feat(R3-W5): DoMotion family verbatim + the ONE DoInterpretedMotion + per-op zero-tick flush (closes J3, J4, J9, J14)
The two parallel DoInterpretedMotion implementations MERGE into one verbatim pair (0x00528360/@305639): contact gate, StandingLongJump state-only branch, Dead → RemoveLinkAnimations, the jump_error_code double-check WITH the DisableJumpDuringLink 0x20000 leg (W2's TODO(W5) resolved — MovementParameters now flows), ModifyInterpretedState gating, CurCell-null tail, AddToQueue with the real ContextId; StopInterpretedMotion's post-stop Ready node + raw-mirror RemoveMotion. Legacy overloads + ApplyMotionToInterpretedState DELETED. The funnel's public surface unchanged (183-case suite compiles + passes as-is). DoMotion 0x00528d20 verbatim: cancel_moveto interrupt; SetHoldKey(key, cancelMoveToBit) BEFORE adjust_motion; params re-default for the interpreted call; combat-stance gates on the ORIGINAL id (Crouch/Sit/ Sleep → 0x3f/0x40/0x41; & 0x2000000 → 0x42 outside NonCombat); action depth cap ≥6 → 0x45; raw mirror ORIGINAL id. StopMotion 0x00528530 mirror shape. StopCompletely 0x00527e40 with the A9 snapshot quirk (motion_allows_jump on the OLD forward command, stashed in the queued node) + the J9 fix (sidestep/turn SPEEDS untouched — the 1.0 resets were a divergence). PerformMovement flushes zero-tick completions after every dispatched op via the new CheckForCompletedMotions seam (0x0050fe30) — bound App-side per entity (remotes via EnsureRemoteMotionBindings, player at the sequencer bind site). PORT DISCOVERY (not in the W0 pins): retail's DoInterpretedMotion RESULT gates both add_to_queue AND the state write — a void sink let the style dispatch's apply-only failure clobber ForwardCommand before the forward axis read it, regressing 74/183 live-trace cases. IInterpretedMotionSink.ApplyMotion/StopMotion now return bool (documented on the interface with the raw anchors); one funnel assertion corrected with raw-line citations (airborne ForwardCommand ends at Falling under the fully-wired verbatim algorithm). 62 new gate-table tests. Full suite: 3,729 passed. Implemented by a dedicated agent against the W0-pinned spec; seam bound + suite independently re-verified by the orchestrator. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -24,14 +24,38 @@ public interface IInterpretedMotionSink
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/// (<c>PerformMovement</c> → GetObjectSequence + is_allowed decide) —
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/// no sink-side axis pick or fallback chain.
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/// </summary>
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void ApplyMotion(uint motion, float speed);
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/// <returns>
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/// R3-W5: retail's own <c>CPhysicsObj::DoInterpretedMotion</c> RETURNS a
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/// result (<c>result == 0</c> = the motion table found a cycle for this
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/// id; nonzero = <c>MotionTableManagerError.MotionFailed</c>/no-table) —
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/// <c>CMotionInterp::DoInterpretedMotion</c>'s caller (raw 305591-305610)
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/// gates BOTH the <c>add_to_queue</c> call AND the
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/// <c>InterpretedMotionState::ApplyMotion</c> state-write on that result.
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/// This matters concretely for the very first dispatch of every
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/// <c>apply_interpreted_movement</c> call — the STYLE/stance id
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/// (<c>current_style</c>, always <c>>= 0x80000000</c>) has no
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/// locomotion <c>MotionData</c> entry in the dat, so
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/// <c>CMotionTable::DoObjectMotion</c> genuinely fails for it; if that
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/// failure isn't propagated, the state-write's negative-motion branch
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/// (<see cref="InterpretedMotionState.ApplyMotion"/>: <c>arg2 < 0 →
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/// forward_command = 0x41000003</c>) clobbers <c>ForwardCommand</c>
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/// BEFORE the very next line reads it for the real forward dispatch —
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/// confirmed regression against the 183-case live retail-observer trace
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/// (<c>RetailObserverTraceConformanceTests</c>) when this was <c>void</c>.
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/// Return <c>true</c> when the underlying <c>PerformMovement</c> call
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/// succeeded (<c>MotionTableManagerError.Success</c>).
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/// </returns>
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bool ApplyMotion(uint motion, float speed);
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/// <summary>
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/// <c>StopInterpretedMotion</c> notification for an axis the incoming
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/// state cleared (sidestep 0x6500000F / turn 0x6500000D). Unconditional
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/// (no contact gate) per apply_interpreted_movement.
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/// </summary>
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void StopMotion(uint motion);
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/// <returns>Same result-propagation rationale as <see cref="ApplyMotion"/>
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/// — retail's <c>CPhysicsObj::StopInterpretedMotion</c> also returns a
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/// result that gates the post-stop <c>add_to_queue</c> + state-removal.</returns>
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bool StopMotion(uint motion);
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}
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/// <summary>
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