feat(app): Phase B.2 — PlayerMovementController (input → physics → motion state)
Per-frame controller that reads MovementInput (WASD/ZX/Shift/mouse), drives PhysicsEngine.Resolve for collision, and tracks motion state changes for outbound server messages + animation switching. Walk (~4 u/s) and run (~7 u/s) speeds match AC retail. Heartbeat timer triggers AutonomousPosition every ~200ms while moving. 5 new tests covering idle, forward, run, turn, and state-change detection. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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tests/AcDream.Core.Tests/Input/PlayerMovementControllerTests.cs
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tests/AcDream.Core.Tests/Input/PlayerMovementControllerTests.cs
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using System;
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using System.Numerics;
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using AcDream.App.Input;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Input;
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public class PlayerMovementControllerTests
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{
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private static PhysicsEngine MakeFlatEngine()
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{
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var engine = new PhysicsEngine();
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var heights = new byte[81];
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Array.Fill(heights, (byte)50);
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var heightTable = new float[256];
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for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
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var terrain = new TerrainSurface(heights, heightTable);
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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return engine;
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}
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[Fact]
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public void Update_NoInput_PositionUnchanged()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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var result = controller.Update(0.016f, new MovementInput());
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Assert.Equal(96f, result.Position.X, precision: 1);
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Assert.Equal(96f, result.Position.Y, precision: 1);
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}
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[Fact]
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public void Update_ForwardInput_MovesInFacingDirection()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.Yaw = 0f; // facing +X
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var input = new MovementInput { Forward = true };
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var result = controller.Update(1.0f, input); // 1 second
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// Should have moved ~4 units in +X (walk speed).
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Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward");
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}
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[Fact]
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public void Update_RunForward_MoveFasterThanWalk()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.Yaw = 0f;
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var walkInput = new MovementInput { Forward = true };
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var walkResult = controller.Update(1.0f, walkInput);
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float walkDist = walkResult.Position.X - 96f;
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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var runInput = new MovementInput { Forward = true, Run = true };
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var runResult = controller.Update(1.0f, runInput);
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float runDist = runResult.Position.X - 96f;
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Assert.True(runDist > walkDist, $"Run ({runDist}) should be faster than walk ({walkDist})");
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}
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[Fact]
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public void Update_TurnInput_ChangesYaw()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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float initialYaw = controller.Yaw;
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var input = new MovementInput { TurnRight = true };
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controller.Update(0.5f, input);
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Assert.NotEqual(initialYaw, controller.Yaw);
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}
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[Fact]
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public void MotionStateChanged_WhenStartingToWalk()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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// First frame: idle (no input).
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controller.Update(0.016f, new MovementInput());
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// Second frame: start walking.
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var input = new MovementInput { Forward = true };
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var result = controller.Update(0.016f, input);
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Assert.True(result.MotionStateChanged);
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}
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}
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