Commit graph

3 commits

Author SHA1 Message Date
Erik
795d9c8a88 fix(anim): physics velocity now sourced from MotionData — option B / r03 §1.3
The decompiled get_state_velocity (FUN_00528960) literally computes
`RunAnimSpeed * ForwardSpeed` — a 4.0 × runRate world velocity. That
matches retail only when the character's MotionTable happens to bake
MotionData.Velocity.Y = 4.0 on RunForward (true for Humanoid, not
necessarily for other creatures or swapped weapon-style cycles).

When MotionData.Velocity ≠ RunAnimSpeed, the body's world velocity
drifts away from the animation's baked-in root-motion velocity, and
you see the classic "legs cycle too slowly for how fast the body is
sliding" visual bug. User reports ~30% discrepancy ("running animation
is too slow"), consistent with Humanoid RunForward's actual dat
Velocity being ~3.0 rather than the 4.0 constant.

The fix per r03 §1.3: physics body velocity = MotionData.Velocity ×
speedMod. That's exactly what AnimationSequencer.CurrentVelocity
already exposes. Route it into MotionInterpreter via an opt-in
Func<Vector3> accessor. When wired, get_state_velocity uses the
sequencer's cycle velocity as the primary forward-axis drive; when
unwired (tests, physics bodies without a sequencer), falls back to
the decompiled constant path — byte-compatible with retail on the
shapes where it actually matters.

The RunAnimSpeed × rate max-speed clamp at the bottom of
FUN_00528960 stays intact — Option B only replaces the *drive*, not
the clamp. 20 m/s phantom MotionData can't teleport the player.

Wiring: GameWindow attaches `playerAE.Sequencer.CurrentVelocity` to
`_playerController` on Tab-player-mode entry. The sequencer is always
built before the player enters chase mode, so timing is safe.

Sidestep continues to use SidestepAnimSpeed — the sequencer only
tracks the current forward cycle, so strafe is a separate axis.

6 new MotionInterpreterTests verify: accessor overrides constant path,
zero Y falls back to constant (link transitions), clamp still applies,
Ready state doesn't leak accessor value, sidestep axis is untouched.

All 717 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 15:06:08 +02:00
Erik
c7fa1d36fb feat(movement): wire server RunRate into player MotionInterpreter
Parse ForwardSpeed from UpdateMotion (0xF74C) InterpretedMotionState.
Feed server-echoed RunRate into the player's MotionInterpreter so
get_state_velocity produces the correct speed. Previously hardcoded
at 1.0 (4.0 m/s), now matches character's Run skill.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 23:11:49 +02:00
Erik
e3f8f95dfc feat(core): port decompiled AC client MotionInterpreter — 10 methods, 45 tests
C# port of CMotionInterp from chunk_00520000.c — the AC client's
motion state machine that controls walk/run/jump/turn.

Methods ported:
- PerformMovement: top-level 5-case dispatcher
- DoMotion: process raw motion command from packet
- StopCompletely: reset to Ready (0x41000003)
- get_state_velocity: compute velocity for current interpreted state
- apply_current_movement: push velocity to PhysicsBody
- jump: initiate jump (validate + set extent + leave ground)
- get_jump_v_z: vertical jump velocity (delegates to WeenieObj)
- get_leave_ground_velocity: full 3D launch vector
- jump_is_allowed: requires Gravity + Contact + OnWalkable
- contact_allows_move: slope angle + state checks

Supporting types: MotionCommand constants, MovementType enum,
WeenieError enum, RawMotionState/InterpretedMotionState structs,
IWeenieObject interface.

412 total tests (303 core + 109 net). 45 new MotionInterpreter tests.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 00:00:39 +02:00