ -127,6 +127,10 @@ public static class UpdateMotion
float? sidestepSpeed = null; float? sidestepSpeed = null;
ushort? turnCommand = null; ushort? turnCommand = null;
float? turnSpeed = null; float? turnSpeed = null;
uint? moveToParameters = null;
float? moveToSpeed = null;
float? moveToRunRate = null;
CreateObject.MoveToPathData? moveToPath = null;
List<CreateObject.MotionItem>? commands = null; List<CreateObject.MotionItem>? commands = null;
if (movementType == 0) if (movementType == 0)
@ -135,7 +139,7 @@ public static class UpdateMotion
// MovementInvalid branch, just reached via the header'd path. // MovementInvalid branch, just reached via the header'd path.
// Includes the Commands list (MotionItem[]) that carries // Includes the Commands list (MotionItem[]) that carries
// Actions, emotes, and other one-shots not in ForwardCommand. // Actions, emotes, and other one-shots not in ForwardCommand.
if (body.Length - pos < 4) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null)); if (body.Length - pos < 4) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType));
uint packed = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos)); uint packed = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4; pos += 4;
uint flags = packed & 0x7Fu; uint flags = packed & 0x7Fu;
@ -158,13 +162,13 @@ public static class UpdateMotion
if ((flags & 0x1u) != 0) if ((flags & 0x1u) != 0)
{ {
if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null)); if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType));
currentStyle = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); currentStyle = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2; pos += 2;
} }
if ((flags & 0x2u) != 0) if ((flags & 0x2u) != 0)
{ {
if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null)); if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType));
forwardCommand = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); forwardCommand = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2; pos += 2;
} }
@ -221,14 +225,108 @@ public static class UpdateMotion
} }
done:; done:;
} }
else if (movementType is 6 or 7)
{
TryParseMoveToPayload(
body,
pos,
movementType,
out moveToParameters,
out moveToSpeed,
out moveToRunRate,
out moveToPath);
}
return new Parsed(guid, new CreateObject.ServerMotionState( return new Parsed(guid, new CreateObject.ServerMotionState(
currentStyle, forwardCommand, forwardSpeed, commands, currentStyle, forwardCommand, forwardSpeed, commands,
sidestepCommand, sidestepSpeed, turnCommand, turnSpeed)); sidestepCommand, sidestepSpeed, turnCommand, turnSpeed,
movementType,
moveToParameters,
moveToSpeed,
moveToRunRate,
moveToPath));
} }
catch catch
{ {
return null; return null;
} }
} }
private static bool TryParseMoveToPayload(
ReadOnlySpan<byte> body,
int pos,
byte movementType,
out uint? movementParameters,
out float? speed,
out float? runRate,
out CreateObject.MoveToPathData? path)
{
movementParameters = null;
speed = null;
runRate = null;
path = null;
// Retail MovementManager::PerformMovement (0x00524440) consumes
// MoveToObject/MoveToPosition as:
// [object guid, for MoveToObject only]
// Origin(cell + xyz)
// MovementParameters::UnPackNet (0x0052AC50): flags, distance,
// min, fail, speed, walk/run threshold, desired heading
// f32 runRate copied into CMotionInterp::my_run_rate.
//
// Phase L.1c (2026-04-28): the full path payload is now retained on
// <see cref="CreateObject.MoveToPathData"/> so the per-tick remote
// body driver can steer toward Origin instead of holding velocity at
// zero between sparse UpdatePosition snaps. The 882a07c stabilizer
// was deliberately conservative because we only had speed+runRate;
// with the rest of the packet captured, the body solver has full
// path data and can run faithfully.
uint? targetGuid = null;
if (movementType == 6)
{
if (body.Length - pos < 4) return false;
targetGuid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
}
if (body.Length - pos < 16 + 28 + 4) return false;
uint originCellId = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
float originX = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float originY = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float originZ = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
movementParameters = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
float distanceToObject = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float minDistance = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float failDistance = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
speed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float walkRunThreshold = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float desiredHeading = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
runRate = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
path = new CreateObject.MoveToPathData(
targetGuid,
originCellId,
originX,
originY,
originZ,
distanceToObject,
minDistance,
failDistance,
walkRunThreshold,
desiredHeading);
return true;
}
} }

View file

@ -1,6 +1,7 @@
using System.Buffers.Binary; using System.Buffers.Binary;
using System.Net; using System.Net;
using System.Threading.Channels; using System.Threading.Channels;
using AcDream.Core.Combat;
using AcDream.Core.Net.Cryptography; using AcDream.Core.Net.Cryptography;
using AcDream.Core.Net.Messages; using AcDream.Core.Net.Messages;
using AcDream.Core.Net.Packets; using AcDream.Core.Net.Packets;
@ -53,12 +54,23 @@ public sealed class WorldSession : IDisposable
uint? BasePaletteId, uint? BasePaletteId,
float? ObjScale, float? ObjScale,
string? Name, string? Name,
uint? ItemType,
CreateObject.ServerMotionState? MotionState, CreateObject.ServerMotionState? MotionState,
uint? MotionTableId); uint? MotionTableId);
/// <summary>Fires when the session finishes parsing a CreateObject.</summary> /// <summary>Fires when the session finishes parsing a CreateObject.</summary>
public event Action<EntitySpawn>? EntitySpawned; public event Action<EntitySpawn>? EntitySpawned;
/// <summary>
/// Fires when the session parses a 0xF747 ObjectDelete game message.
/// Retail routes this through
/// <c>CM_Physics::DispatchSB_DeleteObject</c> 0x006AC6A0 →
/// <c>SmartBox::HandleDeleteObject</c> 0x00451EA0; ACE emits it when
/// an object leaves the world, including the living creature object
/// after its corpse is created.
/// </summary>
public event Action<DeleteObject.Parsed>? EntityDeleted;
/// <summary> /// <summary>
/// Payload for <see cref="MotionUpdated"/>: the server guid of the entity /// Payload for <see cref="MotionUpdated"/>: the server guid of the entity
/// whose motion changed and its new server-side stance + forward command. /// whose motion changed and its new server-side stance + forward command.
@ -634,10 +646,17 @@ public sealed class WorldSession : IDisposable
parsed.Value.BasePaletteId, parsed.Value.BasePaletteId,
parsed.Value.ObjScale, parsed.Value.ObjScale,
parsed.Value.Name, parsed.Value.Name,
parsed.Value.ItemType,
parsed.Value.MotionState, parsed.Value.MotionState,
parsed.Value.MotionTableId)); parsed.Value.MotionTableId));
} }
} }
else if (op == DeleteObject.Opcode)
{
var parsed = DeleteObject.TryParse(body);
if (parsed is not null)
EntityDeleted?.Invoke(parsed.Value);
}
else if (op == UpdateMotion.Opcode) else if (op == UpdateMotion.Opcode)
{ {
// Phase 6.6: the server sends UpdateMotion (0xF74C) whenever an // Phase 6.6: the server sends UpdateMotion (0xF74C) whenever an
@ -909,6 +928,48 @@ public sealed class WorldSession : IDisposable
SendGameAction(body); SendGameAction(body);
} }
/// <summary>Send retail ChangeCombatMode (0x0053).</summary>
public void SendChangeCombatMode(CombatMode mode)
{
uint seq = NextGameActionSequence();
byte[] body = CharacterActions.BuildChangeCombatMode(
seq,
(CharacterActions.CombatMode)(uint)mode);
SendGameAction(body);
}
/// <summary>Send retail TargetedMeleeAttack (0x0008).</summary>
public void SendMeleeAttack(uint targetGuid, AttackHeight attackHeight, float powerLevel)
{
uint seq = NextGameActionSequence();
byte[] body = AttackTargetRequest.BuildMelee(
seq,
targetGuid,
(uint)attackHeight,
powerLevel);
SendGameAction(body);
}
/// <summary>Send retail TargetedMissileAttack (0x000A).</summary>
public void SendMissileAttack(uint targetGuid, AttackHeight attackHeight, float accuracyLevel)
{
uint seq = NextGameActionSequence();
byte[] body = AttackTargetRequest.BuildMissile(
seq,
targetGuid,
(uint)attackHeight,
accuracyLevel);
SendGameAction(body);
}
/// <summary>Send retail CancelAttack (0x01B7).</summary>
public void SendCancelAttack()
{
uint seq = NextGameActionSequence();
byte[] body = AttackTargetRequest.BuildCancel(seq);
SendGameAction(body);
}
/// <summary> /// <summary>
/// Phase I.6: send a TurbineChat <c>RequestSendToRoomById</c> to a /// Phase I.6: send a TurbineChat <c>RequestSendToRoomById</c> to a
/// global community room (General / Trade / LFG / Roleplay / /// global community room (General / Trade / LFG / Roleplay /

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;
}

View file

@ -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);
}

View file

@ -7,14 +7,17 @@ namespace AcDream.Core.Combat;
// Full research: docs/research/deepdives/r02-combat-system.md // Full research: docs/research/deepdives/r02-combat-system.md
// ───────────────────────────────────────────────────────────────────── // ─────────────────────────────────────────────────────────────────────
[Flags]
public enum CombatMode public enum CombatMode
{ {
Undef = 0, Undef = 0,
NonCombat = 1, NonCombat = 0x01,
Melee = 2, Melee = 0x02,
Missile = 3, Missile = 0x04,
Magic = 4, Magic = 0x08,
Peaceful = 5,
ValidCombat = NonCombat | Melee | Missile | Magic,
CombatCombat = Melee | Missile | Magic,
} }
public enum AttackHeight public enum AttackHeight
@ -24,6 +27,51 @@ public enum AttackHeight
Low = 3, 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> /// <summary>
/// Retail uses a 15-bit flags enum for attack types — weapon categories. /// Retail uses a 15-bit flags enum for attack types — weapon categories.
/// See r02 §2 + <c>ACE.Entity.Enum.AttackType</c>. /// See r02 §2 + <c>ACE.Entity.Enum.AttackType</c>.
@ -31,20 +79,26 @@ public enum AttackHeight
[Flags] [Flags]
public enum AttackType : uint public enum AttackType : uint
{ {
None = 0, None = 0,
Punch = 0x0001, Punch = 0x0001,
Kick = 0x0002, Thrust = 0x0002,
Thrust = 0x0004, Slash = 0x0004,
Slash = 0x0008, Kick = 0x0008,
DoubleSlash = 0x0010, OffhandPunch = 0x0010,
TripleSlash = 0x0020, DoubleSlash = 0x0020,
DoubleThrust = 0x0040, TripleSlash = 0x0040,
TripleThrust = 0x0080, DoubleThrust = 0x0080,
Offhand = 0x0100, TripleThrust = 0x0100,
OffhandSlash = 0x0200, OffhandThrust = 0x0200,
OffhandThrust = 0x0400, OffhandSlash = 0x0400,
ThrustSlash = 0x0800, OffhandDoubleSlash = 0x0800,
// more in r02 §2 OffhandTripleSlash = 0x1000,
OffhandDoubleThrust = 0x2000,
OffhandTripleThrust = 0x4000,
Unarmed = Punch | Kick | OffhandPunch,
MultiStrike = DoubleSlash | TripleSlash | DoubleThrust | TripleThrust
| OffhandDoubleSlash | OffhandTripleSlash
| OffhandDoubleThrust | OffhandTripleThrust,
} }
[Flags] [Flags]

View file

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

View file

@ -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 /// makes the jump look delayed (legs stand still for ~100 ms while
/// the link drains, then fold into Falling). Defaults to false to /// the link drains, then fold into Falling). Defaults to false to
/// preserve normal smooth transitions for everything else.</param> /// 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) public void SetCycle(uint style, uint motion, float speedMod = 1f, bool skipTransitionLink = false)
{ {
// ── adjust_motion: remap left→right / backward→forward variants ─── // ── adjust_motion: remap left→right / backward→forward variants ───

View file

@ -84,6 +84,24 @@ public static class MotionCommandResolver
result[lo] = full; result[lo] = full;
} }
} }
ApplyNamedRetailOverrides(result);
return 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. /// regular SetCycle transition.
/// </summary> /// </summary>
public const uint FallDown = 0x10000050u; public const uint FallDown = 0x10000050u;
/// <summary>0x10000057 — Dead.</summary> /// <summary>0x40000011 - persistent dead substate.</summary>
public const uint Dead = 0x10000057u; 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> /// <summary>0x41000011 — Crouch lower bound for blocked-jump check.</summary>
public const uint CrouchLowerBound = 0x41000011u; public const uint CrouchLowerBound = 0x41000011u;
/// <summary>0x41000014 — upper bound of crouch/sit/sleep range.</summary> /// <summary>0x41000015 - exclusive upper bound of crouch/sit/sleep range.</summary>
public const uint CrouchUpperBound = 0x41000014u; public const uint CrouchUpperExclusive = 0x41000015u;
} }
/// <summary> /// <summary>
@ -819,7 +827,7 @@ public sealed class MotionInterpreter
/// if WeenieObj != null AND WeenieObj.CanJump(JumpExtent) returns false: /// if WeenieObj != null AND WeenieObj.CanJump(JumpExtent) returns false:
/// return 0x49 /// return 0x49
/// uVar1 = InterpretedState.ForwardCommand /// uVar1 = InterpretedState.ForwardCommand
/// if uVar1 == 0x40000008 (Fallen) OR uVar1 == 0x10000057 (Dead): /// if uVar1 == 0x40000008 (Fallen) OR uVar1 == 0x40000011 (Dead):
/// return 0x48 /// return 0x48
/// if 0x41000011 &lt; uVar1 &lt; 0x41000015 (crouch/sit/sleep range): /// if 0x41000011 &lt; uVar1 &lt; 0x41000015 (crouch/sit/sleep range):
/// return 0x48 /// return 0x48
@ -850,7 +858,7 @@ public sealed class MotionInterpreter
return false; return false;
// Crouch / sit / sleep range (0x41000011 < fwd < 0x41000015). // Crouch / sit / sleep range (0x41000011 < fwd < 0x41000015).
if (fwd > MotionCommand.CrouchLowerBound && fwd < MotionCommand.CrouchUpperBound) if (fwd > MotionCommand.CrouchLowerBound && fwd < MotionCommand.CrouchUpperExclusive)
return false; return false;
// Need Gravity flag + Contact + OnWalkable for ground-based motion. // 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;
}
}

View file

@ -241,28 +241,32 @@ public sealed class GameEventWiringTests
} }
[Fact] [Fact]
public void WireAll_KillerNotification_FiresKillLandedOnCombatState() public void WireAll_KillerNotification_AppendsCombatLine()
{ {
// Issue #10 — orphan parser at GameEvents.ParseKillerNotification var (d, _, _, _, chat) = MakeAll();
// existed but was never registered for dispatch until 2026-04-25. byte[] payload = MakeString16L("You killed the drudge!");
// Now wired: 0x01AD lands on CombatState.OnKillerNotification +
// fires the KillLanded event.
var (d, _, combat, _, _) = MakeAll();
string? gotVictimName = null;
uint gotVictimGuid = 0;
combat.KillLanded += (name, guid) => { gotVictimName = name; gotVictimGuid = guid; };
// Wire shape: string16L victimName + u32 victimGuid
byte[] nameBytes = MakeString16L("Drudge");
byte[] payload = new byte[nameBytes.Length + 4];
Array.Copy(nameBytes, payload, nameBytes.Length);
BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(nameBytes.Length), 0x80001234u);
var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.KillerNotification, payload)); var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.KillerNotification, payload));
d.Dispatch(env!.Value); d.Dispatch(env!.Value);
Assert.Equal("Drudge", gotVictimName); Assert.Equal(1, chat.Count);
Assert.Equal(0x80001234u, gotVictimGuid); var entry = chat.Snapshot()[0];
Assert.Equal(ChatKind.Combat, entry.Kind);
Assert.Equal(CombatLineKind.Info, entry.CombatKind);
Assert.Equal("You killed the drudge!", entry.Text);
}
[Fact]
public void WireAll_CombatCommenceAttack_FiresCombatStateEvent()
{
var (d, _, combat, _, _) = MakeAll();
bool commenced = false;
combat.AttackCommenced += () => commenced = true;
var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.CombatCommenceAttack, Array.Empty<byte>()));
d.Dispatch(env!.Value);
Assert.True(commenced);
} }
[Fact] [Fact]

View file

@ -57,4 +57,13 @@ public sealed class CharacterActionsTests
Assert.Equal(2u, // Melee = 2 Assert.Equal(2u, // Melee = 2
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12))); BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12)));
} }
[Fact]
public void CombatMode_UsesRetailAceBitValues()
{
Assert.Equal(1u, (uint)CharacterActions.CombatMode.NonCombat);
Assert.Equal(2u, (uint)CharacterActions.CombatMode.Melee);
Assert.Equal(4u, (uint)CharacterActions.CombatMode.Missile);
Assert.Equal(8u, (uint)CharacterActions.CombatMode.Magic);
}
} }

View file

@ -1,6 +1,5 @@
using System; using System;
using System.Buffers.Binary; using System.Buffers.Binary;
using System.Text;
using AcDream.Core.Net.Messages; using AcDream.Core.Net.Messages;
using Xunit; using Xunit;
@ -8,105 +7,140 @@ namespace AcDream.Core.Net.Tests.Messages;
public sealed class CombatEventTests public sealed class CombatEventTests
{ {
private static byte[] MakeString16L(string s)
{
byte[] data = Encoding.ASCII.GetBytes(s);
int recordSize = 2 + data.Length;
int padding = (4 - (recordSize & 3)) & 3;
byte[] result = new byte[recordSize + padding];
BinaryPrimitives.WriteUInt16LittleEndian(result, (ushort)data.Length);
Array.Copy(data, 0, result, 2, data.Length);
return result;
}
[Fact] [Fact]
public void AttackTargetRequest_Build_EmitsCorrectWireBytes() public void AttackTargetRequest_BuildMelee_EmitsRetailWireBytes()
{ {
byte[] body = AttackTargetRequest.Build( byte[] body = AttackTargetRequest.BuildMelee(
gameActionSequence: 3, gameActionSequence: 3,
targetGuid: 0x12345678u, targetGuid: 0x12345678u,
powerLevel: 0.75f, attackHeight: 2,
accuracyLevel: 0.5f, powerLevel: 0.75f);
attackHeight: 2);
Assert.Equal(28, body.Length); Assert.Equal(24, body.Length);
Assert.Equal(AttackTargetRequest.GameActionEnvelope, Assert.Equal(AttackTargetRequest.GameActionEnvelope,
BinaryPrimitives.ReadUInt32LittleEndian(body)); BinaryPrimitives.ReadUInt32LittleEndian(body));
Assert.Equal(3u, Assert.Equal(3u,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4))); BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4)));
Assert.Equal(AttackTargetRequest.SubOpcode, Assert.Equal(AttackTargetRequest.TargetedMeleeAttackOpcode,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8))); BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8)));
Assert.Equal(0x12345678u, Assert.Equal(0x12345678u,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12))); BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12)));
Assert.Equal(2u,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(16)));
Assert.Equal(0.75f, Assert.Equal(0.75f,
BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(16)), 4); BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(20)), 4);
}
[Fact]
public void AttackTargetRequest_BuildMissile_EmitsRetailWireBytes()
{
byte[] body = AttackTargetRequest.BuildMissile(
gameActionSequence: 4,
targetGuid: 0x87654321u,
attackHeight: 1,
accuracyLevel: 0.5f);
Assert.Equal(24, body.Length);
Assert.Equal(AttackTargetRequest.TargetedMissileAttackOpcode,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8)));
Assert.Equal(0x87654321u,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12)));
Assert.Equal(1u,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(16)));
Assert.Equal(0.5f, Assert.Equal(0.5f,
BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(20)), 4); BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(20)), 4);
Assert.Equal(2u,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(24)));
} }
[Fact] [Fact]
public void ParseVictimNotification_RoundTrip() public void AttackTargetRequest_BuildCancel_HasNoPayload()
{ {
byte[] name = MakeString16L("Attacker"); byte[] body = AttackTargetRequest.BuildCancel(gameActionSequence: 5);
byte[] tail = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(tail, 0xAAu); // guid
BinaryPrimitives.WriteUInt32LittleEndian(tail.AsSpan(4), 1u); // damageType
BinaryPrimitives.WriteUInt32LittleEndian(tail.AsSpan(8), 42u); // damage
BinaryPrimitives.WriteUInt32LittleEndian(tail.AsSpan(12), 3u); // quadrant
BinaryPrimitives.WriteUInt32LittleEndian(tail.AsSpan(16), 1u); // crit
BinaryPrimitives.WriteUInt32LittleEndian(tail.AsSpan(20), 8u); // attackType
byte[] payload = new byte[name.Length + tail.Length]; Assert.Equal(12, body.Length);
Buffer.BlockCopy(name, 0, payload, 0, name.Length); Assert.Equal(AttackTargetRequest.CancelAttackOpcode,
Buffer.BlockCopy(tail, 0, payload, name.Length, tail.Length); BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8)));
}
[Fact]
public void ParseAttackDone_HoltburgerFixture()
{
var env = ParseFixture("B0F700000000000000000000A701000036000000");
Assert.Equal(GameEventType.AttackDone, env.EventType);
var parsed = GameEvents.ParseAttackDone(env.Payload.Span);
var parsed = GameEvents.ParseVictimNotification(payload);
Assert.NotNull(parsed); Assert.NotNull(parsed);
Assert.Equal("Attacker", parsed!.Value.AttackerName); Assert.Equal(0u, parsed!.Value.AttackSequence);
Assert.Equal(0xAAu, parsed.Value.AttackerGuid); Assert.Equal(0x36u, parsed.Value.WeenieError);
Assert.Equal(42u, parsed.Value.Damage); }
[Fact]
public void ParseAttackerNotification_HoltburgerFixture()
{
var env = ParseFixture("B0F700000000000001000000B10100000E0044727564676520526176656E657201000000000000000000D03F25000000010000000600000000000000");
var parsed = GameEvents.ParseAttackerNotification(env.Payload.Span);
Assert.NotNull(parsed);
Assert.Equal("Drudge Ravener", parsed!.Value.DefenderName);
Assert.Equal(1u, parsed.Value.DamageType);
Assert.Equal(0.25, parsed.Value.HealthPercent, 6);
Assert.Equal(37u, parsed.Value.Damage);
Assert.Equal(1u, parsed.Value.Critical); Assert.Equal(1u, parsed.Value.Critical);
Assert.Equal(6ul, parsed.Value.AttackConditions);
} }
[Fact] [Fact]
public void ParseAttackerNotification_RoundTrip() public void ParseDefenderNotification_HoltburgerFixture()
{ {
byte[] name = MakeString16L("Drudge"); var env = ParseFixture("B0F700000000000002000000B20100000A0042616E6465726C696E6710000000000000000000C03F1200000001000000000000000800000000000000");
byte[] tail = new byte[12];
BinaryPrimitives.WriteUInt32LittleEndian(tail, 1u); // damageType
BinaryPrimitives.WriteUInt32LittleEndian(tail.AsSpan(4), 30u); // damage
BinaryPrimitives.WriteSingleLittleEndian(tail.AsSpan(8), 0.15f); // percent
byte[] payload = new byte[name.Length + tail.Length]; var parsed = GameEvents.ParseDefenderNotification(env.Payload.Span);
Buffer.BlockCopy(name, 0, payload, 0, name.Length);
Buffer.BlockCopy(tail, 0, payload, name.Length, tail.Length);
var parsed = GameEvents.ParseAttackerNotification(payload);
Assert.NotNull(parsed); Assert.NotNull(parsed);
Assert.Equal("Drudge", parsed!.Value.DefenderName); Assert.Equal("Banderling", parsed!.Value.AttackerName);
Assert.Equal(30u, parsed.Value.Damage); Assert.Equal(0x10u, parsed.Value.DamageType);
Assert.Equal(0.15f, parsed.Value.DamagePercent, 4); Assert.Equal(0.125, parsed.Value.HealthPercent, 6);
Assert.Equal(18u, parsed.Value.Damage);
Assert.Equal(1u, parsed.Value.HitQuadrant);
Assert.Equal(0u, parsed.Value.Critical);
Assert.Equal(8ul, parsed.Value.AttackConditions);
} }
[Fact] [Fact]
public void ParseEvasionAttackerNotification_RoundTrip() public void ParseEvasionNotifications_HoltburgerFixtures()
{ {
byte[] payload = MakeString16L("Thrower"); var attacker = ParseFixture("B0F700000000000003000000B301000008004D6F7373776172740000");
Assert.Equal("Thrower", GameEvents.ParseEvasionAttackerNotification(payload)); var defender = ParseFixture("B0F700000000000004000000B401000004004D6974650000");
Assert.Equal("Mosswart", GameEvents.ParseEvasionAttackerNotification(attacker.Payload.Span));
Assert.Equal("Mite", GameEvents.ParseEvasionDefenderNotification(defender.Payload.Span));
} }
[Fact] [Fact]
public void ParseAttackDone_RoundTrip() public void ParseCombatCommenceAttack_HoltburgerFixture()
{ {
byte[] payload = new byte[8]; var env = ParseFixture("B0F700000000000005000000B8010000");
BinaryPrimitives.WriteUInt32LittleEndian(payload, 42u);
BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), 0u); // no error
var parsed = GameEvents.ParseAttackDone(payload); Assert.Equal(GameEventType.CombatCommenceAttack, env.EventType);
Assert.NotNull(parsed); Assert.True(GameEvents.ParseCombatCommenceAttack(env.Payload.Span));
Assert.Equal(42u, parsed!.Value.AttackSequence); }
Assert.Equal(0u, parsed.Value.WeenieError);
[Fact]
public void ParseDeathNotifications_HoltburgerFixtures()
{
var victim = ParseFixture("B0F700000000000006000000AC0100000E00596F752068617665206469656421");
var killer = ParseFixture("B0F700000000000007000000AD0100001600596F75206B696C6C6564207468652064727564676521");
Assert.Equal("You have died!", GameEvents.ParseVictimNotification(victim.Payload.Span)?.DeathMessage);
Assert.Equal("You killed the drudge!", GameEvents.ParseKillerNotification(killer.Payload.Span)?.DeathMessage);
}
private static GameEventEnvelope ParseFixture(string hex)
{
byte[] body = Convert.FromHexString(hex);
var env = GameEventEnvelope.TryParse(body);
Assert.NotNull(env);
return env.Value;
} }
} }

View file

@ -0,0 +1,99 @@
using System.Buffers.Binary;
using System.Text;
using AcDream.Core.Items;
using AcDream.Core.Net.Messages;
namespace AcDream.Core.Net.Tests.Messages;
public sealed class CreateObjectTests
{
[Fact]
public void TryParse_WeenieHeaderPrefix_ReturnsNameAndItemType()
{
byte[] body = BuildMinimalCreateObjectWithWeenieHeader(
guid: 0x50000002u,
name: "Drudge",
itemType: (uint)ItemType.Creature);
var parsed = CreateObject.TryParse(body);
Assert.NotNull(parsed);
Assert.Equal(0x50000002u, parsed.Value.Guid);
Assert.Equal("Drudge", parsed.Value.Name);
Assert.Equal((uint)ItemType.Creature, parsed.Value.ItemType);
}
private static byte[] BuildMinimalCreateObjectWithWeenieHeader(
uint guid,
string name,
uint itemType)
{
var bytes = new List<byte>();
WriteU32(bytes, CreateObject.Opcode);
WriteU32(bytes, guid);
// ModelData header: marker, subpalette count, texture count, animpart count.
bytes.Add(0x11);
bytes.Add(0);
bytes.Add(0);
bytes.Add(0);
// PhysicsData: no flags, empty physics state, then 9 sequence stamps.
WriteU32(bytes, 0);
WriteU32(bytes, 0);
for (int i = 0; i < 9; i++)
WriteU16(bytes, 0);
Align4(bytes);
// Fixed WeenieHeader prefix per ACE SerializeCreateObject.
WriteU32(bytes, 0); // weenieFlags
WriteString16L(bytes, name);
WritePackedDword(bytes, 0x1234); // WeenieClassId
WritePackedDword(bytes, 0); // IconId via known-type writer
WriteU32(bytes, itemType);
WriteU32(bytes, 0); // ObjectDescriptionFlags
Align4(bytes);
return bytes.ToArray();
}
private static void WriteU32(List<byte> bytes, uint value)
{
Span<byte> tmp = stackalloc byte[4];
BinaryPrimitives.WriteUInt32LittleEndian(tmp, value);
bytes.AddRange(tmp.ToArray());
}
private static void WriteU16(List<byte> bytes, ushort value)
{
Span<byte> tmp = stackalloc byte[2];
BinaryPrimitives.WriteUInt16LittleEndian(tmp, value);
bytes.AddRange(tmp.ToArray());
}
private static void WritePackedDword(List<byte> bytes, uint value)
{
if (value <= 0x7FFF)
{
WriteU16(bytes, (ushort)value);
return;
}
WriteU16(bytes, (ushort)(((value >> 16) & 0x7FFF) | 0x8000));
WriteU16(bytes, (ushort)(value & 0xFFFF));
}
private static void WriteString16L(List<byte> bytes, string value)
{
byte[] encoded = Encoding.GetEncoding(1252).GetBytes(value);
WriteU16(bytes, checked((ushort)encoded.Length));
bytes.AddRange(encoded);
Align4(bytes);
}
private static void Align4(List<byte> bytes)
{
while ((bytes.Count & 3) != 0)
bytes.Add(0);
}
}

View file

@ -0,0 +1,39 @@
using System.Buffers.Binary;
using AcDream.Core.Net.Messages;
using Xunit;
namespace AcDream.Core.Net.Tests.Messages;
public sealed class DeleteObjectTests
{
[Fact]
public void RejectsWrongOpcode()
{
Span<byte> body = stackalloc byte[12];
BinaryPrimitives.WriteUInt32LittleEndian(body, 0xDEADBEEFu);
Assert.Null(DeleteObject.TryParse(body));
}
[Fact]
public void RejectsTruncated()
{
Assert.Null(DeleteObject.TryParse(ReadOnlySpan<byte>.Empty));
Assert.Null(DeleteObject.TryParse(new byte[9]));
}
[Fact]
public void ParsesGuidAndInstanceSequence()
{
Span<byte> body = stackalloc byte[12];
BinaryPrimitives.WriteUInt32LittleEndian(body, DeleteObject.Opcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.Slice(4), 0x80000439u);
BinaryPrimitives.WriteUInt16LittleEndian(body.Slice(8), 0x1234);
var parsed = DeleteObject.TryParse(body);
Assert.NotNull(parsed);
Assert.Equal(0x80000439u, parsed!.Value.Guid);
Assert.Equal((ushort)0x1234, parsed.Value.InstanceSequence);
}
}

View file

@ -185,7 +185,8 @@ public class UpdateMotionTests
[Fact] [Fact]
public void HandlesNonInvalidMovementType_GracefullyReturnsOuterStance() public void HandlesNonInvalidMovementType_GracefullyReturnsOuterStance()
{ {
// movementType != 0 means one of the Move* variants we don't parse. // movementType != 0 means one of the Move* variants; a truncated
// non-Invalid payload still returns the outer state.
// The parser must still return a valid Parsed with the outer stance // The parser must still return a valid Parsed with the outer stance
// and a null ForwardCommand rather than failing the whole message. // and a null ForwardCommand rather than failing the whole message.
var body = new byte[4 + 4 + 2 + 6 + 4]; var body = new byte[4 + 4 + 2 + 6 + 4];
@ -194,7 +195,7 @@ public class UpdateMotionTests
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x99999999u); p += 4; BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x99999999u); p += 4;
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2; BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
p += 6; p += 6;
body[p++] = 1; // movementType = MoveToObject (non-Invalid) body[p++] = 7; // movementType = MoveToPosition (non-Invalid)
body[p++] = 0; body[p++] = 0;
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x00CC); p += 2; BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x00CC); p += 2;
@ -202,5 +203,152 @@ public class UpdateMotionTests
Assert.NotNull(result); Assert.NotNull(result);
Assert.Equal((ushort)0x00CC, result!.Value.MotionState.Stance); Assert.Equal((ushort)0x00CC, result!.Value.MotionState.Stance);
Assert.Null(result.Value.MotionState.ForwardCommand); Assert.Null(result.Value.MotionState.ForwardCommand);
Assert.Equal((byte)7, result.Value.MotionState.MovementType);
Assert.True(result.Value.MotionState.IsServerControlledMoveTo);
}
[Fact]
public void ParsesMoveToPositionSpeedAndRunRate()
{
// Layout after MovementData's movementType/motionFlags/currentStyle:
// Origin: cell + xyz (16 bytes)
// MoveToParameters: flags, distance, min, fail, speed,
// walk/run threshold, desired heading (28 bytes)
// runRate: f32
var body = new byte[4 + 4 + 2 + 6 + 4 + 16 + 28 + 4];
int p = 0;
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80001234u); p += 4;
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
p += 6;
body[p++] = 7; // MoveToPosition
body[p++] = 0;
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2;
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xA8B4000Eu); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 10f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 20f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 30f); p += 4;
const uint canWalkCanRunMoveTowards = 0x1u | 0x2u | 0x200u;
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), canWalkCanRunMoveTowards); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.6f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.0f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), float.MaxValue); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.25f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 15.0f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 90.0f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.5f); p += 4;
var result = UpdateMotion.TryParse(body);
Assert.NotNull(result);
Assert.Equal((byte)7, result!.Value.MotionState.MovementType);
Assert.True(result.Value.MotionState.IsServerControlledMoveTo);
Assert.Equal((ushort)0x003D, result.Value.MotionState.Stance);
Assert.Null(result.Value.MotionState.ForwardCommand);
Assert.Equal(canWalkCanRunMoveTowards, result.Value.MotionState.MoveToParameters);
Assert.Equal(1.25f, result.Value.MotionState.MoveToSpeed);
Assert.Equal(1.5f, result.Value.MotionState.MoveToRunRate);
Assert.True(result.Value.MotionState.MoveToCanRun);
Assert.True(result.Value.MotionState.MoveTowards);
// Phase L.1c (2026-04-28): full path payload retained.
Assert.NotNull(result.Value.MotionState.MoveToPath);
var path = result.Value.MotionState.MoveToPath!.Value;
Assert.Null(path.TargetGuid);
Assert.Equal(0xA8B4000Eu, path.OriginCellId);
Assert.Equal(10f, path.OriginX);
Assert.Equal(20f, path.OriginY);
Assert.Equal(30f, path.OriginZ);
Assert.Equal(0.6f, path.DistanceToObject);
Assert.Equal(0.0f, path.MinDistance);
Assert.Equal(float.MaxValue, path.FailDistance);
Assert.Equal(15.0f, path.WalkRunThreshold);
Assert.Equal(90.0f, path.DesiredHeading);
}
[Fact]
public void ParsesAttackHigh1_AsActionForwardCommand()
{
// Phase L.1c followup (2026-04-28): regression that verifies the
// wire-format ACE uses for melee swings — mt=0 with
// ForwardCommand=AttackHigh1 (0x0062 in low 16 bits) and
// ForwardSpeed (typically the animSpeed). The receiver in
// GameWindow.OnLiveMotionUpdated relies on this layout to bulk-copy
// ForwardCommand into the body's InterpretedState so that
// get_state_velocity returns 0 (gate is RunForward||WalkForward).
var body = new byte[4 + 4 + 2 + 6 + 4 + 4 + 2 + 4];
int p = 0;
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x800003B5u); p += 4;
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
p += 6; // header padding
body[p++] = 0; // mt = Invalid (interpreted)
body[p++] = 0; // motion_flags
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003C); p += 2; // stance: HandCombat
// InterpretedMotionState: flags = ForwardCommand (0x02) | ForwardSpeed (0x04)
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x06u); p += 4;
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0062); p += 2; // AttackHigh1 low bits
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.25f); p += 4; // animSpeed
var result = UpdateMotion.TryParse(body);
Assert.NotNull(result);
Assert.Equal((byte)0, result!.Value.MotionState.MovementType);
Assert.False(result.Value.MotionState.IsServerControlledMoveTo);
Assert.Equal((ushort)0x0062, result.Value.MotionState.ForwardCommand);
Assert.Equal(1.25f, result.Value.MotionState.ForwardSpeed);
}
[Fact]
public void ParsesMoveToObjectTargetGuidAndOrigin()
{
// Type 6 (MoveToObject) prepends a u32 target guid before the
// standard Origin + MovementParameters + runRate payload.
// Body size: 20 (header) + 4 (guid) + 16 (origin) + 28 (params) + 4 (runRate) = 72.
var body = new byte[20 + 4 + 16 + 28 + 4];
int p = 0;
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80004321u); p += 4;
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
p += 6; // MovementData header padding
body[p++] = 6; // MoveToObject
body[p++] = 0;
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2;
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80001234u); p += 4; // target guid
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xA8B4000Eu); p += 4; // cell
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 5f); p += 4; // origin x
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 6f); p += 4; // origin y
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 7f); p += 4; // origin z
const uint flags = 0x1u | 0x2u | 0x200u; // can_walk | can_run | move_towards
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), flags); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.6f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.0f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), float.MaxValue); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.0f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 15.0f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.57f); p += 4;
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.25f); p += 4; // runRate
var result = UpdateMotion.TryParse(body);
Assert.NotNull(result);
Assert.Equal((byte)6, result!.Value.MotionState.MovementType);
Assert.True(result.Value.MotionState.IsServerControlledMoveTo);
Assert.NotNull(result.Value.MotionState.MoveToPath);
var path = result.Value.MotionState.MoveToPath!.Value;
Assert.Equal(0x80001234u, path.TargetGuid);
Assert.Equal(0xA8B4000Eu, path.OriginCellId);
Assert.Equal(5f, path.OriginX);
Assert.Equal(6f, path.OriginY);
Assert.Equal(7f, path.OriginZ);
Assert.Equal(1.25f, result.Value.MotionState.MoveToRunRate);
} }
} }

View file

@ -0,0 +1,77 @@
using System.Net;
using AcDream.Core.Combat;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
namespace AcDream.Core.Net.Tests;
public sealed class WorldSessionCombatTests
{
private static WorldSession NewSession()
{
var ep = new IPEndPoint(IPAddress.Loopback, 65000);
return new WorldSession(ep);
}
[Fact]
public void SendChangeCombatMode_UsesSequenceAndRetailModeValue()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendChangeCombatMode(CombatMode.Magic);
Assert.NotNull(captured);
Assert.Equal(CharacterActions.BuildChangeCombatMode(
1,
CharacterActions.CombatMode.Magic), captured);
}
[Fact]
public void SendMeleeAttack_UsesRetailMeleeBuilder()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendMeleeAttack(0x50000002u, AttackHeight.High, 0.75f);
Assert.NotNull(captured);
Assert.Equal(AttackTargetRequest.BuildMelee(
1,
0x50000002u,
(uint)AttackHeight.High,
0.75f), captured);
}
[Fact]
public void SendMissileAttack_UsesRetailMissileBuilder()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendMissileAttack(0x50000003u, AttackHeight.Low, 0.5f);
Assert.NotNull(captured);
Assert.Equal(AttackTargetRequest.BuildMissile(
1,
0x50000003u,
(uint)AttackHeight.Low,
0.5f), captured);
}
[Fact]
public void SendCancelAttack_UsesRetailCancelBuilder()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendCancelAttack();
Assert.NotNull(captured);
Assert.Equal(AttackTargetRequest.BuildCancel(1), captured);
}
}

View file

@ -0,0 +1,89 @@
using AcDream.Core.Combat;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Combat;
public sealed class CombatAnimationPlannerTests
{
[Theory]
[InlineData(0x10000058u, CombatAnimationKind.MeleeSwing)] // ThrustMed
[InlineData(0x1000005Bu, CombatAnimationKind.MeleeSwing)] // SlashHigh
[InlineData(0x1000017Du, CombatAnimationKind.MeleeSwing)] // OffhandDoubleThrustMed
[InlineData(0x1000018Eu, CombatAnimationKind.MeleeSwing)] // PunchFastLow
[InlineData(0x10000061u, CombatAnimationKind.MissileAttack)] // Shoot
[InlineData(0x100000D4u, CombatAnimationKind.MissileAttack)] // Reload
[InlineData(0x10000062u, CombatAnimationKind.CreatureAttack)] // AttackHigh1
[InlineData(0x1000018Bu, CombatAnimationKind.CreatureAttack)] // AttackLow6
[InlineData(0x400000D3u, CombatAnimationKind.SpellCast)] // CastSpell
[InlineData(0x400000E0u, CombatAnimationKind.SpellCast)] // UseMagicStaff
[InlineData(0x10000051u, CombatAnimationKind.HitReaction)] // Twitch1
[InlineData(0x10000055u, CombatAnimationKind.HitReaction)] // StaggerBackward
[InlineData(0x40000011u, CombatAnimationKind.Death)] // Dead
[InlineData(0x8000003Eu, CombatAnimationKind.CombatStance)] // SwordCombat
[InlineData(0x80000043u, CombatAnimationKind.CombatStance)] // SlingCombat
[InlineData(0x80000044u, CombatAnimationKind.CombatStance)] // 2HandedSwordCombat
public void ClassifyMotionCommand_RecognisesRetailCombatCommands(
uint command,
CombatAnimationKind expected)
{
Assert.Equal(expected, CombatAnimationPlanner.ClassifyMotionCommand(command));
}
[Theory]
[InlineData(0x0170, 0x10000170u)] // OffhandSlashHigh
[InlineData(0x017D, 0x1000017Du)] // OffhandDoubleThrustMed
[InlineData(0x018B, 0x1000018Bu)] // AttackLow6
[InlineData(0x018E, 0x1000018Eu)] // PunchFastLow
public void MotionCommandResolver_UsesNamedRetailLateCombatCommands(
ushort wireCommand,
uint expectedFullCommand)
{
Assert.Equal(expectedFullCommand, MotionCommandResolver.ReconstructFullCommand(wireCommand));
}
[Fact]
public void PlanFromWireCommand_Swing_IsActionOverlay()
{
var plan = CombatAnimationPlanner.PlanFromWireCommand(0x0058, speedMod: 1.25f);
Assert.Equal(CombatAnimationKind.MeleeSwing, plan.Kind);
Assert.Equal(AnimationCommandRouteKind.Action, plan.RouteKind);
Assert.Equal(0x10000058u, plan.MotionCommand);
Assert.Equal(1.25f, plan.SpeedMod);
Assert.True(plan.HasMotion);
}
[Fact]
public void PlanFromWireCommand_Dead_IsPersistentSubState()
{
var plan = CombatAnimationPlanner.PlanFromWireCommand(0x0011);
Assert.Equal(CombatAnimationKind.Death, plan.Kind);
Assert.Equal(AnimationCommandRouteKind.SubState, plan.RouteKind);
Assert.Equal(MotionCommand.Dead, plan.MotionCommand);
}
[Fact]
public void PlanFromWireCommand_Unknown_IsNone()
{
var plan = CombatAnimationPlanner.PlanFromWireCommand(0xFFFF);
Assert.Equal(CombatAnimationPlan.None, plan);
Assert.False(plan.HasMotion);
}
[Theory]
[InlineData(CombatAnimationEvent.CombatCommenceAttack)]
[InlineData(CombatAnimationEvent.AttackDone)]
[InlineData(CombatAnimationEvent.AttackerNotification)]
[InlineData(CombatAnimationEvent.DefenderNotification)]
[InlineData(CombatAnimationEvent.EvasionAttackerNotification)]
[InlineData(CombatAnimationEvent.EvasionDefenderNotification)]
[InlineData(CombatAnimationEvent.VictimNotification)]
[InlineData(CombatAnimationEvent.KillerNotification)]
public void PlanForEvent_DoesNotInventAnimations(CombatAnimationEvent combatEvent)
{
Assert.Equal(CombatAnimationPlan.None, CombatAnimationPlanner.PlanForEvent(combatEvent));
}
}

View file

@ -0,0 +1,43 @@
using AcDream.Core.Combat;
namespace AcDream.Core.Tests.Combat;
public sealed class CombatInputPlannerTests
{
[Fact]
public void ToggleMode_FromNonCombat_UsesDefaultCombatMode()
{
Assert.Equal(CombatMode.Melee, CombatInputPlanner.ToggleMode(CombatMode.NonCombat));
Assert.Equal(
CombatMode.Missile,
CombatInputPlanner.ToggleMode(CombatMode.NonCombat, CombatMode.Missile));
}
[Fact]
public void ToggleMode_FromCombat_ReturnsNonCombat()
{
Assert.Equal(CombatMode.NonCombat, CombatInputPlanner.ToggleMode(CombatMode.Melee));
Assert.Equal(CombatMode.NonCombat, CombatInputPlanner.ToggleMode(CombatMode.Magic));
}
[Theory]
[InlineData(CombatAttackAction.Low, AttackHeight.Low)]
[InlineData(CombatAttackAction.Medium, AttackHeight.Medium)]
[InlineData(CombatAttackAction.High, AttackHeight.High)]
public void HeightFor_MapsRetailAttackKeys(CombatAttackAction action, AttackHeight expected)
{
Assert.Equal(expected, CombatInputPlanner.HeightFor(action));
}
[Theory]
[InlineData(CombatMode.Melee, true)]
[InlineData(CombatMode.Missile, true)]
[InlineData(CombatMode.NonCombat, false)]
[InlineData(CombatMode.Magic, false)]
public void SupportsTargetedAttack_MatchesRetailExecuteAttackModes(
CombatMode mode,
bool expected)
{
Assert.Equal(expected, CombatInputPlanner.SupportsTargetedAttack(mode));
}
}

View file

@ -0,0 +1,155 @@
using AcDream.Core.Combat;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using DatAttackHeight = DatReaderWriter.Enums.AttackHeight;
using DatAttackType = DatReaderWriter.Enums.AttackType;
using DatMotionCommand = DatReaderWriter.Enums.MotionCommand;
using DatMotionStance = DatReaderWriter.Enums.MotionStance;
using Xunit;
namespace AcDream.Core.Tests.Combat;
public sealed class CombatManeuverSelectorTests
{
[Fact]
public void SelectMotion_UsesFirstEntryAtOrAboveSubdivision()
{
var table = MakeTable(
Entry(DatMotionStance.SwordCombat, DatAttackHeight.Medium,
DatAttackType.Slash, DatMotionCommand.SlashMed),
Entry(DatMotionStance.SwordCombat, DatAttackHeight.Medium,
DatAttackType.Slash, DatMotionCommand.BackhandMed));
var atThreshold = CombatManeuverSelector.SelectMotion(
table,
DatMotionStance.SwordCombat,
DatAttackHeight.Medium,
DatAttackType.Slash,
powerLevel: CombatManeuverSelector.DefaultSubdivision);
var highPower = CombatManeuverSelector.SelectMotion(
table,
DatMotionStance.SwordCombat,
DatAttackHeight.Medium,
DatAttackType.Slash,
powerLevel: 1f);
Assert.Equal(DatMotionCommand.SlashMed, atThreshold.Motion);
Assert.Equal(DatMotionCommand.SlashMed, highPower.Motion);
}
[Fact]
public void SelectMotion_UsesSecondEntryBelowSubdivision()
{
var table = MakeTable(
Entry(DatMotionStance.SwordCombat, DatAttackHeight.Medium,
DatAttackType.Slash, DatMotionCommand.SlashMed),
Entry(DatMotionStance.SwordCombat, DatAttackHeight.Medium,
DatAttackType.Slash, DatMotionCommand.BackhandMed));
var selection = CombatManeuverSelector.SelectMotion(
table,
DatMotionStance.SwordCombat,
DatAttackHeight.Medium,
DatAttackType.Slash,
powerLevel: 0.2f);
Assert.True(selection.Found);
Assert.Equal(DatMotionCommand.BackhandMed, selection.Motion);
Assert.Equal(DatAttackType.Slash, selection.EffectiveAttackType);
Assert.Equal(2, selection.Candidates.Count);
}
[Fact]
public void SelectMotion_ThrustSlashWeaponUsesTwoThirdsSubdivision()
{
var table = MakeTable(
Entry(DatMotionStance.SwordCombat, DatAttackHeight.High,
DatAttackType.Slash, DatMotionCommand.SlashHigh),
Entry(DatMotionStance.SwordCombat, DatAttackHeight.High,
DatAttackType.Slash, DatMotionCommand.BackhandHigh));
var normal = CombatManeuverSelector.SelectMotion(
table,
DatMotionStance.SwordCombat,
DatAttackHeight.High,
DatAttackType.Slash,
powerLevel: 0.5f);
var thrustSlash = CombatManeuverSelector.SelectMotion(
table,
DatMotionStance.SwordCombat,
DatAttackHeight.High,
DatAttackType.Slash,
powerLevel: 0.5f,
isThrustSlashWeapon: true);
Assert.Equal(DatMotionCommand.SlashHigh, normal.Motion);
Assert.Equal(DatMotionCommand.BackhandHigh, thrustSlash.Motion);
Assert.Equal(CombatManeuverSelector.ThrustSlashSubdivision, thrustSlash.Subdivision);
}
[Fact]
public void SelectMotion_MissingLookupReturnsNone()
{
var table = MakeTable(
Entry(DatMotionStance.BowCombat, DatAttackHeight.High,
DatAttackType.Punch, DatMotionCommand.Shoot));
var selection = CombatManeuverSelector.SelectMotion(
table,
DatMotionStance.SwordCombat,
DatAttackHeight.High,
DatAttackType.Punch,
powerLevel: 0.5f);
Assert.Equal(CombatManeuverSelection.None, selection);
}
[Fact]
public void FindMotions_PreservesRetailTableOrder()
{
var table = MakeTable(
Entry(DatMotionStance.HandCombat, DatAttackHeight.Low,
DatAttackType.Kick, DatMotionCommand.AttackLow1),
Entry(DatMotionStance.HandCombat, DatAttackHeight.Low,
DatAttackType.Kick, (DatMotionCommand)0x1000018Eu),
Entry(DatMotionStance.HandCombat, DatAttackHeight.Low,
DatAttackType.Punch, DatMotionCommand.AttackLow2));
var motions = CombatManeuverSelector.FindMotions(
table,
DatMotionStance.HandCombat,
DatAttackHeight.Low,
DatAttackType.Kick);
Assert.Equal(new[]
{
DatMotionCommand.AttackLow1,
(DatMotionCommand)0x1000018Eu,
}, motions);
}
private static CombatTable MakeTable(params CombatManeuver[] maneuvers)
{
var table = new CombatTable();
table.CombatManeuvers.AddRange(maneuvers);
return table;
}
private static CombatManeuver Entry(
DatMotionStance stance,
DatAttackHeight height,
DatAttackType type,
DatMotionCommand motion)
{
return new CombatManeuver
{
Style = stance,
AttackHeight = height,
AttackType = type,
MinSkillLevel = 0,
Motion = motion,
};
}
}

View file

@ -27,6 +27,51 @@ public sealed class CombatStateTests
Assert.Equal(1f, state.GetHealthPercent(0xDEAD)); Assert.Equal(1f, state.GetHealthPercent(0xDEAD));
} }
[Fact]
public void CombatMode_UsesRetailAceBitValues()
{
Assert.Equal(1, (int)CombatMode.NonCombat);
Assert.Equal(2, (int)CombatMode.Melee);
Assert.Equal(4, (int)CombatMode.Missile);
Assert.Equal(8, (int)CombatMode.Magic);
}
[Fact]
public void AttackType_UsesNamedRetailBitValues()
{
Assert.Equal(0x0001u, (uint)AttackType.Punch);
Assert.Equal(0x0002u, (uint)AttackType.Thrust);
Assert.Equal(0x0004u, (uint)AttackType.Slash);
Assert.Equal(0x0008u, (uint)AttackType.Kick);
Assert.Equal(0x0010u, (uint)AttackType.OffhandPunch);
Assert.Equal(0x79E0u, (uint)AttackType.MultiStrike);
}
[Fact]
public void SetCombatMode_TracksCurrentMode_AndFiresEvent()
{
var state = new CombatState();
CombatMode? seen = null;
state.CombatModeChanged += mode => seen = mode;
state.SetCombatMode(CombatMode.Missile);
Assert.Equal(CombatMode.Missile, state.CurrentMode);
Assert.Equal(CombatMode.Missile, seen);
}
[Fact]
public void OnCombatCommenceAttack_FiresAttackCommenced()
{
var state = new CombatState();
bool seen = false;
state.AttackCommenced += () => seen = true;
state.OnCombatCommenceAttack();
Assert.True(seen);
}
[Fact] [Fact]
public void OnVictimNotification_FiresDamageTaken() public void OnVictimNotification_FiresDamageTaken()
{ {

View file

@ -0,0 +1,66 @@
using AcDream.Core.Physics;
using DatReaderWriter.DBObjs;
using Xunit;
namespace AcDream.Core.Tests.Physics;
public sealed class AnimationCommandRouterTests
{
private const uint NonCombat = 0x8000003Du;
[Theory]
[InlineData(0x00000000u, AnimationCommandRouteKind.None)]
[InlineData(0x10000057u, AnimationCommandRouteKind.Action)] // Sanctuary
[InlineData(0x2500003Bu, AnimationCommandRouteKind.Modifier)] // Jump
[InlineData(0x13000087u, AnimationCommandRouteKind.ChatEmote)] // Wave
[InlineData(0x41000003u, AnimationCommandRouteKind.SubState)] // Ready
[InlineData(0x40000011u, AnimationCommandRouteKind.SubState)] // Dead
[InlineData(0x8000003Du, AnimationCommandRouteKind.Ignored)] // NonCombat style
public void Classify_ReturnsRetailRouteKind(uint command, AnimationCommandRouteKind expected)
{
Assert.Equal(expected, AnimationCommandRouter.Classify(command));
}
[Fact]
public void RouteWireCommand_SubState_UsesSetCycle()
{
var seq = MakeEmptySequencer();
var route = AnimationCommandRouter.RouteWireCommand(seq, NonCombat, 0x0011);
Assert.Equal(AnimationCommandRouteKind.SubState, route);
Assert.Equal(NonCombat, seq.CurrentStyle);
Assert.Equal(MotionCommand.Dead, seq.CurrentMotion);
}
[Fact]
public void RouteWireCommand_Sanctuary_IsActionNotDeadCycle()
{
var seq = MakeEmptySequencer();
var route = AnimationCommandRouter.RouteWireCommand(seq, NonCombat, 0x0057);
Assert.Equal(AnimationCommandRouteKind.Action, route);
Assert.Equal(0u, seq.CurrentMotion);
}
[Fact]
public void RouteWireCommand_Wave_IsChatEmote()
{
var seq = MakeEmptySequencer();
var route = AnimationCommandRouter.RouteWireCommand(seq, NonCombat, 0x0087);
Assert.Equal(AnimationCommandRouteKind.ChatEmote, route);
}
private static AnimationSequencer MakeEmptySequencer()
{
return new AnimationSequencer(new Setup(), new MotionTable(), new NullAnimationLoader());
}
private sealed class NullAnimationLoader : IAnimationLoader
{
public Animation? LoadAnimation(uint id) => null;
}
}

View file

@ -223,6 +223,46 @@ public sealed class AnimationSequencerTests
} }
} }
[Fact]
public void HasCycle_PresentInTable_ReturnsTrue()
{
// Phase L.1c followup (2026-04-28): regression guard for
// "torso on the ground" — caller (GameWindow MoveTo path) needs
// to query the table before SetCycle to avoid the
// ClearCyclicTail wipe on a missing cycle.
const uint Style = 0x003Cu; // HandCombat
const uint Motion = 0x0003u; // Ready
const uint AnimId = 0x03000001u;
var setup = Fixtures.MakeSetup(2);
var mt = Fixtures.MakeMtable(Style, Motion, AnimId);
var loader = new FakeLoader();
loader.Register(AnimId, Fixtures.MakeTwoFrameAnim(2, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity));
var seq = new AnimationSequencer(setup, mt, loader);
// Caller passes the SAME shape SetCycle expects: full style with
// class byte (0x80000000) and full motion (0x40000000 / 0x10000000).
Assert.True(seq.HasCycle(0x8000003Cu, 0x41000003u));
}
[Fact]
public void HasCycle_MissingFromTable_ReturnsFalse()
{
const uint Style = 0x003Cu;
const uint ReadyMotion = 0x0003u;
const uint AnimId = 0x03000001u;
var setup = Fixtures.MakeSetup(2);
var mt = Fixtures.MakeMtable(Style, ReadyMotion, AnimId);
var loader = new FakeLoader();
loader.Register(AnimId, Fixtures.MakeTwoFrameAnim(2, Vector3.Zero, Quaternion.Identity, Vector3.Zero, Quaternion.Identity));
var seq = new AnimationSequencer(setup, mt, loader);
// RunForward (0x44000007) is NOT in the table — caller should
// see false and fall back to a known motion (WalkForward / Ready).
Assert.False(seq.HasCycle(0x8000003Cu, 0x44000007u));
}
[Fact] [Fact]
public void SetCycle_LoadsAnimation_AdvanceReturnsBoundedTransforms() public void SetCycle_LoadsAnimation_AdvanceReturnsBoundedTransforms()
{ {
@ -1313,6 +1353,45 @@ public sealed class AnimationSequencerTests
Assert.Equal(99f, fr[0].Origin.X, 1); Assert.Equal(99f, fr[0].Origin.X, 1);
} }
[Fact]
public void PlayAction_ActionSurvivesImmediateReadyCycleEcho()
{
// ACE broadcasts creature attacks as Action-class ForwardCommand
// values followed by Ready. Retail keeps currState.Substate at Ready
// while the action link drains, so the Ready echo must not abort the
// in-flight swing.
const uint Style = 0x003Du;
const uint IdleMotion = 0x41000003u;
const uint AttackMotion = 0x10000052u;
const uint IdleAnimId = 0x03000503u;
const uint AttackAnimId = 0x03000504u;
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)Style };
int cycleKey = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
mt.Cycles[cycleKey] = Fixtures.MakeMotionData(IdleAnimId, framerate: 10f);
int linkOuter = (int)((Style << 16) | (IdleMotion & 0xFFFFFFu));
var cmdData = new MotionCommandData();
cmdData.MotionData[(int)AttackMotion] = Fixtures.MakeMotionData(AttackAnimId, framerate: 10f);
mt.Links[linkOuter] = cmdData;
var loader = new FakeLoader();
loader.Register(IdleAnimId, Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity));
loader.Register(AttackAnimId, Fixtures.MakeAnim(3, 1, new Vector3(12, 0, 0), Quaternion.Identity));
var seq = new AnimationSequencer(setup, mt, loader);
seq.SetCycle(Style, IdleMotion);
seq.PlayAction(AttackMotion);
seq.SetCycle(Style, IdleMotion);
var fr = seq.Advance(0.01f);
Assert.Single(fr);
Assert.Equal(12f, fr[0].Origin.X, 1);
Assert.Equal(IdleMotion, seq.CurrentMotion);
}
[Fact] [Fact]
public void PlayAction_Modifier_ResolvesFromModifiersDict() public void PlayAction_Modifier_ResolvesFromModifiersDict()
{ {

View file

@ -21,6 +21,10 @@ public class MotionCommandResolverTests
[InlineData(0x000E, 0x6500000Eu)] // TurnLeft [InlineData(0x000E, 0x6500000Eu)] // TurnLeft
[InlineData(0x000F, 0x6500000Fu)] // SideStepRight [InlineData(0x000F, 0x6500000Fu)] // SideStepRight
[InlineData(0x0015, 0x40000015u)] // Falling [InlineData(0x0015, 0x40000015u)] // Falling
[InlineData(0x0011, 0x40000011u)] // Dead
[InlineData(0x0012, 0x41000012u)] // Crouch
[InlineData(0x0013, 0x41000013u)] // Sitting
[InlineData(0x0014, 0x41000014u)] // Sleeping
// Action-class one-shots: melee attacks, death, portals // Action-class one-shots: melee attacks, death, portals
[InlineData(0x0057, 0x10000057u)] // Sanctuary (death) [InlineData(0x0057, 0x10000057u)] // Sanctuary (death)
[InlineData(0x0058, 0x10000058u)] // ThrustMed [InlineData(0x0058, 0x10000058u)] // ThrustMed

View file

@ -685,6 +685,33 @@ public sealed class MotionInterpreterTests
Assert.False(allowed); Assert.False(allowed);
} }
[Fact]
public void ContactAllowsMove_DeadState_RejectsMove()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.InterpretedState.ForwardCommand = MotionCommand.Dead;
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
Assert.False(allowed);
}
[Theory]
[InlineData(MotionCommand.Crouch)]
[InlineData(MotionCommand.Sitting)]
[InlineData(MotionCommand.Sleeping)]
public void ContactAllowsMove_PostureState_RejectsMove(uint postureCommand)
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.InterpretedState.ForwardCommand = postureCommand;
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
Assert.False(allowed);
}
[Fact] [Fact]
public void ContactAllowsMove_CrouchRange_RejectsMove() public void ContactAllowsMove_CrouchRange_RejectsMove()
{ {

View file

@ -0,0 +1,296 @@
using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Phase L.1c (2026-04-28). Covers <see cref="RemoteMoveToDriver"/> — the
/// per-tick steering port of retail
/// <c>MoveToManager::HandleMoveToPosition</c> for server-controlled remote
/// creatures.
/// </summary>
public class RemoteMoveToDriverTests
{
private const float Epsilon = 1e-3f;
private static float Yaw(Quaternion q)
{
var fwd = Vector3.Transform(new Vector3(0, 1, 0), q);
return MathF.Atan2(-fwd.X, fwd.Y);
}
[Fact]
public void Drive_AlreadyAtTarget_ReportsArrived()
{
var bodyPos = new Vector3(10f, 20f, 0f);
var bodyRot = Quaternion.Identity;
var dest = new Vector3(10f, 20.3f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0.5f, distanceToObject: 0.6f,
dt: 0.016f, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
Assert.Equal(bodyRot, newOrient); // orientation untouched
}
[Fact]
public void Drive_AceMeleePacket_UsesDistanceToObjectAsArrival()
{
// ACE chase packet: MinDistance=0, DistanceToObject=0.6 (melee).
// Body at 0.5m from target should ARRIVE — not keep oscillating
// around the target the way it did pre-fix when only MinDistance
// was the gate. This is the "monster keeps running in different
// directions when it should be attacking" regression fix.
var bodyPos = new Vector3(0f, 0f, 0f);
var bodyRot = Quaternion.Identity;
var dest = new Vector3(0f, 0.5f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0f, distanceToObject: 0.6f,
dt: 0.016f, moveTowards: true,
out _);
Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
}
[Fact]
public void Drive_FleeArrival_UsesMinDistance()
{
// Flee branch (moveTowards=false): arrival when dist >= MinDistance.
// Retail / ACE both use MinDistance for the flee-arrival threshold.
var bodyPos = new Vector3(0f, 0f, 0f);
var bodyRot = Quaternion.Identity;
var dest = new Vector3(0f, 6f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 5.0f, distanceToObject: 0.6f,
dt: 0.016f, moveTowards: false,
out _);
Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
}
[Fact]
public void Drive_ChaseDoesNotArriveAtMinDistanceFloor()
{
// Regression: my earlier max(MinDistance, DistanceToObject) port
// would have arrived here because dist (1.5) <= MinDistance (2.0).
// Retail uses DistanceToObject for chase arrival, so a chase at
// dist=1.5 with DistanceToObject=0.6 should still STEER, not arrive.
var bodyPos = new Vector3(0f, 0f, 0f);
var bodyRot = Quaternion.Identity;
var dest = new Vector3(0f, 1.5f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 2.0f, distanceToObject: 0.6f,
dt: 0.016f, moveTowards: true,
out _);
Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
}
[Fact]
public void Drive_ChasingButNotInRange_ReportsSteering()
{
var bodyPos = new Vector3(0f, 0f, 0f);
var bodyRot = Quaternion.Identity; // facing +Y
var dest = new Vector3(0f, 50f, 0f); // straight ahead
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0f, distanceToObject: 0f,
dt: 0.016f, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
// Already facing target → snap branch keeps yaw at 0.
Assert.InRange(Yaw(newOrient), -Epsilon, Epsilon);
}
[Fact]
public void Drive_TargetSlightlyOffAxis_SnapsWithinTolerance()
{
// Body facing +Y; target at (1, 10, 0) — that's a small angle
// (about 5.7°), well within the 20° snap tolerance.
var bodyPos = Vector3.Zero;
var bodyRot = Quaternion.Identity;
var dest = new Vector3(1f, 10f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0f, distanceToObject: 0f,
dt: 0.016f, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
// Snap should land us pointing at (1, 10): yaw = atan2(-1, 10) ≈ -0.0997 rad.
float expectedYaw = MathF.Atan2(-1f, 10f);
Assert.InRange(Yaw(newOrient), expectedYaw - Epsilon, expectedYaw + Epsilon);
// Verify orientation actually transforms +Y onto the (1,10) line.
var worldFwd = Vector3.Transform(new Vector3(0, 1, 0), newOrient);
Assert.InRange(worldFwd.X / worldFwd.Y, 0.1f - 1e-3f, 0.1f + 1e-3f);
}
[Fact]
public void Drive_TargetBeyondTolerance_RotatesByLimitedStep()
{
// Body facing +Y; target at (-10, 0) — that's 90° to the left
// (well beyond the 20° snap tolerance), so we turn by at most
// TurnRateRadPerSec * dt this tick rather than snapping.
var bodyPos = Vector3.Zero;
var bodyRot = Quaternion.Identity; // yaw = 0
var dest = new Vector3(-10f, 0f, 0f); // yaw = +π/2 (left)
const float dt = 0.1f;
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0f, distanceToObject: 0f,
dt: dt, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
float expectedStep = RemoteMoveToDriver.TurnRateRadPerSec * dt;
// We should turn LEFT (positive yaw) toward the target.
Assert.InRange(Yaw(newOrient), expectedStep - Epsilon, expectedStep + Epsilon);
}
[Fact]
public void Drive_TargetBehind_TurnsRightOrLeftViaShortestPath()
{
// Body facing +Y; target directly behind at (0, -10, 0).
// |delta| = π, equally close either way; the implementation
// picks one (sign depends on float wobble) — just assert
// we made progress (yaw changed by exactly TurnRate * dt).
var bodyPos = Vector3.Zero;
var bodyRot = Quaternion.Identity;
var dest = new Vector3(0f, -10f, 0f);
const float dt = 0.1f;
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0f, distanceToObject: 0f,
dt: dt, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
float expectedStep = RemoteMoveToDriver.TurnRateRadPerSec * dt;
Assert.InRange(MathF.Abs(Yaw(newOrient)), expectedStep - Epsilon, expectedStep + Epsilon);
}
[Fact]
public void Drive_PreservesOrientationAtArrival()
{
var bodyPos = new Vector3(5f, 5f, 0f);
var bodyRot = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 1.234f);
var dest = new Vector3(5.01f, 5.01f, 0f);
var result = RemoteMoveToDriver.Drive(
bodyPos, bodyRot, dest,
minDistance: 0.5f, distanceToObject: 0.6f,
dt: 0.016f, moveTowards: true,
out var newOrient);
Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
// Caller would zero velocity; orientation should be untouched
// so the body settles facing whatever direction it was already.
Assert.Equal(bodyRot, newOrient);
}
[Fact]
public void ClampApproachVelocity_NoOverShoot_LandsExactlyAtThreshold()
{
// Body 1 m from destination, running at 4 m/s, dt = 0.1 s.
// Naive advance = 0.4 m → would end at 0.6 m from dest, exactly
// on the threshold. With threshold=0.6 and remaining=0.4, the
// clamp should let the full velocity through (advance == remaining).
var bodyPos = new Vector3(0f, 0f, 0f);
var dest = new Vector3(0f, 1f, 0f);
var vel = new Vector3(0f, 4f, 0f);
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.1f, moveTowards: true);
// Within float-precision: 4 m/s × 0.1 s = 0.4 m, exactly the
// remaining distance. The clamp may apply a 0.99999×-style
// tiny scale due to FP rounding — accept anything ≥ 99.9% of
// the input as "no meaningful overshoot prevention applied."
Assert.InRange(clamped.Y, 4f * 0.999f, 4f);
Assert.Equal(0f, clamped.X);
Assert.Equal(0f, clamped.Z);
}
[Fact]
public void ClampApproachVelocity_WouldOverShoot_ScalesDownToExactLanding()
{
// Body 1 m from destination, running at 4 m/s, dt = 0.2 s.
// Naive advance = 0.8 m → would overshoot 0.6 m threshold by 0.4 m.
// remaining = 0.4 m, advance = 0.8 m → scale = 0.5.
// Velocity should be halved → 2 m/s.
var bodyPos = new Vector3(0f, 0f, 0f);
var dest = new Vector3(0f, 1f, 0f);
var vel = new Vector3(0f, 4f, 0f);
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.2f, moveTowards: true);
Assert.InRange(clamped.Y, 2f - Epsilon, 2f + Epsilon);
Assert.Equal(0f, clamped.X);
}
[Fact]
public void ClampApproachVelocity_AlreadyAtThreshold_ZeroesHorizontal()
{
// Body exactly 0.6 m from dest with threshold 0.6 → remaining ≈ 0.
// Any horizontal velocity would overshoot; clamp must zero it.
var bodyPos = new Vector3(0f, 0f, 0f);
var dest = new Vector3(0f, 0.6f, 0f);
var vel = new Vector3(0f, 4f, 0.5f); // some Z to confirm Z is preserved
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.016f, moveTowards: true);
Assert.Equal(0f, clamped.X);
Assert.Equal(0f, clamped.Y);
Assert.Equal(0.5f, clamped.Z); // gravity / Z handling unaffected
}
[Fact]
public void ClampApproachVelocity_FleeBranch_NoOp()
{
// moveTowards=false (flee): no overshoot risk, return velocity unchanged.
var bodyPos = Vector3.Zero;
var dest = new Vector3(0f, 1f, 0f);
var vel = new Vector3(0f, -4f, 0f);
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 5f, dt: 0.5f, moveTowards: false);
Assert.Equal(vel, clamped);
}
[Fact]
public void OriginToWorld_AppliesLandblockGridShift()
{
// Cell ID 0xA8B4000E → landblock x=0xA8, y=0xB4. With live center
// at (0xA9, 0xB4), that's one landblock west and zero north,
// so origin (10, 20, 0) inside that landblock should map to
// (10 - 192, 20 + 0, 0) = (-182, 20, 0) in render-world space.
var w = RemoteMoveToDriver.OriginToWorld(
originCellId: 0xA8B4000Eu,
originX: 10f, originY: 20f, originZ: 0f,
liveCenterLandblockX: 0xA9, liveCenterLandblockY: 0xB4);
Assert.Equal(-182f, w.X);
Assert.Equal(20f, w.Y);
Assert.Equal(0f, w.Z);
}
}

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@ -0,0 +1,88 @@
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
public sealed class ServerControlledLocomotionTests
{
[Fact]
public void PlanMoveToStart_SeedsImmediateRunCycle()
{
var plan = ServerControlledLocomotion.PlanMoveToStart();
Assert.True(plan.IsMoving);
Assert.Equal(MotionCommand.RunForward, plan.Motion);
Assert.Equal(1.0f, plan.SpeedMod);
}
[Fact]
public void PlanMoveToStart_AppliesRetailRunRate()
{
var plan = ServerControlledLocomotion.PlanMoveToStart(
moveToSpeed: 1.25f,
runRate: 1.5f,
canRun: true);
Assert.True(plan.IsMoving);
Assert.Equal(MotionCommand.RunForward, plan.Motion);
Assert.Equal(1.875f, plan.SpeedMod);
}
[Fact]
public void PlanMoveToStart_UsesWalkWhenRunDisallowed()
{
var plan = ServerControlledLocomotion.PlanMoveToStart(
moveToSpeed: 0.75f,
runRate: 2.0f,
canRun: false);
Assert.True(plan.IsMoving);
Assert.Equal(MotionCommand.WalkForward, plan.Motion);
Assert.Equal(0.75f, plan.SpeedMod);
}
[Fact]
public void PlanFromVelocity_StopsBelowRetailNoiseThreshold()
{
var plan = ServerControlledLocomotion.PlanFromVelocity(
new Vector3(0.10f, 0.12f, 3.0f));
Assert.False(plan.IsMoving);
Assert.Equal(MotionCommand.Ready, plan.Motion);
Assert.Equal(1.0f, plan.SpeedMod);
}
[Fact]
public void PlanFromVelocity_WalksForSlowServerControlledMotion()
{
var plan = ServerControlledLocomotion.PlanFromVelocity(
new Vector3(0.0f, 0.80f, 0.0f));
Assert.True(plan.IsMoving);
Assert.Equal(MotionCommand.WalkForward, plan.Motion);
Assert.InRange(plan.SpeedMod, 0.25f, 0.27f);
}
[Fact]
public void PlanFromVelocity_RunsAtRetailRunScale()
{
var plan = ServerControlledLocomotion.PlanFromVelocity(
new Vector3(0.0f, MotionInterpreter.RunAnimSpeed, 0.0f));
Assert.True(plan.IsMoving);
Assert.Equal(MotionCommand.RunForward, plan.Motion);
Assert.Equal(1.0f, plan.SpeedMod, precision: 4);
}
[Fact]
public void PlanFromVelocity_ClampsVeryFastSnapshots()
{
var plan = ServerControlledLocomotion.PlanFromVelocity(
new Vector3(0.0f, 30.0f, 0.0f));
Assert.True(plan.IsMoving);
Assert.Equal(MotionCommand.RunForward, plan.Motion);
Assert.Equal(ServerControlledLocomotion.MaxSpeedMod, plan.SpeedMod);
}
}

View file

@ -0,0 +1,9 @@
using Xunit;
namespace AcDream.Core.Tests.World;
[CollectionDefinition(Name, DisableParallelization = true)]
public sealed class DerethDateTimeCollection
{
public const string Name = "DerethDateTime global offset";
}

View file

@ -3,6 +3,7 @@ using Xunit;
namespace AcDream.Core.Tests.World; namespace AcDream.Core.Tests.World;
[Collection(DerethDateTimeCollection.Name)]
public sealed class DerethDateTimeTests public sealed class DerethDateTimeTests
{ {
// ACE calendar anchor: tick 0 = Morningthaw 1, 10 P.Y. at Morntide-and-Half // ACE calendar anchor: tick 0 = Morningthaw 1, 10 P.Y. at Morntide-and-Half

View file

@ -4,6 +4,7 @@ using Xunit;
namespace AcDream.Core.Tests.World; namespace AcDream.Core.Tests.World;
[Collection(DerethDateTimeCollection.Name)]
public sealed class SkyStateTests public sealed class SkyStateTests
{ {
[Fact] [Fact]

View file

@ -4,6 +4,7 @@ using Xunit;
namespace AcDream.Core.Tests.World; namespace AcDream.Core.Tests.World;
[Collection(DerethDateTimeCollection.Name)]
public sealed class WorldTimeDebugTests public sealed class WorldTimeDebugTests
{ {
[Fact] [Fact]