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>
This commit is contained in:
Erik 2026-07-03 08:57:33 +02:00
parent e214acdf23
commit df7b096d6f
7 changed files with 1522 additions and 241 deletions

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@ -0,0 +1,878 @@
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics;
// ─────────────────────────────────────────────────────────────────────────────
// MotionInterpreterDoMotionFamilyTests — R3-W5 (closes J3, J4, J9, J14).
//
// Oracle: docs/research/2026-07-02-r3-motioninterp/r3-motioninterp-decomp.md
// §2 DoMotion 0x00528d20 @306159
// §5a StopCompletely 0x00527e40 @305208
// §5b StopMotion 0x00528530 @305674
// §1a add_to_queue 0x00527b80 @305032
// docs/research/2026-07-02-r3-motioninterp/W0-pins.md A4 (MovementParameters
// bit table), A9 (StopCompletely jump-snapshot quirk), A10 (combat-stance /
// depth-cap error codes).
// ─────────────────────────────────────────────────────────────────────────────
/// <summary>Fake WeenieObject — IsThePlayer/IsCreature/CanJump independently
/// configurable, matching the ground-lifecycle test file's convention.</summary>
file sealed class FakeWeenie : IWeenieObject
{
public bool IsThePlayerResult;
public bool IsCreatureResult = true;
public bool CanJumpResult = true;
public bool InqJumpVelocity(float extent, out float vz) { vz = 10f; return true; }
public bool InqRunRate(out float rate) { rate = 1f; return true; }
public bool CanJump(float extent) => CanJumpResult;
public bool IsThePlayer() => IsThePlayerResult;
public bool IsCreature() => IsCreatureResult;
}
public sealed class MotionInterpreterDoMotionFamilyTests
{
// ── helpers ───────────────────────────────────────────────────────────────
private static PhysicsBody MakeGrounded()
{
var body = new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
body.TransientState = TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active;
return body;
}
private static MotionInterpreter MakeInterp(PhysicsBody? body = null, IWeenieObject? weenie = null)
{
body ??= MakeGrounded();
return new MotionInterpreter(body, weenie);
}
// =========================================================================
// DoMotion — 0x00528d20 @306159
// =========================================================================
[Fact]
public void DoMotion_NullPhysicsObj_Returns8()
{
var interp = new MotionInterpreter();
var result = interp.DoMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
[Fact]
public void DoMotion_CancelMoveToBit_FiresInterruptSeam()
{
var interp = MakeInterp();
bool fired = false;
interp.InterruptCurrentMovement = () => fired = true;
var p = new MovementParameters { CancelMoveTo = true };
interp.DoMotion(MotionCommand.WalkForward, p);
Assert.True(fired, "the sign-bit (CancelMoveTo) must fire InterruptCurrentMovement before adjust_motion");
}
[Fact]
public void DoMotion_CancelMoveToClear_DoesNotFireInterruptSeam()
{
var interp = MakeInterp();
bool fired = false;
interp.InterruptCurrentMovement = () => fired = true;
var p = new MovementParameters { CancelMoveTo = false };
interp.DoMotion(MotionCommand.WalkForward, p);
Assert.False(fired);
}
[Fact]
public void DoMotion_SetHoldKeyBit_FiresSetHoldKey_WithCancelMoveToBitAsSecondArg()
{
// A4: @306188 SetHoldKey(hold_key_to_apply, ((__inner0_1 >> 0xf) & 1)) —
// the SECOND arg is the cancel_moveto (sign) bit, not a constant.
var interp = MakeInterp();
var p = new MovementParameters
{
SetHoldKey = true,
CancelMoveTo = true,
HoldKeyToApply = HoldKey.Run,
};
interp.DoMotion(MotionCommand.WalkForward, p);
Assert.Equal(HoldKey.Run, interp.RawState.CurrentHoldKey);
}
[Fact]
public void DoMotion_SetHoldKeyBit_FiresBeforeAdjustMotion()
{
// SetHoldKey must land BEFORE adjust_motion runs so the new hold-key
// affects the walk/run reinterpretation in THIS same call (Run
// promotion of WalkForward).
var interp = MakeInterp();
var p = new MovementParameters
{
SetHoldKey = true,
HoldKeyToApply = HoldKey.Run,
};
interp.DoMotion(MotionCommand.WalkForward, p);
// adjust_motion promotes WalkForward -> RunForward only when the
// hold key is (already, as of THIS call) Run.
Assert.Equal(MotionCommand.RunForward, interp.InterpretedState.ForwardCommand);
}
[Fact]
public void DoMotion_SetHoldKeyBitClear_DoesNotChangeHoldKey()
{
var interp = MakeInterp();
interp.RawState.CurrentHoldKey = HoldKey.None;
var p = new MovementParameters
{
SetHoldKey = false,
HoldKeyToApply = HoldKey.Run,
};
interp.DoMotion(MotionCommand.WalkForward, p);
Assert.Equal(HoldKey.None, interp.RawState.CurrentHoldKey);
}
[Fact]
public void DoMotion_ParamsReDefaulted_CallerDistanceHeadingDiscarded()
{
// DoMotion re-derives a canonical local MovementParameters for the
// DoInterpretedMotion call — caller-supplied distance/heading fields
// must not leak into anything the interpreted call reads (the
// params ARE discarded per the decomp; this test pins that a
// caller passing bizarre distance/heading values doesn't change
// dispatch behavior vs the defaults).
var interp1 = MakeInterp();
var interp2 = MakeInterp();
var weird = new MovementParameters { DistanceToObject = 999f, DesiredHeading = 12345f, FailDistance = 1f };
var plain = new MovementParameters();
var r1 = interp1.DoMotion(MotionCommand.WalkForward, weird);
var r2 = interp2.DoMotion(MotionCommand.WalkForward, plain);
Assert.Equal(r2, r1);
Assert.Equal(interp2.InterpretedState.ForwardCommand, interp1.InterpretedState.ForwardCommand);
Assert.Equal(interp2.InterpretedState.ForwardSpeed, interp1.InterpretedState.ForwardSpeed);
}
// ── combat-stance gate (A10: 0x3f/0x40/0x41/0x42) ──────────────────────
[Theory]
[InlineData(MotionCommand.Crouch, WeenieError.CrouchInCombatStance)]
[InlineData(MotionCommand.Sitting, WeenieError.SitInCombatStance)]
[InlineData(MotionCommand.Sleeping, WeenieError.SleepInCombatStance)]
public void DoMotion_JumpChargeMotion_RejectedInCombatStance(uint motion, WeenieError expected)
{
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x80000001u; // any non-NonCombat stance
var result = interp.DoMotion(motion, new MovementParameters());
Assert.Equal(expected, result);
}
[Theory]
[InlineData(MotionCommand.Crouch)]
[InlineData(MotionCommand.Sitting)]
[InlineData(MotionCommand.Sleeping)]
public void DoMotion_JumpChargeMotion_AllowedInNonCombatStance(uint motion)
{
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x8000003Du; // NonCombat
var result = interp.DoMotion(motion, new MovementParameters());
Assert.NotEqual(WeenieError.CrouchInCombatStance, result);
Assert.NotEqual(WeenieError.SitInCombatStance, result);
Assert.NotEqual(WeenieError.SleepInCombatStance, result);
}
[Fact]
public void DoMotion_ChatEmoteBit_RejectedInCombatStance()
{
// motion & 0x2000000 outside NonCombat -> 0x42.
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x80000001u;
uint motion = 0x10000000u | 0x2000000u; // action-class + chat-emote bit
var result = interp.DoMotion(motion, new MovementParameters());
Assert.Equal(WeenieError.ChatEmoteOutsideNonCombat, result);
}
[Fact]
public void DoMotion_ChatEmoteBit_AllowedInNonCombatStance()
{
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x8000003Du; // NonCombat
uint motion = 0x10000000u | 0x2000000u;
var result = interp.DoMotion(motion, new MovementParameters());
Assert.NotEqual(WeenieError.ChatEmoteOutsideNonCombat, result);
}
[Fact]
public void DoMotion_NonJumpChargeMotion_NotGatedByCombatStance()
{
// WalkForward (no 0x2000000 bit, not a jump-charge id) must pass
// through the combat-stance gate regardless of stance.
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x80000001u; // combat stance
var result = interp.DoMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.None, result);
}
// ── action-depth gate (A10: 0x45, GetNumActions >= 6) ──────────────────
[Fact]
public void DoMotion_ActionClassMotion_DepthBelowSix_Allowed()
{
var interp = MakeInterp();
for (int i = 0; i < 5; i++)
interp.InterpretedState.AddAction(0x10000050u, 1f, (uint)i, false);
uint actionMotion = 0x10000060u; // action-class bit set, not itself a jump-charge id
var result = interp.DoMotion(actionMotion, new MovementParameters());
Assert.NotEqual(WeenieError.ActionDepthExceeded, result);
}
[Fact]
public void DoMotion_ActionClassMotion_DepthExactlySix_Rejected()
{
var interp = MakeInterp();
for (int i = 0; i < 6; i++)
interp.InterpretedState.AddAction(0x10000050u, 1f, (uint)i, false);
uint actionMotion = 0x10000060u;
var result = interp.DoMotion(actionMotion, new MovementParameters());
Assert.Equal(WeenieError.ActionDepthExceeded, result);
}
[Fact]
public void DoMotion_ActionClassMotion_DepthFive_NotRejected()
{
var interp = MakeInterp();
for (int i = 0; i < 5; i++)
interp.InterpretedState.AddAction(0x10000050u, 1f, (uint)i, false);
uint actionMotion = 0x10000060u;
var result = interp.DoMotion(actionMotion, new MovementParameters());
Assert.NotEqual(WeenieError.ActionDepthExceeded, result);
}
[Fact]
public void DoMotion_NonActionClassMotion_IgnoresDepthCap()
{
// Bit 0x10000000 clear -> the depth cap never applies, even with 6+
// queued actions.
var interp = MakeInterp();
for (int i = 0; i < 10; i++)
interp.InterpretedState.AddAction(0x10000050u, 1f, (uint)i, false);
var result = interp.DoMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.NotEqual(WeenieError.ActionDepthExceeded, result);
}
// ── raw mirror discipline: raw gets ORIGINAL id, interpreted gets ADJUSTED ──
[Fact]
public void DoMotion_ModifyRawStateBit_MirrorsOriginalId_NotAdjusted()
{
// WalkBackward (ORIGINAL) adjusts to WalkForward w/ negated speed
// (interpreted) but RawState.ApplyMotion must be called with the
// ORIGINAL WalkBackward id (ebp), not the adjusted WalkForward id.
var interp = MakeInterp();
var p = new MovementParameters { ModifyRawState = true, Speed = 1.0f };
interp.DoMotion(MotionCommand.WalkBackward, p);
Assert.Equal(MotionCommand.WalkBackward, interp.RawState.ForwardCommand);
// Interpreted state, meanwhile, adopted the ADJUSTED (WalkForward) id.
Assert.Equal(MotionCommand.WalkForward, interp.InterpretedState.ForwardCommand);
}
[Fact]
public void DoMotion_ModifyRawStateBitClear_DoesNotMirror()
{
var interp = MakeInterp();
var p = new MovementParameters { ModifyRawState = false };
interp.DoMotion(MotionCommand.WalkForward, p);
// RawState.ForwardCommand must remain at its ctor default (Ready) —
// no mirror happened.
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
}
[Fact]
public void DoMotion_FailedDispatch_DoesNotMirrorToRawState()
{
// result == 0 is required for the mirror per @306184 ("if (result ==
// 0 && bit0x2000)"). A combat-stance rejection must not mirror.
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x80000001u;
var p = new MovementParameters { ModifyRawState = true };
var result = interp.DoMotion(MotionCommand.Crouch, p);
Assert.Equal(WeenieError.CrouchInCombatStance, result);
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand); // untouched
}
[Fact]
public void DoMotion_2Arg_AppOverload_StillCompiles_AndDispatches()
{
// App-facing compat overload: DoMotion(uint, float speed = 1.0f).
var interp = MakeInterp();
var result = interp.DoMotion(MotionCommand.WalkForward, 0.8f);
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.WalkForward, interp.InterpretedState.ForwardCommand);
}
// =========================================================================
// StopMotion — 0x00528530 @305674 (mirror shape, no gates)
// =========================================================================
[Fact]
public void StopMotion_NullPhysicsObj_Returns8()
{
var interp = new MotionInterpreter();
var result = interp.StopMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
[Fact]
public void StopMotion_NoCombatStanceGate_CrouchStopsEvenInCombatStance()
{
// Unlike DoMotion, StopMotion has NO combat-stance/depth gating.
var interp = MakeInterp();
interp.InterpretedState.CurrentStyle = 0x80000001u;
interp.InterpretedState.ForwardCommand = MotionCommand.Crouch;
var result = interp.StopMotion(MotionCommand.Crouch, new MovementParameters());
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void StopMotion_ModifyRawStateBit_RemovesOriginalId_NotAdjusted()
{
var interp = MakeInterp();
interp.RawState.ForwardCommand = MotionCommand.WalkBackward;
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
var p = new MovementParameters { ModifyRawState = true };
interp.StopMotion(MotionCommand.WalkBackward, p);
// RemoveMotion(ORIGINAL WalkBackward) hits RawState.ForwardCommand
// via the forward-class branch (adjusted WalkForward would also
// match here in this simple case, but the ORIGINAL id is what must
// be passed — see the mismatch test below for a case that
// distinguishes them).
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
}
[Fact]
public void StopMotion_ModifyRawStateBitClear_DoesNotMirror()
{
var interp = MakeInterp();
interp.RawState.ForwardCommand = MotionCommand.WalkForward;
var p = new MovementParameters { ModifyRawState = false };
interp.StopMotion(MotionCommand.WalkForward, p);
Assert.Equal(MotionCommand.WalkForward, interp.RawState.ForwardCommand); // untouched
}
[Fact]
public void StopMotion_2Arg_AppOverload_StillCompiles()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
var result = interp.StopMotion(MotionCommand.WalkForward);
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
}
// =========================================================================
// StopCompletely — 0x00527e40 @305208 (A9 verbatim quirk)
// =========================================================================
[Fact]
public void StopCompletely_NullPhysicsObj_Returns8()
{
var interp = new MotionInterpreter();
var result = interp.StopCompletely();
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
[Fact]
public void StopCompletely_ZeroesForwardSidestepTurnCommands_OnBothStates()
{
var interp = MakeInterp();
interp.RawState.ForwardCommand = MotionCommand.RunForward;
interp.RawState.SidestepCommand = MotionCommand.SideStepRight;
interp.RawState.TurnCommand = MotionCommand.TurnRight;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.SideStepCommand = MotionCommand.SideStepRight;
interp.InterpretedState.TurnCommand = MotionCommand.TurnRight;
interp.StopCompletely();
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
Assert.Equal(1.0f, interp.RawState.ForwardSpeed);
Assert.Equal(0u, interp.RawState.SidestepCommand);
Assert.Equal(0u, interp.RawState.TurnCommand);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
Assert.Equal(1.0f, interp.InterpretedState.ForwardSpeed);
Assert.Equal(0u, interp.InterpretedState.SideStepCommand);
Assert.Equal(0u, interp.InterpretedState.TurnCommand);
}
[Fact]
public void StopCompletely_DoesNotTouchSidestepOrTurnSpeeds_J9()
{
// A9/J9: retail touches ONLY forward cmd/speed + sidestep/turn
// COMMANDS — it does NOT write sidestep_speed or turn_speed. The
// pre-R3 acdream divergence (1.0 speed resets) must be gone.
var interp = MakeInterp();
interp.RawState.SidestepSpeed = 2.5f;
interp.RawState.TurnSpeed = 3.5f;
interp.InterpretedState.SideStepSpeed = 4.5f;
interp.InterpretedState.TurnSpeed = 5.5f;
interp.StopCompletely();
Assert.Equal(2.5f, interp.RawState.SidestepSpeed);
Assert.Equal(3.5f, interp.RawState.TurnSpeed);
Assert.Equal(4.5f, interp.InterpretedState.SideStepSpeed);
Assert.Equal(5.5f, interp.InterpretedState.TurnSpeed);
}
[Fact]
public void StopCompletely_ZerosPhysicsBodyVelocity()
{
var body = MakeGrounded();
body.set_velocity(new Vector3(5f, 3f, 0f));
var interp = MakeInterp(body);
interp.StopCompletely();
Assert.Equal(Vector3.Zero, body.Velocity);
}
[Fact]
public void StopCompletely_InterruptsCurrentMovement()
{
var interp = MakeInterp();
bool fired = false;
interp.InterruptCurrentMovement = () => fired = true;
interp.StopCompletely();
Assert.True(fired);
}
[Fact]
public void StopCompletely_QueuedNodeErrorCode_ReflectsPreStopForwardCommand()
{
// A9 golden: motion_allows_jump is evaluated on the OLD (pre-stop)
// interpreted forward_command, snapshotted BEFORE the overwrite, and
// that snapshot becomes the queued node's jump_error_code. Crouch
// (0x41000012) is in the motion_allows_jump BLOCKED range -> 0x48.
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Crouch;
interp.StopCompletely();
var node = Assert.Single(interp.PendingMotions);
Assert.Equal(0u, node.ContextId);
Assert.Equal(MotionCommand.Ready, node.Motion);
Assert.Equal((uint)WeenieError.YouCantJumpFromThisPosition, node.JumpErrorCode);
}
[Fact]
public void StopCompletely_QueuedNodeErrorCode_ZeroWhenPreStopCommandAllowsJump()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Ready; // passes motion_allows_jump
interp.StopCompletely();
var node = Assert.Single(interp.PendingMotions);
Assert.Equal(0u, node.JumpErrorCode);
}
[Fact]
public void StopCompletely_CellNull_FiresRemoveLinkAnimations()
{
// CurCell proxy: PhysicsObj.CellPosition.ObjCellId == 0 (default/unseeded).
var interp = MakeInterp();
bool fired = false;
interp.RemoveLinkAnimations = () => fired = true;
interp.StopCompletely();
Assert.True(fired, "physics_obj->cell == 0 must fire RemoveLinkAnimations");
}
[Fact]
public void StopCompletely_CellNonNull_DoesNotFireRemoveLinkAnimations()
{
var body = MakeGrounded();
body.SnapToCell(0x12340001u, Vector3.Zero, Vector3.Zero);
var interp = MakeInterp(body);
bool fired = false;
interp.RemoveLinkAnimations = () => fired = true;
interp.StopCompletely();
Assert.False(fired);
}
[Fact]
public void StopCompletely_AlwaysReturnsNone_OnceCallExecutes()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Crouch; // would fail motion_allows_jump
var result = interp.StopCompletely();
Assert.Equal(WeenieError.None, result); // StopCompletely itself always succeeds
}
// =========================================================================
// StandingLongJump state-only branch: Walk/Run/SideStepRight while
// charging -> state write, NO dispatch, NO queue node.
// =========================================================================
private sealed class RecordingSink : IInterpretedMotionSink
{
public readonly List<string> Calls = new();
public bool ApplyMotion(uint motion, float speed)
{
Calls.Add($"APPLY {motion:x8}@{speed:F2}");
return true;
}
public bool StopMotion(uint motion)
{
Calls.Add($"STOP {motion:x8}");
return true;
}
}
[Fact]
public void DoInterpretedMotion_StandingLongJumpCharging_WalkForward_StateOnly_NoDispatch_NoQueue()
{
var interp = MakeInterp();
interp.StandingLongJump = true;
interp.DefaultSink = null; // no App-level sink wired directly on DoInterpretedMotion path
var before = interp.PendingMotions.Count();
var result = interp.DoInterpretedMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.WalkForward, interp.InterpretedState.ForwardCommand);
Assert.Equal(before, interp.PendingMotions.Count());
}
[Fact]
public void DoInterpretedMotion_StandingLongJumpCharging_RunForward_StateOnly_NoDispatch_NoQueue()
{
var interp = MakeInterp();
interp.StandingLongJump = true;
var before = interp.PendingMotions.Count();
var result = interp.DoInterpretedMotion(MotionCommand.RunForward, new MovementParameters());
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.RunForward, interp.InterpretedState.ForwardCommand);
Assert.Equal(before, interp.PendingMotions.Count());
}
[Fact]
public void DoInterpretedMotion_StandingLongJumpCharging_SideStepRight_StateOnly_NoDispatch_NoQueue()
{
var interp = MakeInterp();
interp.StandingLongJump = true;
var before = interp.PendingMotions.Count();
var result = interp.DoInterpretedMotion(MotionCommand.SideStepRight, new MovementParameters());
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.SideStepRight, interp.InterpretedState.SideStepCommand);
Assert.Equal(before, interp.PendingMotions.Count());
}
[Fact]
public void DoInterpretedMotion_StandingLongJumpCharging_OtherMotion_DispatchesNormally()
{
// Only Walk/Run/SideStepRight get the state-only shortcut while
// charging — everything else dispatches through the normal path
// (including queueing).
var interp = MakeInterp();
interp.StandingLongJump = true;
var result = interp.DoInterpretedMotion(MotionCommand.TurnRight, new MovementParameters());
Assert.Equal(WeenieError.None, result);
Assert.Single(interp.PendingMotions);
}
[Fact]
public void DoInterpretedMotion_NotCharging_WalkForward_DispatchesNormally_AndQueues()
{
var interp = MakeInterp();
interp.StandingLongJump = false;
var result = interp.DoInterpretedMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.None, result);
Assert.Single(interp.PendingMotions);
}
// =========================================================================
// DisableJumpDuringLink forces the queued node's jump_error_code to 0x48
// =========================================================================
[Fact]
public void DoInterpretedMotion_DisableJumpDuringLink_ForcesQueuedNodeTo0x48()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Ready; // would otherwise PASS motion_allows_jump
var p = new MovementParameters { DisableJumpDuringLink = true };
interp.DoInterpretedMotion(MotionCommand.WalkForward, p);
var node = Assert.Single(interp.PendingMotions);
Assert.Equal((uint)WeenieError.YouCantJumpFromThisPosition, node.JumpErrorCode);
}
[Fact]
public void DoInterpretedMotion_DisableJumpDuringLinkClear_UsesComputedErrorCode()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Ready;
var p = new MovementParameters { DisableJumpDuringLink = false };
interp.DoInterpretedMotion(MotionCommand.WalkForward, p);
var node = Assert.Single(interp.PendingMotions);
Assert.Equal(0u, node.JumpErrorCode); // WalkForward + Ready both pass motion_allows_jump
}
// ── Dead -> RemoveLinkAnimations ───────────────────────────────────────
[Fact]
public void DoInterpretedMotion_Dead_FiresRemoveLinkAnimations()
{
var interp = MakeInterp();
bool fired = false;
interp.RemoveLinkAnimations = () => fired = true;
interp.DoInterpretedMotion(MotionCommand.Dead, new MovementParameters());
Assert.True(fired);
}
// ── ModifyInterpretedState param gates the state write ─────────────────
[Fact]
public void DoInterpretedMotion_ModifyInterpretedStateClear_DoesNotWriteState()
{
var interp = MakeInterp();
var p = new MovementParameters { ModifyInterpretedState = false };
interp.DoInterpretedMotion(MotionCommand.WalkForward, p);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand); // untouched
}
[Fact]
public void DoInterpretedMotion_ModifyInterpretedStateSet_WritesState()
{
var interp = MakeInterp();
var p = new MovementParameters { ModifyInterpretedState = true, Speed = 1.5f };
interp.DoInterpretedMotion(MotionCommand.WalkForward, p);
Assert.Equal(MotionCommand.WalkForward, interp.InterpretedState.ForwardCommand);
}
// ── CurCell-null tail (proxy: CellPosition.ObjCellId == 0) ──────────────
// NOTE: this is the DoInterpretedMotion success-path CurCell check per
// the plan; the merged function fires RemoveLinkAnimations whenever the
// physics_obj has no cell, mirroring StopCompletely's identical tail.
[Fact]
public void DoInterpretedMotion_ContactBlocked_ActionClass_Returns0x24()
{
var body = new PhysicsBody { State = PhysicsStateFlags.Gravity }; // airborne, no contact
var interp = MakeInterp(body);
var result = interp.DoInterpretedMotion(0x10000060u, new MovementParameters());
Assert.Equal(WeenieError.NotGrounded, result);
}
// =========================================================================
// StopInterpretedMotion — merged verbatim pair
// =========================================================================
[Fact]
public void StopInterpretedMotion_NullPhysicsObj_Returns8()
{
var interp = new MotionInterpreter();
var result = interp.StopInterpretedMotion(MotionCommand.WalkForward, new MovementParameters());
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
[Fact]
public void StopInterpretedMotion_Success_EnqueuesReturnToNoneNode()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
var p = new MovementParameters { ContextId = 42 };
interp.StopInterpretedMotion(MotionCommand.WalkForward, p);
var node = Assert.Single(interp.PendingMotions);
Assert.Equal(42u, node.ContextId);
Assert.Equal(MotionCommand.Ready, node.Motion);
}
[Fact]
public void StopInterpretedMotion_ModifyInterpretedStateClear_DoesNotWriteState()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
var p = new MovementParameters { ModifyInterpretedState = false };
interp.StopInterpretedMotion(MotionCommand.WalkForward, p);
Assert.Equal(MotionCommand.WalkForward, interp.InterpretedState.ForwardCommand); // untouched
}
// =========================================================================
// PerformMovement — zero-tick CheckForCompletedMotions flush (closes J14)
// =========================================================================
[Fact]
public void PerformMovement_RawCommand_FiresCheckForCompletedMotions()
{
var interp = MakeInterp();
int flushCount = 0;
interp.CheckForCompletedMotions = () => flushCount++;
interp.PerformMovement(new MovementStruct
{
Type = MovementType.RawCommand,
Motion = MotionCommand.WalkForward,
Speed = 1.0f,
});
Assert.Equal(1, flushCount);
}
[Theory]
[InlineData(MovementType.RawCommand)]
[InlineData(MovementType.InterpretedCommand)]
[InlineData(MovementType.StopRawCommand)]
[InlineData(MovementType.StopInterpretedCommand)]
[InlineData(MovementType.StopCompletely)]
public void PerformMovement_EveryDispatchedOp_FiresFlushExactlyOnce(MovementType type)
{
var interp = MakeInterp();
int flushCount = 0;
interp.CheckForCompletedMotions = () => flushCount++;
interp.PerformMovement(new MovementStruct
{
Type = type,
Motion = MotionCommand.WalkForward,
Speed = 1.0f,
});
Assert.Equal(1, flushCount);
}
[Fact]
public void PerformMovement_InvalidType_DoesNotFireFlush()
{
// The type-dispatch failure (0x47, bad MovementStruct.type) happens
// BEFORE any op is dispatched — no flush should fire for it.
var interp = MakeInterp();
int flushCount = 0;
interp.CheckForCompletedMotions = () => flushCount++;
var result = interp.PerformMovement(new MovementStruct { Type = (MovementType)99 });
Assert.Equal(WeenieError.GeneralMovementFailure, result);
Assert.Equal(0, flushCount);
}
[Fact]
public void PerformMovement_FlushSeamUnset_DoesNotThrow()
{
var interp = MakeInterp();
interp.CheckForCompletedMotions = null;
var result = interp.PerformMovement(new MovementStruct
{
Type = MovementType.StopCompletely,
});
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void PerformMovement_StopCompletely_ResetsToReady_AndFlushes()
{
var interp = MakeInterp();
interp.RawState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
int flushCount = 0;
interp.CheckForCompletedMotions = () => flushCount++;
interp.PerformMovement(new MovementStruct { Type = MovementType.StopCompletely });
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
Assert.Equal(1, flushCount);
}
}

View file

@ -19,10 +19,23 @@ public class MotionInterpreterFunnelTests
private sealed class RecordingSink : IInterpretedMotionSink
{
public readonly List<string> Calls = new();
public void ApplyMotion(uint motion, float speed)
=> Calls.Add($"DIM {motion:x8}@{speed:F2}");
public void StopMotion(uint motion)
=> Calls.Add($"STOP {motion:x8}");
public bool ApplyMotion(uint motion, float speed)
{
Calls.Add($"DIM {motion:x8}@{speed:F2}");
// R3-W5: a style/stance id (>= 0x80000000, i.e. negative as
// int32) has no locomotion MotionData entry in the dat — retail's
// real CMotionTable::DoObjectMotion genuinely fails for it
// (MotionTableManagerError.MotionFailed). The fake sink mirrors
// that so InterpretedMotionState.ForwardCommand isn't clobbered
// by ApplyMotion's negative-motion branch before the very next
// dispatch reads it — matches the live retail-observer trace.
return motion < 0x80000000u;
}
public bool StopMotion(uint motion)
{
Calls.Add($"STOP {motion:x8}");
return true;
}
}
private static MotionInterpreter GroundedInterp()
@ -164,8 +177,26 @@ public class MotionInterpreterFunnelTests
// (0x00528240 early-accept), so it reaches the sink; the style and
// forward dispatches are gate-blocked (apply-only path).
Assert.Equal(new[] { "DIM 40000015@1.00", "STOP 6500000d" }, sink.Calls);
// The interpreted STATE still flat-copies (velocity uses it on landing).
Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand);
// R3-W5 correction: DoInterpretedMotion's verbatim body (raw
// 305575-305631) writes InterpretedState via
// InterpretedMotionState::ApplyMotion on BOTH the success path
// (raw 305609-305610, gated on the sink's own result) AND the
// blocked/apply-only `label_528440` path (raw 305616-305618,
// UNCONDITIONAL on the ModifyInterpretedState bit — no sink
// involved at all). This W5 slice is the first port to actually
// WIRE that state-write (the pre-W5 funnel never called
// InterpretedMotionState.ApplyMotion from dispatch at all — state
// was set only by MoveToInterpretedState's flat copy at the top of
// the call), so the blocked style dispatch DOES flip
// ForwardCommand to Ready (0x41000003) at step 1, which then makes
// the Falling substitution dispatch (step 2) ITself write
// ForwardCommand = Falling (0x40000015) via the SAME mechanism —
// this replaces the assertion this comment used to make ("state
// still flat-copies") with the verbatim end state. Only
// sink.Calls (dispatch ORDER) was ever cdb-verified by this file's
// module doc; this resulting-state assertion was an untested
// assumption from the pre-W5 architecture.
Assert.Equal(0x40000015u, mi.InterpretedState.ForwardCommand);
}
[Fact]

View file

@ -40,8 +40,18 @@ public class RetailObserverTraceConformanceTests
private sealed class RecordingSink : IInterpretedMotionSink
{
public readonly List<uint> Applied = new();
public void ApplyMotion(uint motion, float speed) => Applied.Add(motion);
public void StopMotion(uint motion) { }
public bool ApplyMotion(uint motion, float speed)
{
Applied.Add(motion);
// R3-W5: style/stance ids (>= 0x80000000) have no dat MotionData
// entry — retail's real motion-table lookup fails for them
// (see MotionInterpreterDoMotionFamilyTests / the interface
// doc on IInterpretedMotionSink.ApplyMotion for the full
// rationale). The fake sink mirrors that so the style dispatch
// doesn't clobber ForwardCommand before the next read.
return motion < 0x80000000u;
}
public bool StopMotion(uint motion) => true;
}
private static string TracePath()