feat(world): port retail portal-space viewport
Replace the opaque teleport cover with the DAT-authored CreatureMode tunnel, exact retail camera/light/animation timing and easing, and animation-hook audio routing. Compose portal and fade passes below retained UI so gameplay windows and input remain active through F751 travel. Co-authored-by: OpenAI Codex <codex@openai.com>
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14 changed files with 983 additions and 45 deletions
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@ -73,7 +73,12 @@ public sealed class TeleportAnimSequencerTests
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// Helper: drive the sequencer forward by total elapsed time using small fixed steps.
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private static (TeleportAnimSnapshot snap, List<TeleportAnimEvent> allEvents)
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DriveSeconds(TeleportAnimSequencer seq, float seconds, bool worldReady, float step = 0.016f)
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DriveSeconds(
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TeleportAnimSequencer seq,
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float seconds,
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bool worldReady,
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float step = 0.016f,
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int tunnelAnimationFrame = 72)
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{
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var allEvts = new List<TeleportAnimEvent>();
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float remaining = seconds;
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@ -81,7 +86,7 @@ public sealed class TeleportAnimSequencerTests
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while (remaining > 0f)
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{
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float dt = Math.Min(step, remaining);
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var (snap, evts) = seq.Tick(dt, worldReady);
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var (snap, evts) = seq.Tick(dt, worldReady, tunnelAnimationFrame);
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last = snap;
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allEvts.AddRange(evts);
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remaining -= dt;
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@ -193,11 +198,54 @@ public sealed class TeleportAnimSequencerTests
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seq.Tick(0.016f, worldReady: true); // -> TunnelContinue
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// Drive MaxContinue + ε with worldReady=false (simulating "world never loaded")
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DriveSeconds(seq, TeleportAnimSequencer.MaxContinue + 0.05f, worldReady: false);
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DriveSeconds(
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seq,
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TeleportAnimSequencer.MaxContinue + 0.05f,
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worldReady: false,
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tunnelAnimationFrame: 0);
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Assert.Equal(TeleportAnimState.TunnelFadeOut, seq.State);
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}
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[Theory]
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[InlineData(68, false)] // retail uses an open interval at 1.30 seconds
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[InlineData(69, true)] // 1.275 seconds remaining
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[InlineData(72, true)] // 1.20 seconds remaining
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[InlineData(75, true)] // 1.125 seconds remaining
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[InlineData(76, false)] // retail uses an open interval at 1.10 seconds
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[InlineData(77, false)] // 1.075 seconds remaining
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[InlineData(121, false)] // retail unsigned subtraction after the endpoint
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public void TunnelContinue_UsesRetailAnimationExitWindow(int frame, bool shouldFade)
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{
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var seq = new TeleportAnimSequencer();
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seq.Begin(TeleportEntryKind.Portal);
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seq.Tick(0f, worldReady: false, tunnelAnimationFrame: frame);
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seq.Tick(0.016f, worldReady: true, tunnelAnimationFrame: frame);
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DriveSeconds(
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seq,
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TeleportAnimSequencer.MinContinue + 0.01f,
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worldReady: true,
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tunnelAnimationFrame: frame);
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Assert.Equal(
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shouldFade ? TeleportAnimState.TunnelFadeOut : TeleportAnimState.TunnelContinue,
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seq.State);
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}
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[Theory]
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[InlineData(0.00f, 0)]
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[InlineData(0.01f, 0)]
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[InlineData(0.25f, 146)]
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[InlineData(0.50f, 512)]
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[InlineData(0.75f, 877)]
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[InlineData(0.99f, 1024)]
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[InlineData(1.00f, 1024)]
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public void RetailAnimationLevel_MatchesGoldenTable(float t, short expected)
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{
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Assert.Equal(expected, TeleportAnimSequencer.GetRetailAnimationLevel(t));
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}
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// --- TunnelFadeOut -> WorldFadeIn: PlayExitSound edge event ---
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[Fact]
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@ -245,7 +293,7 @@ public sealed class TeleportAnimSequencerTests
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var seq = new TeleportAnimSequencer();
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seq.Begin(TeleportEntryKind.Logout);
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var (snap, _) = seq.Tick(dt: 0f, worldReady: false);
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// At elapsed=0 in WorldFadeOut: smoothstep(0)=0 => alpha=0 (world fully visible).
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// At elapsed=0 in WorldFadeOut: retail animation level 0 => fully visible.
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Assert.Equal(0f, snap.FadeAlpha, precision: 4);
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}
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@ -261,7 +309,7 @@ public sealed class TeleportAnimSequencerTests
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Assert.Equal(TeleportAnimState.WorldFadeOut, seq.State);
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var (snap, _) = seq.Tick(0f, worldReady: false);
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// smoothstep(clamp((1.0-0.02)/1.0,0,1)) should be close to 1
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// The retail animation table should be close to fully opaque here.
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Assert.True(snap.FadeAlpha > 0.95f, $"Expected FadeAlpha near 1, got {snap.FadeAlpha}");
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}
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