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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9 changed files with 213 additions and 20 deletions
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@ -2860,7 +2860,7 @@ public sealed class MotionInterpreter : IMotionDoneSink
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if (IsLocalPlayer && a.Autonomous) continue;
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ServerActionStamp = incoming;
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DispatchInterpretedMotion(a.Command, a.Speed, sink);
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DispatchInterpretedMotion(a.Command, a.Speed, a.Autonomous, sink);
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}
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}
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@ -3291,10 +3291,16 @@ public sealed class MotionInterpreter : IMotionDoneSink
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/// <c>ModifyInterpretedState = true</c>, so replayed actions DO enter the
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/// interpreted actions list via <c>InterpretedMotionState::AddAction</c>),
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/// unlike the apply pass's rewritten params (see
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/// <see cref="ApplyInterpretedMovement"/>). Known residual gap: retail
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/// also sets the params' <c>Autonomous</c> bit (0x1000) per action (raw
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/// 305982) — not yet threaded (tracked in ISSUES, #161 follow-up note).
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/// <see cref="ApplyInterpretedMovement"/>). R5-V4 (#164): the params'
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/// <c>Autonomous</c> bit (0x1000) is spliced from the ACTION's autonomy
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/// flag — retail raw 305982:
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/// <c>var_28 ^= ((action.autonomous << 0xc) ^ var_28) & 0x1000</c>
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/// — so a replayed action enters the state lists
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/// (<c>AddAction(motion, speed, stamp, autonomous)</c>) with its real
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/// autonomy instead of the ctor-default false.
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/// </summary>
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private WeenieError DispatchInterpretedMotion(uint motion, float speed, IInterpretedMotionSink? sink)
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=> DoInterpretedMotion(motion, new MovementParameters { Speed = speed }, sink);
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private WeenieError DispatchInterpretedMotion(
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uint motion, float speed, bool autonomous, IInterpretedMotionSink? sink)
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=> DoInterpretedMotion(
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motion, new MovementParameters { Speed = speed, Autonomous = autonomous }, sink);
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}
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