feat(R3-W4): ground transitions + lifecycle verbatim; K-fix18 DELETED (closes J8, J10, J11-shape, J12, J13, J18, J19)

Core (dedicated agent, independently reviewed): HitGround 0x00528ac0 /
LeaveGround 0x00528b00 verbatim (creature+gravity gates, the
RemoveLinkAnimations seam — K-fix18's retail mechanism — velocity via
GetLeaveGroundVelocity with the autonomous flag, jump-state resets,
apply_current_movement re-sync); enter_default_state 0x00528c80 per A8
(fresh states, InitializeMotionTables seam, sentinel APPENDED without
draining pending_motions — pinned, Initted=1, LeaveGround tail);
Initted gates; the A3 IsThePlayer dual dispatch in
apply_current_movement / ReportExhaustion / SetWeenieObject /
SetPhysicsObject (a remote player routes INTERPRETED — the
ACE-divergence pin); set_hold_run 0x00528b70 + SetHoldKey 0x00528bb0
(XOR guard, None-only-from-Run); adjust_motion creature guard wired
(TS-34 retired); PhysicsBody.LastMoveWasAutonomous +
set_local_velocity(autonomous). Port discovery: retail's
apply_raw_movement 0x005287e0 / apply_interpreted_movement 0x00528600
ARE the already-shipped D6.2a/funnel functions — the dual dispatch
composes them instead of duplicating.

App cutover (orchestrator): the skipTransitionLink flag + both K-fix18
call sites DELETED (AP-74 retired). MotionInterpreter.DefaultSink routes
apply_current_movement's interpreted branch through the REAL funnel
dispatch when a sink is bound — so a remote's LeaveGround engages
Falling via the contact-gated funnel, replacing the forced SetCycle
(J19); the per-remote MotionTableDispatchSink is now PERSISTENT
(EnsureRemoteMotionBindings: DefaultSink + RemoveLinkAnimations +
InitializeMotionTables seams, idempotent from both the UM and
VectorUpdate paths; wire velocity re-applied after LeaveGround so it
stays authoritative). Player: seams bound to the player sequencer; the
controller's grounded→airborne EDGE now fires LeaveGround (jump()
clears OnWalkable and the same frame's transition detection fires it —
retail's order; walk-off-a-ledge gets the momentum fallback + link
strip it never had); the manual jump-block LeaveGround deleted;
LastMoveWasAutonomous set at the controller chokepoint (W6 refines).

Trace S8 re-expressed as the retail mechanism (Falling dispatch +
RemoveAllLinkAnimations = same final state the flag produced). 43 new
lifecycle tests. Registers: TS-34 + AP-74 retired; TS-38, AP-77, AP-78
added. Full suite: 3,665 passed. Live smoke: in-world clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-02 23:01:31 +02:00
parent af4764443f
commit e214acdf23
8 changed files with 1575 additions and 124 deletions

View file

@ -353,6 +353,11 @@ public sealed class PlayerMovementController
int jumpSkill = int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_JUMP_SKILL"), out var jsv) ? jsv : 300;
_weenie = new PlayerWeenie(runSkill: runSkill, jumpSkill: jumpSkill);
_motion = new MotionInterpreter(_body, _weenie);
// R3-W4 (A3): the local player's movement is input-driven —
// movement_is_autonomous true so apply_current_movement's dual
// dispatch routes apply_raw_movement (IsThePlayer && autonomous).
// R3-W6 refines this per-motion (server-controlled MoveTo clears it).
_body.LastMoveWasAutonomous = true;
}
public void SetCharacterSkills(int runSkill, int jumpSkill)
@ -1008,12 +1013,13 @@ public sealed class PlayerMovementController
var jumpResult = _motion.jump(_jumpExtent);
if (jumpResult == WeenieError.None)
{
// Capture jump_v_z BEFORE LeaveGround() — that call resets
// JumpExtent back to 0 (faithful to retail's FUN_00529710),
// after which GetJumpVZ() returns 0 because the extent
// gate at the top of the function fires.
// R3-W4 (J7): the manual LeaveGround call is DELETED —
// jump() clears OnWalkable, and the SAME frame's
// grounded→airborne edge (section 5's transition detection)
// fires _motion.LeaveGround() exactly where retail's
// transition sweep does. Capture jump_v_z NOW: the edge's
// LeaveGround resets JumpExtent to 0 later this frame.
float jumpVz = _motion.GetJumpVZ();
_motion.LeaveGround();
outJumpExtent = _jumpExtent;
// D6.2: get_state_velocity() is now correct for all directions
// (apply_raw_movement normalized backward/strafe above), so the
@ -1266,6 +1272,16 @@ public sealed class PlayerMovementController
}
// R3-W4 (J7/J8): the grounded→airborne EDGE fires retail's
// LeaveGround (0x00528b00) — jump launches (jump() cleared
// OnWalkable earlier this frame) AND walk-off-a-ledge both route
// here, replacing the old manual jump-block call (and giving
// ledge departures the momentum fallback + link strip they never
// had). Edge = grounded last frame, airborne now; the landing
// branch above already fires HitGround on the opposite edge.
if (!_body.OnWalkable && !_wasAirborneLastFrame)
_motion.LeaveGround();
_wasAirborneLastFrame = !_body.OnWalkable;
UpdateCellId(resolveResult.CellId, "resolver");