fix(movement): jump works locally (airborne velocity preserved)
Two fixes for jump physics: - Skip ground-snap when velocity Z > 0 (prevents immediate re-landing at high framerates where per-frame Z delta < 0.05 snap threshold) - Guard apply_current_movement velocity write behind OnWalkable check (prevents MotionInterpreter.DoMotion from zeroing jump velocity on every frame while airborne) - Guard PlayerMovementController velocity replacement behind OnWalkable (preserves momentum during airborne flight) Also fix run speed: compute RunRate locally via PlayerWeenie.InqRunRate instead of waiting for server UpdateMotion echo (server doesn't echo to sender). With Run skill 200, run speed is now 9.5 m/s instead of 4.0 m/s. Strip all diagnostic logging from previous debug sessions. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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2 changed files with 9 additions and 23 deletions
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@ -97,8 +97,6 @@ public sealed class PlayerMovementController
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// Jump charge state.
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private bool _jumpCharging;
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private int _debugSpeedLogCounter;
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private int _debugJumpFrames;
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private float _jumpExtent;
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private const float JumpChargeRate = 1.0f; // 0→1 over 1 second
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@ -196,8 +194,15 @@ public sealed class PlayerMovementController
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float forwardCmdSpeed;
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if (input.Forward)
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{
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forwardCmd = input.Run ? MotionCommand.RunForward : MotionCommand.WalkForward;
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forwardCmdSpeed = 1.0f;
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forwardCmd = input.Run ? MotionCommand.RunForward : MotionCommand.WalkForward;
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// When running, use the PlayerWeenie's RunRate as ForwardSpeed.
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// The retail server computes this from Run skill + encumbrance and
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// broadcasts it in UpdateMotion, but it doesn't echo to the sender.
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// We compute locally using the same formula.
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if (input.Run && _weenie.InqRunRate(out float runRate))
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forwardCmdSpeed = runRate;
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else
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forwardCmdSpeed = 1.0f;
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}
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else if (input.Backward)
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{
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@ -246,8 +251,6 @@ public sealed class PlayerMovementController
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else if (input.StrafeLeft)
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localX = -MotionInterpreter.SidestepAnimSpeed * 0.5f;
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if (input.Forward && _debugSpeedLogCounter++ % 60 == 0)
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Console.WriteLine($"DEBUG speed: stateVel.Y={stateVel.Y:F2} MyRunRate={_motion.MyRunRate:F3} localY={localY:F2}");
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_body.set_local_velocity(new Vector3(localX, localY, savedWorldVz));
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}
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@ -275,12 +278,6 @@ public sealed class PlayerMovementController
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{
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_motion.LeaveGround();
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outJumpExtent = _jumpExtent;
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_debugJumpFrames = 500; // log until landing
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Console.WriteLine($"DEBUG jump FIRED: extent={_jumpExtent:F2} vel={_body.Velocity} onWalk={_body.OnWalkable}");
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}
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else
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{
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Console.WriteLine($"DEBUG jump FAILED: extent={_jumpExtent:F2} result={jumpResult} onWalk={_body.OnWalkable} contact={_body.InContact}");
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}
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_jumpCharging = false;
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_jumpExtent = 0f;
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@ -295,12 +292,6 @@ public sealed class PlayerMovementController
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_body.calc_acceleration();
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_body.UpdatePhysicsInternal(dt);
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if (_debugJumpFrames > 0)
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{
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_debugJumpFrames--;
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Console.WriteLine($"DEBUG jump frame: pos.Z={_body.Position.Z:F3} vel.Z={_body.Velocity.Z:F3} onWalk={_body.OnWalkable} accel.Z={_body.Acceleration.Z:F1} dt={dt:F4}");
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}
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// ── 5. Terrain/cell Z snap and ground-contact detection ───────────────
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// Use PhysicsEngine.Resolve to find the ground surface Z under the player.
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// We pass a zero delta because PhysicsBody already moved the position.
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@ -326,11 +317,7 @@ public sealed class PlayerMovementController
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_body.Velocity = new Vector3(_body.Velocity.X, _body.Velocity.Y, 0f);
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if (wasAirborne)
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{
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Console.WriteLine($"DEBUG LANDED: bodyZ={bodyZ:F3} groundZ={groundZ:F3} vel.Z={_body.Velocity.Z:F3}");
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_motion.HitGround();
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_debugJumpFrames = 0;
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}
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}
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else
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{
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@ -967,7 +967,6 @@ public sealed class GameWindow : IDisposable
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&& update.MotionState.ForwardSpeed.HasValue
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&& update.MotionState.ForwardSpeed.Value > 0f)
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{
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Console.WriteLine($"DEBUG RunRate: guid={update.Guid:X8} fwd={update.MotionState.ForwardSpeed.Value:F3}");
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_playerController.ApplyServerRunRate(update.MotionState.ForwardSpeed.Value);
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}
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