fix(anim): Phase L.1c clamp approach velocity to prevent overshoot

User-observed residual after f794832: creature stops to attack but
still runs slightly through the player before stopping.

Cause: at 4 m/s body velocity (RunAnimSpeed × ~1.0 speedMod) and a
60 fps tick (~16 ms), the body advances ~6.4 cm per tick. When dist
falls just below the 0.6 m DistanceToObject arrival threshold, the
arrival predicate fires and zeroes velocity — but the body has
already advanced one full tick INTO the threshold zone. That last
tick is the "running through" the user sees, especially when
combined with a player visual radius of ~0.5 m.

Fix: cap horizontal velocity in the steering branch so the body lands
EXACTLY at the arrival threshold instead of overshooting it. Pure
function in RemoteMoveToDriver (ClampApproachVelocity) so it's
testable; called from GameWindow.cs after apply_current_movement
sets RunForward velocity from the active cycle.

The clamp is a strict scale-down of the X/Y components; Z is left
to gravity / terrain handling. No-op for the flee branch — fleeing
has no overshoot risk by definition.

Tests: 1416 → 1420. Four new clamp scenarios: exact-landing (FP
tolerance), would-overshoot scale-down, already-at-threshold zeroing,
flee no-op.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-29 10:14:35 +02:00
parent f794832ebc
commit ff6d3d0c94
3 changed files with 141 additions and 0 deletions

View file

@ -5226,6 +5226,23 @@ public sealed class GameWindow : IDisposable
// updated orientation rotates that into the right // updated orientation rotates that into the right
// world direction toward the target. // world direction toward the target.
rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false); rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
// Clamp horizontal velocity so we don't overshoot
// the arrival threshold during the final tick of
// approach. Without this, a 4 m/s body advances
// ~6 cm/tick and visibly runs slightly through
// the target before the swing UM lands.
float arrivalThreshold = rm.MoveToMoveTowards
? rm.MoveToDistanceToObject
: rm.MoveToMinDistance;
rm.Body.Velocity = AcDream.Core.Physics.RemoteMoveToDriver
.ClampApproachVelocity(
rm.Body.Position,
rm.Body.Velocity,
rm.MoveToDestinationWorld,
arrivalThreshold,
(float)dt,
rm.MoveToMoveTowards);
} }
} }
} }

View file

@ -240,6 +240,58 @@ public static class RemoteMoveToDriver
originZ); originZ);
} }
/// <summary>
/// Cap horizontal velocity so the body lands exactly at
/// <paramref name="arrivalThreshold"/> rather than overshooting past
/// it during the final tick of approach. Without this clamp, a body
/// running at <c>RunAnimSpeed × speedMod ≈ 4 m/s</c> can overshoot
/// the 0.6 m arrival window by up to one tick's advance (~6 cm at
/// 60 fps) — visible as the creature "running slightly through" the
/// player it's about to attack (user-reported 2026-04-28).
///
/// <para>
/// The clamp is a strict scale-down of the horizontal component
/// (X/Y); the vertical component (Z) is left to gravity / terrain
/// handling. <paramref name="moveTowards"/> false (flee branch) is a
/// no-op since fleeing has no overshoot risk — the body wants to
/// move AWAY from the destination.
/// </para>
/// </summary>
public static Vector3 ClampApproachVelocity(
Vector3 bodyPosition,
Vector3 currentVelocity,
Vector3 destinationWorld,
float arrivalThreshold,
float dt,
bool moveTowards)
{
if (!moveTowards || dt <= 0f) return currentVelocity;
float dx = destinationWorld.X - bodyPosition.X;
float dy = destinationWorld.Y - bodyPosition.Y;
float dist = MathF.Sqrt(dx * dx + dy * dy);
float remaining = MathF.Max(0f, dist - arrivalThreshold);
float vxy = MathF.Sqrt(currentVelocity.X * currentVelocity.X
+ currentVelocity.Y * currentVelocity.Y);
if (vxy < 1e-3f) return currentVelocity;
float advance = vxy * dt;
if (advance <= remaining) return currentVelocity;
// Already inside or right at the threshold: zero horizontal
// velocity, keep Z. (The arrival predicate in Drive() should
// have fired this tick, but this is the belt-and-braces guard.)
if (remaining < 1e-3f)
return new Vector3(0f, 0f, currentVelocity.Z);
float scale = remaining / advance;
return new Vector3(
currentVelocity.X * scale,
currentVelocity.Y * scale,
currentVelocity.Z);
}
/// <summary>Wrap an angle in radians to [-π, π].</summary> /// <summary>Wrap an angle in radians to [-π, π].</summary>
private static float WrapPi(float r) private static float WrapPi(float r)
{ {

View file

@ -205,6 +205,78 @@ public class RemoteMoveToDriverTests
Assert.Equal(bodyRot, newOrient); Assert.Equal(bodyRot, newOrient);
} }
[Fact]
public void ClampApproachVelocity_NoOverShoot_LandsExactlyAtThreshold()
{
// Body 1 m from destination, running at 4 m/s, dt = 0.1 s.
// Naive advance = 0.4 m → would end at 0.6 m from dest, exactly
// on the threshold. With threshold=0.6 and remaining=0.4, the
// clamp should let the full velocity through (advance == remaining).
var bodyPos = new Vector3(0f, 0f, 0f);
var dest = new Vector3(0f, 1f, 0f);
var vel = new Vector3(0f, 4f, 0f);
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.1f, moveTowards: true);
// Within float-precision: 4 m/s × 0.1 s = 0.4 m, exactly the
// remaining distance. The clamp may apply a 0.99999×-style
// tiny scale due to FP rounding — accept anything ≥ 99.9% of
// the input as "no meaningful overshoot prevention applied."
Assert.InRange(clamped.Y, 4f * 0.999f, 4f);
Assert.Equal(0f, clamped.X);
Assert.Equal(0f, clamped.Z);
}
[Fact]
public void ClampApproachVelocity_WouldOverShoot_ScalesDownToExactLanding()
{
// Body 1 m from destination, running at 4 m/s, dt = 0.2 s.
// Naive advance = 0.8 m → would overshoot 0.6 m threshold by 0.4 m.
// remaining = 0.4 m, advance = 0.8 m → scale = 0.5.
// Velocity should be halved → 2 m/s.
var bodyPos = new Vector3(0f, 0f, 0f);
var dest = new Vector3(0f, 1f, 0f);
var vel = new Vector3(0f, 4f, 0f);
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.2f, moveTowards: true);
Assert.InRange(clamped.Y, 2f - Epsilon, 2f + Epsilon);
Assert.Equal(0f, clamped.X);
}
[Fact]
public void ClampApproachVelocity_AlreadyAtThreshold_ZeroesHorizontal()
{
// Body exactly 0.6 m from dest with threshold 0.6 → remaining ≈ 0.
// Any horizontal velocity would overshoot; clamp must zero it.
var bodyPos = new Vector3(0f, 0f, 0f);
var dest = new Vector3(0f, 0.6f, 0f);
var vel = new Vector3(0f, 4f, 0.5f); // some Z to confirm Z is preserved
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.016f, moveTowards: true);
Assert.Equal(0f, clamped.X);
Assert.Equal(0f, clamped.Y);
Assert.Equal(0.5f, clamped.Z); // gravity / Z handling unaffected
}
[Fact]
public void ClampApproachVelocity_FleeBranch_NoOp()
{
// moveTowards=false (flee): no overshoot risk, return velocity unchanged.
var bodyPos = Vector3.Zero;
var dest = new Vector3(0f, 1f, 0f);
var vel = new Vector3(0f, -4f, 0f);
var clamped = RemoteMoveToDriver.ClampApproachVelocity(
bodyPos, vel, dest, arrivalThreshold: 5f, dt: 0.5f, moveTowards: false);
Assert.Equal(vel, clamped);
}
[Fact] [Fact]
public void OriginToWorld_AppliesLandblockGridShift() public void OriginToWorld_AppliesLandblockGridShift()
{ {