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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@ -151,13 +151,11 @@ public static class UpdateMotion
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// `_motionFlags`. StickToObject now drives the sticky-guid
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// trailer parse below (mt=0 only, per ACE MovementInvalid.Write
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// + decomp §2f case 0 @0052455d). StandingLongJump (0x2) is
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// DOCUMENTED here but NOT consumed — retail's
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// carried on ServerMotionState.StandingLongJump (R5-V4) and
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// consumed at the GameWindow mt-0 tails — retail's
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// `unpack_movement` case 0 writes it onto
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// `motion_interpreter->standing_longjump` (§2f @0052458e), an
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// R5 unpack_movement item (this parser has no MotionInterpreter
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// reference to write it onto; the bit is simply not read past
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// this comment, matching "not consumed" rather than
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// mis-consumed).
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// `motion_interpreter->standing_longjump` (§2f @0052458e,
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// UNCONDITIONAL — an absent flag clears it).
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byte motionFlags = body[pos]; pos += 1;
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ushort currentStyle = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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@ -323,7 +321,11 @@ public static class UpdateMotion
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moveToRunRate,
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moveToPath,
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turnToPath,
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stickyObjectGuid),
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stickyObjectGuid,
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// R5-V4: MotionFlags 0x2 — consumed at the GameWindow mt-0
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// tails (retail unpack_movement @0052458e writes it onto
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// minterp->standing_longjump unconditionally).
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(motionFlags & 0x2) != 0),
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instanceSequence, movementSequence, serverControlSequence, isAutonomous);
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}
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catch
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