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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@ -251,11 +251,22 @@ internal sealed class RemoteChaseHarness
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bool sticky = false,
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bool useSpheres = false,
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float targetRadius = 0f,
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float targetHeight = 0f)
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float targetHeight = 0f,
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uint wireStance = 0u)
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{
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Interp.InterruptCurrentMovement?.Invoke();
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Interp.UnstickFromObject?.Invoke();
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// R5-V4a: the unpack_movement HEAD style-on-change (GameWindow's
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// routing-head mirror — 0x00524440 @00524502-0052452c): fires for
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// EVERY movement type, BEFORE the type routing, on CHANGE only.
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if (wireStance != 0u)
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{
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uint wireStyle = 0x80000000u | wireStance;
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if (Interp.InterpretedState.CurrentStyle != wireStyle)
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Interp.DoMotion(wireStyle, new MovementParameters());
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}
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var mp = new MovementParameters
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{
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CanWalk = true,
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@ -871,4 +882,47 @@ public sealed class RemoteChaseEndToEndHarnessTests
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$"chase did not re-stick after the re-arm; mt={h.Mgr.MovementTypeState} " +
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$"dist={h.DistToPlayer:F2}");
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}
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/// <summary>
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/// R5-V4a: the unpack-head style-on-change — a chase arm (mt-6) whose UM
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/// carries a CHANGED stance applies the stance FIRST (retail
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/// unpack_movement @00524502-0052452c dispatches DoMotion(style) before
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/// the movement-type switch), so the creature draws into Combat and THEN
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/// runs — instead of chasing in the old NonCombat stance until the next
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/// mt-0 UM. Closes the RetailObserverTraceConformanceTests "S3 wires the
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/// unpack-level style-on-change" exclusion's production gap.
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/// </summary>
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[Fact]
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public void ChaseArm_WithStanceChange_AppliesStanceBeforeTheChase()
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{
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var h = new RemoteChaseHarness(_out);
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h.PlayerPos = new Vector3(0f, 12f, 0f);
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h.PlayerVelocity = Vector3.Zero;
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// settle in NonCombat — NO prior stance UM (the pre-V4 gap: nothing
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// but an mt-0 could change the stance).
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for (int i = 0; i < Seconds(0.5f); i++) h.Tick();
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Assert.Equal(RemoteChaseHarness.NonCombat, h.Seq.Manager.State.Style);
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// the arm carries the Combat stance in its UM header (mt-6).
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h.UmMoveToObject(wireStance: RemoteChaseHarness.Combat & 0xFFFFu);
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// the stance adopts at the head — before any chase motion completes.
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Assert.Equal(RemoteChaseHarness.Combat, h.Interp.InterpretedState.CurrentStyle);
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// ...and the chase still installs its forward cycle normally, now in
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// the Combat style family.
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int installTick = -1;
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for (int i = 0; i < Seconds(6f) && installTick < 0; i++)
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{
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h.Tick();
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if (h.Seq.Manager.State.Substate == RemoteChaseHarness.Run
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|| h.Seq.Manager.State.Substate == RemoteChaseHarness.Walk)
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installTick = i;
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}
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Assert.True(installTick >= 0,
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$"forward cycle never installed after the stance-carrying arm; " +
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$"mt={h.Mgr.MovementTypeState} substate=0x{h.Seq.Manager.State.Substate:X8}");
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Assert.Equal(RemoteChaseHarness.Combat, h.Seq.Manager.State.Style);
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}
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}
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@ -340,6 +340,26 @@ public class MotionInterpreterFunnelTests
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Assert.DoesNotContain(sink.Calls, c => c.StartsWith("DIM 10000062"));
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}
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[Fact]
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public void Actions_ReplayCarriesAutonomyIntoTheInterpretedList()
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{
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// R5-V4 (#164): retail splices the ACTION's autonomy into the
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// dispatch params (bit 0x1000 — raw 305982:
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// `var_28 ^= ((action.autonomous << 0xc) ^ var_28) & 0x1000`), so a
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// replayed action enters the interpreted actions list
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// (InterpretedMotionState::AddAction consumes p.Autonomous) with its
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// REAL autonomy. Pre-V4 the replay params were ctor-default →
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// Autonomous always false.
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var mi = GroundedInterp(); // remote posture: IsLocalPlayer = false
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var sink = new RecordingSink();
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mi.MoveToInterpretedState(
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Ims(actions: new[] { new InboundMotionAction(0x10000062u, 5, Autonomous: true, 1f) }), sink);
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var entry = Assert.Single(mi.InterpretedState.Actions, a => a.Command == 0x0062);
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Assert.True(entry.Autonomous);
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}
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[Fact]
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public void InboundState_Defaults_MatchRetailUnPack()
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{
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@ -30,7 +30,14 @@ namespace AcDream.Core.Tests.Physics;
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/// tests in MotionInterpreterFunnelTests instead.
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/// - motion==0x80000000 entries (the unpack-level DoMotion(command_ids[0])
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/// style call for wire style index 0) — outside
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/// move_to_interpreted_state; S3 wires the unpack-level style-on-change.
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/// move_to_interpreted_state, so it can never appear in a
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/// MoveToInterpretedState replay; the filter stays for that trace-
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/// mechanics reason. The PRODUCTION gap the old note pointed at ("S3
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/// wires the unpack-level style-on-change") CLOSED in R5-V4: the
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/// GameWindow routing heads dispatch DoMotion(style) on change for every
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/// movement type (unpack_movement @00524502-0052452c; conformance:
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/// RemoteChaseEndToEndHarnessTests.ChaseArm_WithStanceChange_
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/// AppliesStanceBeforeTheChase).
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/// </summary>
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public class RetailObserverTraceConformanceTests
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{
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