feat(physics): R5-V4 behavioral slice — head stance dispatch (all mt) + #164 autonomy bit + mt-0 wire flags
Three unpack_movement parity items (facade deferred per the handoff's own optional clause — see r5-wiring-handoff §V4 status): 1. HEAD style-on-change (0x00524440 @00524502-0052452c): both GameWindow routing heads (remote + player) now dispatch DoMotion(style, ctor defaults) when the UM's stance differs from the interp's current style, BEFORE the movement-type routing — for EVERY type. Previously style applied only through the mt-0 funnel copy, so a chase/turn UM (mt 6-9) carrying a stance change started the move in the OLD stance (a monster charged in NonCombat posture until the next mt-0). The RetailObserverTraceConformanceTests exclusion note updated — the trace filter stays (head calls can't appear in a MoveToInterpretedState replay) but the production gap it pointed at is closed. 2. #164 (closes): the action-replay loop threads each action's autonomy into the dispatch params (Autonomous = the 0x1000 splice, raw 305982) — replayed actions enter the interpreted actions list with their real autonomy instead of ctor-default false. 3. mt-0 wire flags consumed (UpdateMotion parsed them since R4-V3): 0x1 StickToObject → CPhysicsObj::stick_to_object port (0x005127e0: resolve target, PartArray radii — 0 when shapeless, guid-as-is for acdream's flat entity table — → PositionManager.StickTo; unresolvable target → no stick), at BOTH case-0 tails in retail order (@00524583-0052458e: funnel apply → stick → longjump flag); 0x2 StandingLongJump → Motion.StandingLongJump, UNCONDITIONAL write (absent flag clears — retail @0052458e). ServerMotionState gains the StandingLongJump field. Conformance: ChaseArm_WithStanceChange_AppliesStanceBeforeTheChase (harness mirrors the routing-head dispatch) + Actions_ReplayCarriesAutonomyIntoTheInterpretedList. Suite 4041 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -111,6 +111,18 @@ commit.** **VISUAL GATE**: a sticky scenario (server /follow-style sticky moveto
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or a moving-platform stick) HOLDS the target instead of stopping-and-drifting.
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### V4 (capstone) — MovementManager facade + #164 + head-stance dispatch + docs
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> **STATUS 2026-07-04: the three BEHAVIORAL items SHIPPED** (same session as
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> the V3 gates): head style-on-change at both GameWindow routing heads
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> (@00524502-0052452c, all movement types), #164 action-replay Autonomous
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> bit (raw 305982), mt-0 wire flags consumed (0x1 stick_to_object
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> 0x005127e0 → PositionManager.StickTo at both case-0 tails; 0x2 →
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> `Motion.StandingLongJump`, unconditional per @0052458e). Conformance:
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> stance-on-arm harness scenario + the autonomy funnel test; suite 4041
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> green. **The MovementManager facade DEFERRED to its own slice** (the
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> handoff's own "optional if the arc runs long" clause — this arc ran two
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> full gate cycles); it remains the structural capstone for a fresh
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> session, unblocked, spec below.
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- Collapse per-entity `Motion`+`MoveTo` into a `MovementManager` owner
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(structural; keep 183-case/funnel/moveto green UNMODIFIED). Optional if the
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arc runs long — the retirements above don't need it.
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