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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@ -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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