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>
This commit is contained in:
Erik 2026-07-15 21:59:23 +02:00
parent 0eab7497c1
commit eab23cbdd1
14 changed files with 983 additions and 45 deletions

View file

@ -73,7 +73,12 @@ public sealed class TeleportAnimSequencerTests
// Helper: drive the sequencer forward by total elapsed time using small fixed steps.
private static (TeleportAnimSnapshot snap, List<TeleportAnimEvent> allEvents)
DriveSeconds(TeleportAnimSequencer seq, float seconds, bool worldReady, float step = 0.016f)
DriveSeconds(
TeleportAnimSequencer seq,
float seconds,
bool worldReady,
float step = 0.016f,
int tunnelAnimationFrame = 72)
{
var allEvts = new List<TeleportAnimEvent>();
float remaining = seconds;
@ -81,7 +86,7 @@ public sealed class TeleportAnimSequencerTests
while (remaining > 0f)
{
float dt = Math.Min(step, remaining);
var (snap, evts) = seq.Tick(dt, worldReady);
var (snap, evts) = seq.Tick(dt, worldReady, tunnelAnimationFrame);
last = snap;
allEvts.AddRange(evts);
remaining -= dt;
@ -193,11 +198,54 @@ public sealed class TeleportAnimSequencerTests
seq.Tick(0.016f, worldReady: true); // -> TunnelContinue
// Drive MaxContinue + ε with worldReady=false (simulating "world never loaded")
DriveSeconds(seq, TeleportAnimSequencer.MaxContinue + 0.05f, worldReady: false);
DriveSeconds(
seq,
TeleportAnimSequencer.MaxContinue + 0.05f,
worldReady: false,
tunnelAnimationFrame: 0);
Assert.Equal(TeleportAnimState.TunnelFadeOut, seq.State);
}
[Theory]
[InlineData(68, false)] // retail uses an open interval at 1.30 seconds
[InlineData(69, true)] // 1.275 seconds remaining
[InlineData(72, true)] // 1.20 seconds remaining
[InlineData(75, true)] // 1.125 seconds remaining
[InlineData(76, false)] // retail uses an open interval at 1.10 seconds
[InlineData(77, false)] // 1.075 seconds remaining
[InlineData(121, false)] // retail unsigned subtraction after the endpoint
public void TunnelContinue_UsesRetailAnimationExitWindow(int frame, bool shouldFade)
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Portal);
seq.Tick(0f, worldReady: false, tunnelAnimationFrame: frame);
seq.Tick(0.016f, worldReady: true, tunnelAnimationFrame: frame);
DriveSeconds(
seq,
TeleportAnimSequencer.MinContinue + 0.01f,
worldReady: true,
tunnelAnimationFrame: frame);
Assert.Equal(
shouldFade ? TeleportAnimState.TunnelFadeOut : TeleportAnimState.TunnelContinue,
seq.State);
}
[Theory]
[InlineData(0.00f, 0)]
[InlineData(0.01f, 0)]
[InlineData(0.25f, 146)]
[InlineData(0.50f, 512)]
[InlineData(0.75f, 877)]
[InlineData(0.99f, 1024)]
[InlineData(1.00f, 1024)]
public void RetailAnimationLevel_MatchesGoldenTable(float t, short expected)
{
Assert.Equal(expected, TeleportAnimSequencer.GetRetailAnimationLevel(t));
}
// --- TunnelFadeOut -> WorldFadeIn: PlayExitSound edge event ---
[Fact]
@ -245,7 +293,7 @@ public sealed class TeleportAnimSequencerTests
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Logout);
var (snap, _) = seq.Tick(dt: 0f, worldReady: false);
// At elapsed=0 in WorldFadeOut: smoothstep(0)=0 => alpha=0 (world fully visible).
// At elapsed=0 in WorldFadeOut: retail animation level 0 => fully visible.
Assert.Equal(0f, snap.FadeAlpha, precision: 4);
}
@ -261,7 +309,7 @@ public sealed class TeleportAnimSequencerTests
Assert.Equal(TeleportAnimState.WorldFadeOut, seq.State);
var (snap, _) = seq.Tick(0f, worldReady: false);
// smoothstep(clamp((1.0-0.02)/1.0,0,1)) should be close to 1
// The retail animation table should be close to fully opaque here.
Assert.True(snap.FadeAlpha > 0.95f, $"Expected FadeAlpha near 1, got {snap.FadeAlpha}");
}