Commit graph

107 commits

Author SHA1 Message Date
Erik
3f41872d88 feat(anim): route Commands[] list — full NPC/monster motion support
UpdateMotion's InterpretedMotionState payload includes not just
ForwardCommand but a whole Commands[] list of MotionItem entries — each
carrying an Action (attack, portal, skill use), Modifier (jump,
stop-turn), or ChatEmote (Wave, BowDeep, Laugh) that should overlay the
current cycle. The old parser stopped reading after ForwardSpeed, so
emotes/attacks/deaths never reached the sequencer and NPCs just sat in
their idle cycle.

Three parts:

1. New MotionItem wire record in ServerMotionState — carries Command
   (u16), PackedSequence (u16 with IsAutonomous bit + 15-bit stamp),
   and Speed (f32). Mirrors ACE Network/Motion/MotionItem.cs.

2. Both UpdateMotion.TryParse and CreateObject.TryParseMovementData
   now read the full InterpretedMotionState: all 7 flag fields
   (CurrentStyle, ForwardCommand, SidestepCommand, TurnCommand,
   ForwardSpeed, SidestepSpeed, TurnSpeed) plus the numCommands ×
   MotionItem tail. The packed u32 encodes flags in low 7 bits and
   command count in bits 7+ (see ACE InterpretedMotionState.cs:131).

3. New MotionCommandResolver — reconstructs the 32-bit MotionCommand
   class byte from a 16-bit wire value via a reflection-built lookup
   of DatReaderWriter.Enums.MotionCommand. Server serializes as u16
   (ACE InterpretedMotionState.cs:139) and we need the class to route:
     - 0x10xxxxxx Action / 0x20xxxxxx Modifier / 0x12,0x13 ChatEmote →
       PlayAction (resolves from Modifiers or Links dict, overlays on
       current cycle)
     - 0x40xxxxxx SubState → SetCycle (cycle change)

4. OnLiveMotionUpdated in GameWindow dispatches each command:
     - SubState class (0x40xxx) → SetCycle (treated same as
       ForwardCommand)
     - Action/Modifier/ChatEmote → PlayAction — the link animation
       plays once then drops back to the current cycle naturally
       (matches retail's action-queue pattern in CMotionInterp
       DoInterpretedMotion, decompile FUN_00528F70).

Result: NPCs now animate attacks, waves, bows, death throes, and other
one-shots that ACE broadcasts via the Commands list rather than the
primary ForwardCommand field. Combined with the dead-reckoning + speed-
scaling from the prior commits, remote characters look visually correct
during the full motion spectrum (idle → walk → run → attack → death).

Tests: 2 new UpdateMotion wire-format tests (ForwardSpeed parse, full
Wave command list parse) + 19 new MotionCommandResolver reconstruction
tests covering SubState, Action, and ChatEmote classes. 654 tests green
(was 633).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:34:18 +02:00
Erik
afafefd71f feat(anim): MultiplyCyclicFramerate — retail mid-cycle speed change
When the server broadcasts a mid-run UpdateMotion with a different
ForwardSpeed (e.g. the player's RunRate changes due to stamina / skill
update), acdream must NOT restart the cycle — that would reset the
footstep cursor and look like a visible twitch. Retail handles this via
Sequence.multiply_cyclic_animation_framerate (ACE
references/ACE/Source/ACE.Server/Physics/Animation/Sequence.cs L277-L287),
which walks the cyclic tail of the queue and scales each node's
framerate by newSpeed / oldSpeed. MotionTable.change_cycle_speed
(MotionTable.cs L372-L379) is the caller from the same-motion path in
GetObjectSequence (L132-L139).

This commit:

1. Adds AnimNode.MultiplyFramerate(factor) — scales a single node's
   framerate. Retail also swapped StartFrame↔EndFrame for negative
   factors; acdream keeps StartFrame ≤ EndFrame as an invariant and
   encodes direction via Framerate sign (see existing comment in
   LoadAnimNode), so we only scale. Valid because callers only ever
   pass positive factors from UpdateMotion ForwardSpeed.

2. Adds AnimationSequencer.MultiplyCyclicFramerate(factor) — walks
   _firstCyclic through the tail and calls node.MultiplyFramerate(factor).
   Also scales each node's Velocity and Omega by the same factor so
   CurrentVelocity / CurrentOmega stay aligned with playback — matches
   ACE's subtract_motion + combine_motion pair in change_cycle_speed.

3. Adds AnimationSequencer.CurrentSpeedMod public property — starts at
   1.0, updated by SetCycle on both restart and mid-cycle rescale.

4. Adds a speed-change fast-path to SetCycle: when the (style, motion)
   pair matches the current cycle and signs agree,
   MultiplyCyclicFramerate(newSpeed/oldSpeed) is called instead of
   rebuilding the queue — the cursor stays where it is and the animation
   continues at the new rate.

5. Wires InterpretedMotionState.ForwardSpeed from UpdateMotion through
   to SetCycle in OnLiveMotionUpdated. ACE omits the ForwardSpeed flag
   when speed == 1.0 (InterpretedMotionState.cs:101-103), so we default
   missing/zero values to 1.0.

Tests: 4 new sequencer tests covering MultiplyCyclicFramerate,
cursor preservation across speed changes, the same-motion-different-speed
fast-path, and the same-motion-same-speed no-op guard. 632 tests green
(was 628).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:26:55 +02:00
Erik
62cf755e7d feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model
Client-side allegiance data model + outbound swear/break actions.
The inbound AllegianceUpdate blob (0x0020) is complex and is deferred;
the tree API here is designed so the handler can push nodes in when
the blob parser lands.

Wire layer:
- AllegianceRequests.BuildSwear (0x001D): single uint32 patronGuid.
- AllegianceRequests.BuildBreak (0x001E): single uint32 targetGuid
  (works for both breaking from patron and breaking away a vassal;
  the server picks behavior based on the relationship).

Core layer (AcDream.Core/Allegiance):
- AllegianceNode: Guid, Name, PatronGuid, Rank (clamped 0..10),
  VassalGuids list.
- AllegianceTree: Dictionary-backed, events on TreeChanged.
  - SetMonarch: registers the root (no patron).
  - UpsertNode: adds/refreshes + auto-inserts into parent's vassal list.
  - RemoveNode: removes from parent list too; descendants are left with
    dangling patron pointers for the UI to hide (next AllegianceUpdate
    refreshes).
  - GetAncestors: walks up to monarch, cycle-detected for defense.
  - GetDescendants: BFS-order flattening.
- AllegianceMath.ComputePassup: retail XP formula
  (50+22.5×loyalty)/291 × (1+RT/730×IG/720) × earned,
  clamped at 0.

Tests (11 new):
- Tree: SetMonarch fires TreeChanged, UpsertNode auto-populates parent
  vassal list, rank clamp at 10, RemoveNode cleans parent list,
  GetAncestors chain, cycle-safe walk, GetDescendants BFS order.
- Math: Passup known-value check (1000 XP, 10 loyalty, 100 RT/IG
  days → ~963 XP), negative clamp.
- Wire: Swear + Break byte-exact encoding.

Build green, 613 tests pass (up from 602).

Next: wire inbound AllegianceUpdate (0x0020) + AllegianceInfoResponse
(0x027C) handlers once the blob parser lands. Chat "Allegiance"
Turbine channel joining (r11 §2.1 step 9) layers on top of
Phase H.1 chat infrastructure.

Ref: r11 §1 (tree structure + rank cap), §2 (swear/break wire),
§3.2 (XP passup formula).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:17:45 +02:00
Erik
a28a69af71 feat(lighting): Phase G.2 LightSource + LightManager (data + selection)
Retail-faithful 8-light cap selection (r13 §12) — the fixed-function
D3D pipeline's "hardware lights" constraint carried over to modern GL
via UBO-per-draw.

Core layer (AcDream.Core/Lighting):
- LightSource: Kind (Directional/Point/Spot), WorldPosition,
  WorldForward, ColorLinear, Intensity, Range (hard cutoff),
  ConeAngle (spot), OwnerId (entity attachment), IsLit latch.
- CellAmbientState: (AmbientColor, SunColor, SunDirection) sourced from
  R12 sky state for outdoor cells or EnvCell dat for indoor cells.
- LightManager: Register/Unregister/UnregisterByOwner/Clear + Tick
  per frame. Selection matches r13 §12.2 exactly:
  1) Skip unlit + directional.
  2) Compute DistSq for every registered point/spot.
  3) Drop lights outside Range² * 1.1 (10% slack prevents pop).
  4) Sort by DistSq ascending; take up to 7 (slot 0 reserved for Sun).
  5) Slot 0 = Sun (Directional); slots 1..7 = nearest in-range.

Tests (9 new):
- Register/Unregister/Idempotent register.
- Tick picks top 8 by distance when 12 registered.
- Range filter drops far lights (5.0 range, 20m away).
- Range slack includes lights at exactly the boundary.
- Sun reserved at slot 0 across ticks.
- Unlit lights excluded; toggling IsLit brings them back.
- UnregisterByOwner removes all owner's lights.
- DistSq updated each tick for viewer movement.

Build green, 596 tests pass (up from 587).

Next: wire LightManager into the shader UBO pass (G.2 second commit)
and feed Sun from WorldTimeService.CurrentSunDirection per frame.

Ref: r13 §10.2 (D3D attenuation = none inside Range + hard cutoff),
§12 (full port plan).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:09:51 +02:00
Erik
6850d716a2 feat(world): Phase G.1 DerethDateTime + SkyStateProvider + WorldTimeService
Client-side deterministic sky + weather + day/night system per R12.
Retail's model is 95% client-side: the server just delivers its
current PortalYearTicks (double, seconds since boot-seed) at login and
in TimeSync packets; the client computes everything else locally from
the constants in r12 §1.2 + ACE DerethDateTime.cs.

Core layer (AcDream.Core/World):
- DerethDateTime: retail-exact calendar (16 hours/day, 30 days/month,
  12 months/year, 7620 ticks/day, 2,743,200 ticks/year). HourName enum
  covers all 16 named half-hour slots (Darktide → GloamingAndHalf);
  MonthName covers the 12 Derethian months (Snowreap → Frostfell).
  DayFraction, CurrentHour, IsDaytime, ToCalendar.
- SkyKeyframe + SkyStateProvider: 4-keyframe default day/dawn/noon/dusk
  with linear color + angular-wrap heading interpolation + slerp-like
  shortest-arc lerp so heading wraps 350° → 10° don't tween backwards
  through 180°. Default keyframe colors tuned to retail screenshots
  (sunrise warm, noon white, sunset red, midnight deep blue).
- WorldTimeService: owns the live clock. SyncFromServer(ticks) sets
  baseline; NowTicks advances by real-time elapsed. Exposes DayFraction,
  CurrentSky, CurrentSunDirection, IsDaytime for the render thread.

This is the foundation Phase G.2 (dynamic lighting) consumes: lighting
uniforms are fed from CurrentSky's SunColor / AmbientColor / sun
direction, varying smoothly across the day.

Tests (16 new):
- DerethDateTime: midnight, half-day, wrap, Dawnsong, Midsong,
  day/night flag at dawn vs Darktide-Half, year rollover, month
  advance.
- SkyState: 4-default keyframes, noon-exact matches frame data,
  midpoint lerps between neighbours, wrap across midnight doesn't
  produce NaN, sun direction returns unit vector, WorldTimeService
  sync + DayFraction at noon.

Build green, 587 tests pass (up from 570).

Ref: r12 §1 (Portal Year math), §2 (sky objects), §4 (color lerp).
Ref: ACE DerethDateTime.cs + NetworkSession TimeSync handler.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:07:26 +02:00
Erik
404cab55ba feat(chat): Phase H.1 Talk/Tell/ChatChannel + HearSpeech + ChatLog
Completes the chat-wire layer end-to-end: outbound Talk (/say), Tell
(/tell), ChatChannel, + inbound HearSpeech (0x02BB) / HearRangedSpeech
(0x02BC) routed into a unified ChatLog that also consumes the already-
parsed GameEvent ChannelBroadcast / Tell / TransientMessage / Popup.

Wire layer (AcDream.Core.Net/Messages):
- ChatRequests.BuildTalk (0x0015, inside 0xF7B1): gameActionSequence
  + string16L message. PackString16L helper with 4-byte pad.
- ChatRequests.BuildTell (0x005D): targetName + message, each
  string16L with its own padding.
- ChatRequests.BuildChatChannel (0x0147): channelId + message.
- HearSpeech.TryParse handles BOTH 0x02BB local AND 0x02BC ranged —
  single parser with IsRanged flag in the returned record. Standalone
  GameMessage (NOT wrapped in 0xF7B0).

WorldSession integration:
- ProcessDatagram branch for HearSpeech.LocalOpcode /
  HearSpeech.RangedOpcode; fires new SpeechHeard event.
- Places the new branch before the 0xF7B0 GameEvent branch so ordering
  stays stable.

Core layer (AcDream.Core/Chat):
- ChatEntry record: (Kind, Sender, Text, SenderGuid, ChannelId, Received).
- ChatKind enum: LocalSpeech, RangedSpeech, Channel, Tell, System, Popup.
- ChatLog: ring-buffer (default 500) of entries; adapters for every
  inbound source (OnLocalSpeech, OnChannelBroadcast, OnTellReceived,
  OnSystemMessage, OnPopup) plus OnSelfSent for echoing outbound.
  Fires EntryAppended so UI panel can scroll / highlight.

Tests (15 new):
- ChatRequests: Talk / Tell / ChatChannel byte-exact encoding (including
  string16L padding edge cases).
- HearSpeech: local + ranged round-trip, wrong-opcode returns null.
- ChatLog: local / ranged / channel / tell / system / self echo,
  ring-buffer drops oldest, Clear empties.

Build green, 570 tests pass (up from 555).

With the chat wire layer in place, Phase H.1's "chat window panel"
(UI slice 05) is purely a UI task: instantiate ChatLog, bind to
EntryAppended, feed rows into the retail-UI widget toolkit. No more
protocol gaps.

Ref: r08 §3 (opcodes 0x0015, 0x005D, 0x0147), §2 (0x02BB, 0x02BC).
Ref: ACE GameMessageHearSpeech.cs + GameActionChannelBroadcast.cs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:03:45 +02:00
Erik
c95aedcd4a feat(spells): Phase E.5 CastSpellRequest + Spellbook/enchantment state
Completes the client-side spell loop on top of Phase F.1. Player can
send cast requests; spellbook + active-enchantment state mirrors what
the server broadcasts.

Wire layer:
- CastSpellRequest (C→S, inside 0xF7B1 GameAction):
  - BuildUntargeted (0x0048): self-buffs, recalls, heal-self — 16 bytes.
  - BuildTargeted (0x004A): projectile attacks, target buffs/debuffs — 20 bytes.
- GameEvents parsers added:
  - 0x02C1 MagicUpdateSpell: spell-id → spellbook.
  - 0x01A8 MagicRemoveSpell.
  - 0x02C2 MagicUpdateEnchantment: spellId + layerId + duration + casterGuid
    (summary head; full stat-mod body deferred).
  - 0x02C3 MagicRemoveEnchantment: (layerId, spellId).
  - 0x02C7 MagicDispelEnchantment: same shape.

Core layer:
- Spellbook: learned-spell set + active-enchantment-by-layer dict
  with events (SpellLearned, SpellForgotten, EnchantmentAdded,
  EnchantmentRemoved). Duplicate learn is idempotent. Same-layer
  add refreshes duration. Purge fires per-record remove for UI
  cleanup.
- ActiveEnchantmentRecord: (SpellId, LayerId, Duration, CasterGuid).

Tests (10 new):
- CastSpellRequest untargeted (16 bytes) + targeted (20 bytes) wire encoding.
- GameEvents: MagicUpdateSpell, MagicUpdateEnchantment,
  MagicRemoveEnchantment round-trip.
- Spellbook: learn idempotent, forget, add/refresh enchantment,
  remove fires event, purge-all clears + fires per-record.

Build green, 555 tests pass (up from 544).

Ref: r01 §2 (wire casts), §3 (cast state machine), §5 (stacking rules).
Ref: r08 §3 opcodes 0x0048/0x004A, §4 opcodes 0x01A8/0x02C1-0x02C8.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:00:32 +02:00
Erik
2e3f9d7a04 feat(combat): Phase E.4 AttackTargetRequest + combat notification pipeline
Completes the client-side combat loop: send attacks, receive server's
damage broadcasts, maintain per-entity health state for HP bars +
damage floaters. All atop Phase F.1's GameEvent dispatcher.

Wire layer:
- AttackTargetRequest (0x0008 C→S, inside 0xF7B1): targetGuid +
  powerLevel + accuracyLevel + attackHeight. 28-byte body.
- GameEvents parsers for all combat notifications from r08 §4:
  - VictimNotification (0x01AC) — you got hit, full details
  - KillerNotification (0x01AD) — you killed X
  - AttackerNotification (0x01B1) — you hit X for Y (damage%)
  - DefenderNotification (0x01B2) — X hit you
  - EvasionAttackerNotification (0x01B3) — X evaded
  - EvasionDefenderNotification (0x01B4) — you evaded X
  - AttackDone (0x01A7) — attack sequence completed

Core layer:
- CombatState: per-entity health-percent cache + typed events
  (HealthChanged, DamageTaken, DamageDealtAccepted, EvadedIncoming,
  MissedOutgoing, AttackDone). Each event carries enough detail for
  the UI to render damage floaters, HP bars, and a combat log panel.
  Server is authoritative; client only mirrors state.

The server computes damage (armor, resist, crit, hit-chance); the
client only displays results. Predictive UI like "estimated damage
at 0.75 power" still works via the existing CombatMath helper class
that was in the scaffold (r02 §5 formulas).

Tests (13 new):
- AttackTargetRequest byte-exact wire encoding
- VictimNotification / AttackerNotification / EvasionAttacker /
  AttackDone round-trip parse.
- CombatState: UpdateHealth caches + fires, Victim fires DamageTaken,
  Attacker fires DamageDealt, Evasion routes to right event, AttackDone
  carries sequence+error, Clear resets cache.

Build green, 544 tests pass (up from 532).

Ref: r02 §7 (wire formats), r08 §4 (event payloads), ACE
GameEvent*Notification.cs families.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:58:14 +02:00
Erik
2561f5599f feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip
Implements the item-state mirror + appraise round-trip infrastructure
on top of Phase F.1's GameEvent dispatcher.

Core layer (AcDream.Core/Items):
- ItemRepository: ConcurrentDictionary-backed live item state keyed by
  server ObjectId. Events: ItemAdded, ItemMoved, ItemRemoved,
  ItemPropertiesUpdated. MoveItem handles container / slot / equip
  location updates atomically and fires ItemMoved with old+new container
  ids. UpdateProperties merges a PropertyBundle patch (for appraise
  results) without clobbering existing untouched keys.

Wire layer (AcDream.Core.Net/Messages):
- AppraiseRequest (0x00C8 C→S, inside 0xF7B1 GameAction envelope):
  Build(sequence, targetGuid) → 16-byte body ready for SendGameAction.
- GameEvents.ParseIdentifyResponseHeader for 0x00C9 S→C — extracts
  (guid, appraiseFlags, success). Full PropertyBundle deserialization
  (the 10-flag bitfield-indexed tables) is a future pass; header alone
  is enough to route into the repository + surface "appraise complete"
  to UI.
- GameEvents.ParseWieldObject (0x0023) — server-driven equip.
- GameEvents.ParsePutObjInContainer (0x0022) — server-driven inventory
  move (item, container, placement).

Tests (11 new):
- ItemRepository: add/update fires correct event, move updates fields,
  missing-id returns false, remove, properties merge, clear.
- Wire: AppraiseRequest byte-exact encoding, IdentifyResponse header
  round-trip, WieldObject round-trip, PutObjInContainer round-trip.

Build green, 532 tests pass (up from 521).

Phase F.2 unblocks the Paperdoll + Inventory UI panels and the
"appraise on right-click" UX. Next pieces: PropertyBundle full
deserializer (AppraiseInfo 10-flag bitfield), outbound move/drop/
pickup actions.

Ref: r06 §1 (ItemType), §2 (EquipMask), §5 (appraise wire), §7 (pack
depth rules).
Ref: ACE GameEventIdentifyObjectResponse.cs for AppraiseInfo format.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:55:36 +02:00
Erik
d3165f99d7 feat(vfx): Phase E.3 particle system + hook wiring + registry
Full runtime particle pipeline consuming Phase E.1's animation hooks.
13 motion integrators, per-emitter particle pools with overwrite-oldest
eviction, colour / scale / alpha interpolation over life, and a
ParticleHookSink routing CreateParticle / DestroyParticle / StopParticle /
CreateBlockingParticle hooks from the animation-hook router.

Core layer:
- ParticleSystem: handle-based emitter pool, per-tick emission
  accumulator (retail Birthrate = time-between-spawns → our emit rate
  via 1/B), 13 integrators covering the full ParticleType enum:
  Still, LocalVelocity, GlobalVelocity, 7 Parabolic variants (all
  apply Gravity * dt to velocity), Swarm (orbital drift),
  Explode (outward from anchor), Implode (inward to anchor, dies at
  convergence).
- EmitterDescRegistry: id-keyed EmitterDesc cache with fallback-to-
  default for unknown ids. Replaces the dat-loaded path until
  Chorizite.DatReaderWriter exposes ParticleEmitterInfo (v2.1.7 does
  not; upgraded from 2.1.4 anyway for future types).
- ParticleHookSink: wires the full hook family:
  - CreateParticleHook → SpawnEmitterById at entity pose + hook offset
  - CreateBlockingParticleHook → marker only (blocking semantics live
    in the sequencer not here)
  - DestroyParticleHook → StopEmitter(handle, fadeOut=false)
  - StopParticleHook   → StopEmitter(handle, fadeOut=true)
  - (Default/CallPES deferred until PhysicsScript dat is loadable)

GameWindow integration:
- ParticleSystem created eagerly (no driver dep), sink registered with
  hook router, Tick advanced per OnRender frame after animation tick so
  hooks fired this frame get integrated.

Tests (11 new): spawn-handle, emit-over-time steady state, lifetime
death curve, LocalVelocity movement, Parabolic gravity arc, Explode
outward trajectory, StopEmitter instant kill vs fadeOut, MaxParticles
cap enforcement, registry default fallback, registry custom
registration.

Upgraded Chorizite.DatReaderWriter 2.1.4 → 2.1.7 across Core + Cli.

Build green, 508 tests pass (up from 497).

Ref: r04 §2 (CParticleManager), §3 (13 integrators), §6 (PhysicsScript).
Renderer (instanced billboarded quads in translucent pass) ships next
commit; this one covers the data / logic / wiring layer in full.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:48:17 +02:00
Erik
351723928f feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring
Full audio pipeline from MotionHook → OpenAL 3D playback. Faithful to
retail's 16-voice pool, inverse-square falloff, and SoundTable
probabilistic variant selection.

Core layer (AcDream.Core/Audio):
- WaveDecoder parses the WAVEFORMATEX in Wave dat headers. PCM
  (wFormatTag=1) decodes directly; MP3 (0x55) and ADPCM (0x02) return
  null + log (ACM compressed decoders need Windows winmm; cross-platform
  path deferred). Cites r05 §2.1-2.3 + ACE Wave.cs.
- SoundCookbook.Roll implements the probability-weighted entry pick that
  gives retail footsteps their variation. Cumulative-distribution walk;
  silence tail when probabilities sum to <1.
- DatSoundCache: ConcurrentDictionary-backed lazy load of Wave /
  SoundTable dats, decoded PCM memoized.

App layer (AcDream.App/Audio):
- OpenAlAudioEngine (Silk.NET.OpenAL): 16-source 3D pool with
  round-robin first-free, then evict-quieter-slot algorithm matching
  retail chunk_00550000.c FUN_00550ad0 exactly. Separate 4-source UI
  pool (source-relative). AL buffer cache keyed by Wave id.
  InverseDistanceClamped distance model. Fail-open when AL driver
  missing or ACDREAM_NO_AUDIO=1 — client continues without audio.
- AudioHookSink routes SoundHook / SoundTableHook / SoundTweakedHook
  from the Phase E.1 animation-hook router into OpenAL. All three
  hook types fire on both player AND NPCs/monsters (the sequencer
  dispatches per-entity and the sink uses entity worldPos for 3D pan).
- DictionaryEntitySoundTable holds per-entity SoundTable mapping,
  populated from Setup.DefaultSoundTable at hydration time. Server-
  sent overrides would take precedence here when wired.

GameWindow integration:
- OpenAL init in OnLoad after dat collection, suppressible via
  ACDREAM_NO_AUDIO=1.
- SetListener called each OnRender frame with camera position + view
  basis vectors (fwd = -Z, up = +Y of inverse view).
- AudioEngine disposed in OnClosing before dats.

Tests: 6 WaveDecoder (PCM / MP3-null / ADPCM-null / stereo / truncated
/ peek) + 6 SoundCookbook (empty / single / 50-30-20 distribution
within 5%, silence tail, table lookup, missing table key). Verified
against r05 §2 + ACViewer export-path.

Build green, 497 tests pass (up from 485).

Ref: r05 §2 (Wave format), §5.3 (16-voice pool + eviction).
Ref: FUN_00550ad0 (chunk_00550000.c:527) eviction algorithm.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:38:26 +02:00
Erik
b04d393329 feat(anim): Phase E.1 hook router + GameWindow wiring
Adds IAnimationHookSink + AnimationHookRouter for fan-out of animation
hooks to downstream subsystems (audio, particles, combat, renderer
mutators). GameWindow.TickAnimations now drains ConsumePendingHooks
every tick and broadcasts each hook via the router with the entity's
world position pre-computed.

The router is a composite sink: register N sinks once at startup, each
sees every hook. Registration is idempotent, unregister works, and a
throwing sink no longer poisons dispatch (each OnHook call is wrapped in
try/catch so one bad subsystem can't halt the whole animation tick).

A NullAnimationHookSink is provided for headless tests / offline mode.

6 router tests verify: single/multi sink fan-out, idempotent register,
unregister, throwing-sink isolation, null-sink no-op.

Total: 376 Core tests + 109 Core.Net = 485 (up from 479).

This closes Phase E.1 plumbing; E.2 (audio) and E.3 (particles) will
each register a concrete sink that translates their hook types into
real-world effects.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:30:23 +02:00
Erik
4db0b2f16c feat(anim): Phase E.1 motion hooks + PosFrames + velocity/omega surfacing
AnimationSequencer now walks every integer frame boundary crossed in a
tick (ACE Sequence.update_internal pattern), dispatching AnimationHook
objects whose Direction matches the playback direction (Forward or
Backward) or is Both. Mirrors ACE's Sequence.execute_hooks exactly.

New public API:
- ConsumePendingHooks() drains all hooks fired since last call, including
  AnimationDone sentinel on link-node drain (emote/attack completion).
- ConsumeRootMotionDelta() drains accumulated PosFrames root motion;
  AFrame.Combine (forward) / AFrame.Subtract (backward) applied per
  crossed frame to match retail.
- CurrentVelocity / CurrentOmega expose the active MotionData's velocity
  and omega (scaled by speedMod at enqueue), letting downstream physics
  integrate the animation-driven motion.

All 27 AnimationHookType variants (SoundHook, AttackHook,
CreateParticleHook, ReplaceObjectHook, DefaultScriptHook, SetOmegaHook,
TransparentHook, ScaleHook, SetLightHook, etc.) now flow through the
hook queue. Consumers in E.2/E.3 (audio + particles) will route them to
the right subsystems.

9 new tests cover: forward-hook crossing fires exactly once, Both-direction
fires in either direction, Forward-only suppressed on reverse playback,
Backward fires on reverse, PosFrames accumulation + drain, Velocity
exposure + speedMod scaling, AnimationDone fires on link drain.

Build green; 470 tests → 479 (361 Core + 9 new E.1 hook tests + 109 Net).

Ref: docs/research/deepdives/r03-motion-animation.md §5 (hooks), §7.1-7.2
(PosFrames), §7.3 (negative framerate).
Ref: ACE Sequence.cs:262 (execute_hooks), Sequence.cs:351-443
(update_internal per-frame crossing walk).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:28:15 +02:00
Erik
6bce9b8019 fix(anim): jump animation via Falling SubState + kept PlayAction infra for emotes
The actual retail behavior for jump animations is a plain SubState swap —
NOT an Action overlay as I'd initially guessed. MotionCommand.Falling
(0x40000015) is a SubState cycle whose motion-table entries handle the
whole jump lifecycle:

  - Links[(stance, RunForward)][Falling]     = leap-into-air link
  - Cycles[(stance, Falling)]                = airborne cycle (loops)
  - Links[(stance, Falling)][Ready/...]      = landing link back to normal

Empirical verification from the diagnostic dump:
    Links[0x003D0007] has 3 inner entries:
        inner key: 0x41000003 (Ready)
        inner key: 0x45000005 (WalkForward)
        inner key: 0x40000015 (Falling) ← jackpot

SetCycle() already handles SubState + Links + Cycles resolution correctly,
so the whole fix is three lines:

    if (!result.IsOnGround)
        animCommand = MotionCommand.Falling;

What's in this commit:
- Added MotionCommand.Falling (0x40000015) constant + comments explaining
  the retail jump-is-a-SubState flow
- GameWindow.UpdatePlayerAnimation swaps to Falling when airborne (the
  cleanest possible implementation — motion table does all the work)
- Kept AnimationSequencer.PlayAction infrastructure (ported via Links
  fallback + Modifiers fallback). Not needed for jump, but perfectly
  valid for emotes like /wave, /bow (found in the same Links dict as
  inner keys 0x13000080-0x13000083) and eventual combat attacks
- Kept MotionCommand.Jump / Jumpup / FallDown constants (unused for now
  but useful reference if non-humanoid motion tables use them)
- Removed all diagnostic logging

What was learned (for future motion work):
- Retail's MotionTable.Cycles dict holds SubState loops (Ready, Walk,
  Run, Falling, Crouch, etc.) by (style<<16) | (motion & 0xFFFFFF)
- MotionTable.Links dict holds TRANSITIONS between motions: the OUTER
  key is the (style, fromMotion) combo; the INNER key is the TARGET
  motion. The stored MotionData IS the link animation played during
  the transition. This is what ACE's get_link traverses.
- MotionTable.Modifiers dict holds overlay motions (mask 0x20) — rare
  for humanoids, only 8 TurnRight/SideStepRight stance variants
- Actions (mask 0x10) in retail ALSO go through Links — they're
  transition animations FROM current substate, not overlays. Use
  PlayAction (now correctly routed to Links dict) for them.

Jump animation now works retail-faithfully for running + jumping off.
Standing-jump behavior depends on whether the player's motion table
has a Ready→Falling link; SetCycle's fallback chain should handle it
via the style-level catch-all if the direct link is absent.

470 tests pass. Build clean.
2026-04-18 15:32:52 +02:00
Erik
08ea2c0af8 feat(anim): motion-action-queue infrastructure + retail jump-is-physics-only note
Adds AnimationSequencer.PlayAction as the proper path for Action and
Modifier-class motions (the MotionTable.Modifiers dict, distinct from
Cycles). Action nodes are inserted before the looping cyclic tail so
they drain once and the cycle resumes naturally — leveraging the
sequencer's existing "non-looping head drains, cyclic tail wraps"
queue semantics.

What this does:
- New AnimationSequencer.PlayAction(motionCommand, speedMod=1f):
  - Resolves (style<<16) | (motion&0xFFFFFF) from MotionTable.Modifiers
  - Falls back to (motion&0xFFFFFF) plain key
  - Silent no-op when not found (some motion tables lack these)
  - Inserts AnimNodes before _firstCyclic; re-points the cursor when on
    the cyclic tail so the action plays immediately
- New MotionCommand.Jump (0x2500003B) + MotionCommand.FallDown (0x10000050)
  constants.
- GameWindow.UpdatePlayerAnimation fires PlayAction(Jump) on
  result.JumpExtent.HasValue and PlayAction(FallDown) on JustLanded.

Key research finding: retail does NOT animate jumps.
- ACE Player.HandleActionJump explicitly clears PendingMotions and sets
  IsAnimating=false during a jump (Player.cs:914-915).
- Empirical verification: the player humanoid's MotionTable only has 8
  Modifier entries — all TurnRight/SideStepRight stance variants. No
  Jump (0x2500003B) or FallDown (0x10000050) entries.
- Jump is a physics-only action: the character keeps whatever cycle
  was active (walk/run/idle) while the physics body arcs through the
  air. There is no "raise arms to jump" pose in retail.

PlayAction is still called on jump/land as a safety hatch for creature
Setups that DO carry leap animations in their Modifiers dict (drudge
jumps, monster pounces, etc.). For player humanoids it's a no-op. The
infrastructure is also ready for future emote/combat actions that
legitimately use the Modifiers dict.

470 tests pass, build clean.
2026-04-18 15:12:12 +02:00
Erik
3308cddda7 fix(movement+anim+session): clothing dedup, motion wire format, jump-skill default
Three separate fixes landed today, each addressing a specific bug the
user observed during live play:

1. NPC clothing changes by camera angle (InstancedMeshRenderer)
   - Group key was (GfxObjId) only, so every humanoid NPC using the
     same body mesh piled into one instance group; only the first
     instance's texture was used for the entire DrawInstanced batch,
     so which NPC's palette "won" changed as frustum culling and
     iteration order shuffled entries.
   - Now keyed by (GfxObjId, PaletteHash ^ SurfaceOverridesHash)
     so only compatible instances batch; each unique appearance gets
     its own draw call. Perf hit is small (humanoid NPCs each emit
     one more draw call); visually every NPC is now stable.

2. GpuWorldState dedup on respawn
   - Server re-sends CreateObject for the same guid on visibility
     refresh / landblock crossing / appearance update. AppendLiveEntity
     was blindly appending each time, so GpuWorldState accumulated
     multiple copies of the same entity, each with its own
     PaletteOverride / MeshRefs. That alone wasn't the clothing bug
     (that was #1) but it would have caused other overlap problems
     downstream.
   - Added RemoveEntityByServerGuid + WorldGameState.RemoveById;
     OnLiveEntitySpawnedLocked calls both before creating the new
     entity so respawns replace cleanly.

3. Motion wire format — run animation sync with retail observers
   - ACE's MovementData constructor only computes interpState.ForwardSpeed
     on the WalkForward/WalkBackwards branch; every other ForwardCommand
     falls into `else` and passes through WITHOUT speed set, giving
     observers speed=0. Sending RunForward directly meant retail
     clients saw us "run in place" while position drifted forward.
   - Wire: always WalkForward + HoldKey.Run for running. ACE
     auto-upgrades to RunForward with creature.GetRunRate() for
     broadcast — correct command + correct speed at observers.
   - Added per-axis FORWARD_HOLD_KEY / SIDE_STEP_HOLD_KEY /
     TURN_HOLD_KEY so every active axis carries HoldKey.Run when
     running (matches holtburger's build_motion_state_raw_motion_state).
   - Added LocalAnimationCommand to MovementResult so our own
     client still plays the RunForward cycle locally while the wire
     stays WalkForward. Wire vs. local animation command are now
     decoupled.
   - Walk-backward wire command changed from WalkForward@-0.65 to
     WalkBackward@1.0 (holtburger pattern).
   - Strafe speed changed from 0.5 to 1.0 on wire AND local physics
     (matches retail sidestep pace).

4. Jump height default + env-var tuning
   - Default jumpSkill bumped from 100 → 200 (jump ≈ 3m at full
     charge, closer to retail feel for a mid-level character).
   - ACDREAM_RUN_SKILL and ACDREAM_JUMP_SKILL env vars now override
     the defaults so the user can tune per-character until we parse
     PlayerDescription and plumb real skill values through.

5. JustLanded signal on MovementResult
   - Tracks airborne→grounded transition so future animation code
     can fire the landing cycle when we land. Just a bool flag for
     now — no consumer yet (the proper action-queue path will use it).

Not in this commit: jump animation itself. An earlier attempt to
SetCycle(Jump=0x2500003b) fed an Action-type motion into the SubState
cycle resolver, which produced a "torso" mis-render. Reverted. The
proper fix is porting the retail motion action-queue semantics into
AnimationSequencer — see docs/research/deepdives/r03-motion-animation.md
for the spec. That's the next session's work.

470 tests pass, build clean.
2026-04-18 15:01:32 +02:00
Erik
3f913f1999 docs+feat: 13 retail-AC deep-dives (R1-R13) + C# port scaffolds + roadmap E-H
78,000 words of grounded, citation-backed research across 13 major AC
subsystems, produced by 13 parallel Opus-4.7 high-effort agents. Plus
compact C# port scaffolds for the top-5 systems and a phase-E-through-H
roadmap update sequencing the work.

Research (docs/research/deepdives/):
- 00-master-synthesis.md          (navigation hub + dependency graph)
- r01-spell-system.md        5.4K words (fizzle sigmoid, 8 tabs, 0x004A wire)
- r02-combat-system.md       5.9K words (damage formula, crit, body table)
- r03-motion-animation.md    8.2K words (450+ commands, 27 hook types)
- r04-vfx-particles.md       5.8K words (13 ParticleType, PhysicsScript)
- r05-audio-sound.md         5.6K words (DirectSound 8, CPU falloff)
- r06-items-inventory.md     7.4K words (ItemType flags, EquipMask 31 slots)
- r07-character-creation.md  6.3K words (CharGen dat, 13 heritages)
- r08-network-protocol-atlas 9.7K words (63+149+94 opcodes mapped)
- r09-dungeon-portal-space.md 6.3K words (EnvCell, PlayerTeleport flow)
- r10-quest-dialogs.md       7.1K words (emote-script VM, 122 actions)
- r11-allegiance.md          5.4K words (tree + XP passup + 5 channels)
- r12-weather-daynight.md    4.5K words (deterministic client-side)
- r13-dynamic-lighting.md    4.9K words (8-light cap, hard Range cutoff)

Every claim cites a FUN_ address, ACE file path, DatReaderWriter type,
or holtburger/ACViewer reference. The master synthesis ties them into a
dependency graph and phase sequence.

Key architectural finding: of 94 GameEvents in the 0xF7B0 envelope,
ZERO are handled today — that's the largest network-protocol gap and
blocks F.2 (items) + F.5 (panels) + H.1 (chat).

C# scaffolds (src/AcDream.Core/):
- Items/ItemInstance.cs    — ItemType/EquipMask enums, ItemInstance,
                             Container, PropertyBundle, BurdenMath
- Spells/SpellModel.cs      — SpellDatEntry, SpellComponentEntry,
                             SpellCastStateMachine, ActiveBuff,
                             SpellMath (fizzle sigmoid + mana cost)
- Combat/CombatModel.cs     — CombatMode/AttackType/DamageType/BodyPart,
                             DamageEvent record, CombatMath (hit-chance
                             sigmoids, power/accuracy mods, damage formula),
                             ArmorBuild
- Audio/AudioModel.cs       — SoundId enum, SoundEntry, WaveData,
                             IAudioEngine / ISoundCache contracts,
                             AudioFalloff (inverse-square)
- Vfx/VfxModel.cs           — 13 ParticleType integrators, EmitterDesc,
                             PhysicsScript + hooks, Particle struct,
                             ParticleEmitter, IParticleSystem contract

All Core-layer data models; platform-backed engines live in AcDream.App.
Compiles clean; 470 tests still pass.

Roadmap (docs/plans/2026-04-11-roadmap.md):
- Phase E — "Feel alive": motion-hooks + audio + VFX
- Phase F — Fight + cast + gear: GameEvent dispatch, inventory,
            combat, spell, core panels
- Phase G — World systems: sky/weather, dynamic lighting, dungeons
- Phase H — Social + progression: chat, allegiance, quests, char creation
- Phase J — Long-tail (renumbered from old Phase E)

Quick-lookup table updated with 10+ new rows mapping observations to
new phase letters.
2026-04-18 10:32:44 +02:00
Erik
ff325abd7b feat(ui): debug overlay + refined input controls
Adds the first on-screen HUD for the dev client plus today's mouse-control
refinements. Also lands yesterday's scenery-alignment changes that were
left uncommitted in the working tree.

Overlay:
- BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512
  R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks)
- TextRenderer batches 2D quads in screen-space with ortho projection;
  one shader + two draw calls (rect then text) for panel backgrounds
  under glyphs
- DebugOverlay composes info / stats / compass / help panels on top of
  the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events
- DebugLineRenderer and its shaders (carried over from the scenery work)
  are properly committed in this commit

Controls:
- Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to
  adjust the active mode multiplicatively (x1.2)
- Hold RMB to free-orbit the chase camera around the player; release
  stays at the new angle (no snap-back)
- Mouse-wheel zooms chase distance between 2m and 40m
- Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from
  the default neutral angle

Scenery alignment (carried from yesterday's session):
- ShadowObjectRegistry AllEntriesForDebug + Scale field
- SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc +
  set_heading rotation
- BSPQuery dispatchers accept localToWorld so normals/offsets transform
  correctly per part
- TransitionTypes.CylinderCollision rewritten with wall-slide + push-out
- PhysicsDataCache caches visual-mesh AABB for scenery that lacks
  physics Setup bounds
2026-04-17 18:45:38 +02:00
Erik
6b4e7569a3 fix(physics): transform collision normals/offsets from local→world space
The BSP collision detection runs in object-local space, but the
collision response (normals, push offsets) was being applied directly
to world-space SpherePath without rotating back to world space. For
rotated objects (trees, rocks, buildings), this caused the push
direction to be wrong — pushing the player sideways or into the
object instead of away from it.

Added localToWorld quaternion parameter to FindCollisions and all
helper methods (StepSphereDown, CollideWithPt, NegPolyHitDispatch).
All normals and offsets are now transformed via
Vector3.Transform(v, localToWorld) before being applied to SpherePath,
matching ACE's path.LocalSpacePos.LocalToGlobalVec() pattern.

Indoor cell collision uses Quaternion.Identity (cell-local = world).
Object collision passes obj.Rotation.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 16:32:41 +02:00
Erik
874bcc8690 feat(physics): retail-faithful collision system port from ACE
Replace the patched collision system (~60-70% retail) with a faithful
port of ACE's BSPTree/BSPNode/BSPLeaf/Polygon collision pipeline.

BSPQuery.cs completely rewritten (1808 lines):
- Polygon-level: polygon_hits_sphere_precise (retail two-loop test),
  pos_hits_sphere, hits_sphere, walkable_hits_sphere, check_walkable,
  adjust_sphere_to_plane, find_crossed_edge, adjust_to_placement_poly
- BSP traversal: sphere_intersects_poly, find_walkable, hits_walkable,
  sphere_intersects_solid, sphere_intersects_solid_poly
- BSP tree-level: find_collisions (6-path dispatcher), step_sphere_up,
  step_sphere_down, slide_sphere, collide_with_pt, adjust_to_plane,
  placement_insert

PhysicsDataCache.cs: Added ResolvedPolygon type with pre-computed
vertex positions and face planes (matching ACE's Polygon constructor
which calls make_plane() at load time). Populated at cache time to
avoid per-collision-test vertex lookups.

TransitionTypes.cs: FindObjCollisions rewritten to use the retail
per-object FindCollisions 6-path dispatcher instead of the old
"find earliest t, then apply custom response" approach. BSP objects
now go through the same collision paths as indoor cell BSP.

The previous approach was explicitly rejected by the user after ~10
iterations of patches. This port follows the CLAUDE.md mandatory
workflow: decompile first → cross-reference ACE → port faithfully.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 16:18:43 +02:00
Erik
cadc72ed08 feat(physics): complete retail collision — indoor BSP, dual sphere, step-up, swept-sphere, 6-path dispatcher
Indoor CellStruct PhysicsBSP collision for room walls/ceilings.
Dual sphere (body+head) from Setup dimensions.
StepUp attempts before sliding when hitting low obstacles.
FindTimeOfCollision for exact parametric BSP contact time.
Full 6-path BSP dispatcher wired into FindEnvCollisions.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 14:00:52 +02:00
Erik
1f30fbd2f5 fix(physics): increase contact point safety margin
Rewind to t-0.02 instead of exact contact time, plus 2cm normal
push-back. The previous 0.5cm was too small — at high speed the
sub-step could overshoot past the surface.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 13:35:06 +02:00
Erik
2ebbfc4864 fix(physics): don't fall back to no-collision resolve on transition fail
When FindTransitionalPosition fails (stuck in corner, too many steps),
use the partially-resolved position instead of falling back to the
simple Resolve which has no object collision. This prevents walking
through objects when the transition can't find a clean path.

The player now stops at corners instead of clipping through.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:58:06 +02:00
Erik
08c4f2764c chore: strip collision debug logging
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:55:18 +02:00
Erik
4d335c74da fix(physics): use horizontal distance for cylinder broad-phase
The broad-phase rejection was using 3D distance for cylinder objects,
which includes the Z offset between player feet and cylinder base.
Trees have their origin at the base (Z=ground) while the player
sphere is at chest height (Z=ground+~2.5m). The 3D distance exceeded
the combined radius, causing the collision test to be skipped entirely.

Fix: use horizontal (XY) distance for cylinder broad-phase since
the vertical extent is checked separately in the cylinder test.
Also increase broad-phase margin from 1m to 2m.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:49:04 +02:00
Erik
efd6a06c7d fix(physics): search adjacent landblocks for collision objects
GetNearbyObjects now searches the player's landblock plus all 8
neighbors. Previously only searched one landblock, missing objects
near landblock boundaries — which includes most trees/rocks since
scenery is placed across the full streaming window.

Also added diagnostic logging (will strip after verification).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:44:50 +02:00
Erik
f2548146b5 fix(physics): push-out when spawned inside objects (stuck prevention)
When collision is detected at t=0 (already overlapping at step start),
push the sphere out along the collision normal by half-radius instead
of trying to slide with zero displacement (which gets stuck).

Returns Adjusted instead of Slid so the transition loop retries
from the pushed-out position.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:34:29 +02:00
Erik
8e1230c53b fix(physics): swept-sphere collision prevents penetration
Restructure FindObjCollisions to compute collision ALONG the movement
path instead of at the final position:

BSP: movement-aware SphereIntersectsPoly with front-face culling
  (dot(movement, normal) < 0). Only detects faces the sphere is
  approaching, matching retail Polygon.pos_hits_sphere.

Cylinder: quadratic ray-cylinder intersection computes parametric
  contact time t. If t < 1.0, sphere is rewound to the contact point.

Both: find the EARLIEST collision (minimum t), rewind sphere to
  contact point + small epsilon along normal, then SlideSphere.

This prevents the "walking into walls" penetration (BUG-005).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:23:10 +02:00
Erik
14b0a6e2b8 feat(physics): CylSphere collision for trees, rocks, NPCs
Most scenery objects (trees, rocks) use CylSphere collision from
their Setup, not PhysicsBSP. Register these in ShadowObjectRegistry
with a Cylinder collision type. FindObjCollisions now handles both:
- BSP: full polygon collision via BSPQuery (buildings, stabs)
- Cylinder: radial + vertical cylinder-sphere test (trees, NPCs)

Diagnostics showed 170 CylSphere entities vs 278 BSP entities in
the Holtburg landblock alone — this roughly doubles collision coverage.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:14:28 +02:00
Erik
2a4aaf4db7 feat(physics): port full BSPTree.find_collisions from retail
Replace simplified BSP overlap test with retail-faithful 6-path
collision dispatcher. Sphere-intersects-poly now uses movement
vector for front-face culling (prevents wall penetration).
All paths: placement/ethereal, checkWalkable, stepDown, collide,
contact+onWalkable, and default (not in contact).

Ported from ACE BSPTree.cs/BSPNode.cs/BSPLeaf.cs/Polygon.cs,
cross-referenced against decompiled chunk_00530000.c.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:07:09 +02:00
Erik
e12d255d2e feat(physics): port full CTransition collision response from pseudocode
Replace simplified push-out with retail-faithful SlideSphere and
AdjustOffset from transition_pseudocode.md. Crease-projection between
collision normal and contact plane produces smooth wall-sliding.
Object collision uses proper rotation transform to object-local space.

SlideSphere (section 6): computes crease direction via cross product
of collision normal and contact plane normal, projects displacement
onto the crease, then applies the correction offset. Handles three
cases: crease exists, parallel same-direction, parallel opposing.

AdjustOffset (section 6): adds safety check to keep sphere above
contact plane by computing signed distance and pushing up along Z
when the sphere dips below.

FindObjCollisions: removes ad-hoc penetration push-out, now calls
SlideSphere after BSP hit detection for proper wall-slide behavior.

Also fixes: ShadowEntry gains Rotation field, tests updated to match
Register signature, unused variables removed from GameWindow.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 11:17:45 +02:00
Erik
e2f0c8580e feat(physics): cell-based ShadowObject collision
Register static entities into terrain cells during streaming.
Transition system queries nearby objects and runs BSP collision.
Player can no longer walk through trees and buildings.

- ShadowObjectRegistry: 24m×24m cell index, Register/Deregister/
  RemoveLandblock/GetNearbyObjects matching retail AC's approach
- PhysicsEngine: ShadowObjects property + DataCache wiring point;
  RemoveLandblock now also clears shadow objects; TryGetLandblockContext
  helper lets Transition resolve landblock id+offset for a world pos
- Transition.FindObjCollisions: queries registry, broad-phase sphere test,
  narrow-phase BSPQuery.SphereIntersectsPoly in object-local space,
  returns Slid on hit to redirect movement along the surface
- GameWindow.ApplyLoadedTerrainLocked: registers each static entity after
  physics BSP data is cached; selects radius from BSP bounding sphere or
  Setup.Radius; wires PhysicsDataCache into engine on OnLoad
- 16 new ShadowObjectRegistry unit tests, all 361 tests green

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-14 11:05:09 +02:00
Erik
246713e2cc feat(physics): wire CTransition sphere-sweep into player movement
Replace simple Z-snap PhysicsEngine.Resolve with ResolveWithTransition
that uses the ported CTransition sphere-sweep pipeline. Movement is
subdivided into sphere-radius steps, terrain collision tested at each
step with step-down for ground contact maintenance.

Falls back to simple Resolve if transition fails. Player controller
now passes pre/post integration positions to the transition system.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 10:58:55 +02:00
Erik
31cd5480dc fix(physics): jump apex velocity zeroing bug
SmallVelocity threshold (0.25 m/s) in UpdatePhysicsInternal was zeroing
velocity every frame while airborne at the jump apex. With vel~0.01 m/s
and gravity adding only 0.012/frame, the zeroing won every frame and
the character got stuck at peak height forever.

Fix: only apply small-velocity zeroing when OnWalkable (grounded).
While airborne, gravity must accumulate freely through the zero-crossing.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 10:13:27 +02:00
Erik
157ed9d974 fix(movement): jump works locally (airborne velocity preserved)
Two fixes for jump physics:
- Skip ground-snap when velocity Z > 0 (prevents immediate re-landing
  at high framerates where per-frame Z delta < 0.05 snap threshold)
- Guard apply_current_movement velocity write behind OnWalkable check
  (prevents MotionInterpreter.DoMotion from zeroing jump velocity on
  every frame while airborne)
- Guard PlayerMovementController velocity replacement behind OnWalkable
  (preserves momentum during airborne flight)

Jump works locally but server packet not yet sent (BUG-002).
Facing direction mismatch logged as BUG-003.
RunRate not verified as BUG-004.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 00:12:11 +02:00
Erik
e08a06ac5b feat(physics): Transition.FindTransitionalPosition core algorithm
Port FindTransitionalPosition, TransitionalInsert, FindEnvCollisions,
AdjustOffset, DoStepDown, ValidateTransition from transition_pseudocode.md.
Outdoor terrain collision with step-down ground contact. Indoor BSP and
object collision deferred to subsequent tasks.

Also adds PhysicsEngine.SampleTerrainZ() which dispatches the terrain Z
query to the right registered landblock by world-space XY position.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 23:52:45 +02:00
Erik
9ea8ae5191 feat(physics): Transition system data structures
SpherePath, CollisionInfo, ObjectInfo, TransitionState, PhysicsGlobals.
Types match the pseudocode from transition_pseudocode.md, faithful to
decompiled CTransition + ACE Transition.cs naming.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 23:44:55 +02:00
Erik
874d267117 feat(physics): PhysicsDataCache + BSP sphere query
Load PhysicsBSP and PhysicsPolygons from GfxObj dats during streaming.
BSPQuery.SphereIntersectsPoly traverses the tree for collision detection.
Ported from decompiled FUN_00539270, cross-ref ACE BSPNode.sphere_intersects_poly.

- PhysicsDataCache: thread-safe ConcurrentDictionary-backed cache of GfxObjPhysics
  (BSP tree + polygon dict + vertex array) and SetupPhysics (capsule dimensions).
  CacheGfxObj/CacheSetup are idempotent — safe to call at every dat load site.
- BSPQuery.SphereIntersectsPoly: recursive BSP descent with bounding-sphere broad
  phase, leaf polygon test via existing CollisionPrimitives.SphereIntersectsPoly
  (FUN_00539500), and splitting-plane classification for internal nodes.
- GameWindow: _physicsDataCache populated at all GfxObj/Setup dat load sites
  (streaming worker path, live-spawn path, ApplyLoadedTerrain render-thread path).
- 6 new unit tests covering null node, bounding-sphere miss, leaf hit, no-contact,
  internal node recursion, and empty cache behaviour. All 447 tests green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 23:28:39 +02:00
Erik
5cb14da714 feat(physics): PlayerWeenie with retail Run/Jump formulas
Implements IWeenieObject with GetRunRate and GetJumpHeight from
decompiled client, cross-referenced against ACE MovementSystem.
Default skills (Run=200, Jump=100) used until skill parsing ships.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 23:15:25 +02:00
Erik
cffc3ee343 feat(render): portal-based EnvCell visibility (Step 4)
Port ACME's EnvCellManager portal visibility system:

- New CellVisibility class: BFS portal traversal from camera cell,
  portal-side clip-plane test, FindCameraCell with grace period
- LoadedCell data populated during streaming (portals, clip planes,
  world/inverse transforms, local AABB from CellStruct vertices)
- WorldEntity.ParentCellId tags interior entities for filtering
- InstancedMeshRenderer.Draw accepts optional visibleCellIds set —
  interior entities whose parent cell isn't visible are skipped
- Conditional depth clear between terrain and static mesh when
  camera is inside a cell (ACME GameScene.cs pattern)

When camera is outdoors, all interiors render (visibleCellIds=null).
When camera enters a building, only BFS-reachable cells render.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 22:20:52 +02:00
Erik
c32cef7e87 fix(streaming): player entity no longer disappears on landblock unload
ROOT CAUSE: MarkPersistent(chosen.Id) stored the SERVER GUID (e.g.
0x5000000A) but RemoveLandblock checked entity.Id which is the LOCAL
sequential counter (e.g. 42). Different number spaces → never matched
→ persistent rescue never triggered → player entity lost on unload.

Fix:
- Added WorldEntity.ServerGuid field (0 for dat-hydrated scenery)
- Live entity spawn sets ServerGuid = spawn.Guid
- RemoveLandblock checks entity.ServerGuid against _persistentGuids
- MarkPersistent still stores the server GUID (correct)

This bug has been reported across multiple sessions as "character
disappears when walking far." The neverCullLandblockId fix only
prevented frustum culling but didn't prevent the entity from being
removed from the render list entirely.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 15:04:46 +02:00
Erik
a722c29759 feat(physics): re-enable indoor transitions with containment validation
Sprint 2 of the audit remediation plan.

Re-enables the outdoor→indoor portal transition in PhysicsEngine with
an added containment check: after detecting a portal plane crossing,
verify the target cell's floor polygon actually covers the candidate
position AND the floor Z is within step height of the player's Z.

This prevents the wall-bounce bug (where portal planes on upper
floors captured outdoor positions) while allowing genuine doorway
transitions. Without full CellBSP, the SampleFloorZ + Z-proximity
check is the best available approximation per the indoor transition
research (docs/research/acclient_indoor_transitions_pseudocode.md).

Source: ACE EnvCell.find_transit_cells validates via
sphere_intersects_cell in the target cell's local space. Our
SampleFloorZ + Z check is the equivalent without BSP.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 14:05:03 +02:00
Erik
eeee4c5733 chore(scenery): audit SceneryGenerator against decompiled acclient.exe — all MATCH
Performed a side-by-side comparison of every LCG formula in SceneryGenerator.cs
against the decompiled retail acclient.exe (Ghidra output):

  Scene-selection hash  chunk_00530000.c:1144   — MATCH (0x2a7f2b89·x+0x6c1ac587)·y - 0x421be3bd·x + 0x7f8cda01
  Per-object frequency  chunk_00530000.c:1168-74 — MATCH accumulator pattern cellMat2*(0x5b67+j)
  X displacement        chunk_005A0000.c:4858-66  — MATCH offset 0xb2cd=45773
  Y displacement        chunk_005A0000.c:4871-78  — MATCH offset 0x11c0f=72719
  Quadrant rotation     chunk_005A0000.c:4880-4902 — MATCH constants 0x6f7bd965/0x421be3bd/-0x17fcedfd
  Object rotation hash  chunk_005A0000.c:4924-26  — MATCH offset 0xf697=63127
  Scale hash            ACViewer ObjectDesc.cs     — MATCH offset 0x7f51=32593 (chunk not dumped)

Key finding: the decompiled client normalises signed-int LCG values with
"if (val < 0) val += 2^32" before dividing by 2^32. Our unchecked((uint)(...))
is exactly equivalent. ACViewer's reference omits this cast for some formulas
(displacement, rotation) and is subtly wrong for those; our implementation
already had the correct uint cast throughout.

Added inline decompiled-source citations to all five algorithm sites plus
an updated class-level doc comment noting the audit status and implementation note.

No behaviour change — comments only.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 13:50:04 +02:00
Erik
0335e317d2 fix(anim): remove frame swap — cursor now traverses all frames in reverse
ROOT CAUSE of "twitching" / stuck-on-frame-0 for reverse animations
(TurnRight with negative dat framerate, StrafeRight, etc.):

The frame swap (StartFrame↔EndFrame for negative speed) made EndFrame=0,
and GetStartFramePosition returned (0+1)-eps = 0.999. The cursor
oscillated between 0.0 and 0.999 — floor() of anything in [0,1) is
always 0, so only frame 0 ever rendered.

Fix: DON'T swap. Keep StartFrame=0, EndFrame=N-1 regardless of speed
sign. GetStartFramePosition for negative speed returns (N-1+1)-eps ≈ N,
so the cursor starts near the high end and counts down through ALL
frames. The Advance loop's reverse boundary check uses StartFrame (the
low value) correctly without the swap.

Also strips diagnostic logging from AnimationSequencer and GameWindow.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 13:15:27 +02:00
Erik
78aef6d575 refactor(anim): rewrite AnimationSequencer as faithful decompiled-client port
Complete ground-up rewrite of AnimationSequencer.cs using the retail AC client
pseudocode (docs/research/acclient_animation_pseudocode.md) as the direct
translation guide. Every key algorithmic difference from the previous patched
implementation is addressed:

1. _framePosition is now double (64-bit), matching Sequence+0x30 in the retail
   client binary. Previously float, which accumulated rounding error over long
   sessions.

2. FUN_005267E0 (multiply_framerate) is now correctly applied at node load time:
   negative speedScale swaps startFrame↔endFrame so the advance loop counts DOWN
   from (EndFrame+1)-epsilon toward EndFrame, exactly matching the retail layout.

3. update_internal (FUN_005261D0) is faithfully ported: one loop handles both
   forward and reverse; boundary detection uses EndFrame as the lower bound for
   reverse playback (matching the post-swap field semantics); remainder time
   propagates correctly across node boundaries for large dt values.

4. GetStartFramePosition (FUN_00526880) and GetEndFramePosition (FUN_005268B0)
   formulas are now correct: negative speed starts at (EndFrame+1)-epsilon,
   ends at StartFrame; positive speed starts at StartFrame, ends at (EndFrame+1)-epsilon.

5. advance_to_next_animation (FUN_00525EB0) wraps to _firstCyclic when the
   linked list is exhausted, matching the retail loop-forever semantics.

6. adjust_motion (ACE MotionInterp.cs:394-428) remapping is unchanged and
   correct: TurnLeft→TurnRight, SideStepLeft→SideStepRight (negate speed),
   WalkBackward→WalkForward (negate×0.65 BackwardsFactor).

7. SlerpRetailClient (FUN_005360d0) is unchanged — the pseudocode confirms the
   existing implementation is correct.

AnimationSequencerTests grows from 9 to 17 tests:
- Negative-speed playback: TurnLeft remaps and cursor initializes near EndFrame+1
- Reverse frame position decreases (not increases) over time
- Reverse wrap at start boundary recovers and loops
- advance_to_next_animation: link node drains then enters cycle
- Cycle loops repeatedly without crash or position drift

All 431 tests green (109 net + 322 core).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 12:59:32 +02:00
Erik
ca7ae45518 fix(anim): handle reversed frame range in BuildBlendedFrame
Backward-playback nodes (TurnLeft, SideStepLeft) have LowFrame >
HighFrame after multiply_framerate swaps them. Math.Clamp(x, 19, 0)
throws because min > max.

Fix: compute rangeLo/rangeHi from Min/Max of Low/High, use those
for clamping. Also step nextIdx in the playback direction (forward
+1, backward -1) instead of always +1.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 12:31:32 +02:00
Erik
67b51a3e6f fix(anim): implement adjust_motion — TurnLeft/SideStepLeft play backward
ROOT CAUSE FIX for missing left-side animations.

The AC client's MotionTable has NO cycles for TurnLeft (0x000E),
SideStepLeft (0x0010), or WalkBackward (0x0006). The real client
calls adjust_motion() which remaps these to their right-side
equivalents with NEGATIVE speed before looking up the cycle. Then
multiply_framerate() swaps LowFrame↔HighFrame so the animation
plays backward.

Source: ACE MotionInterp.cs:394-428, decompiled FUN_005267E0.

Changes:
- AnimationSequencer.SetCycle: adds adjust_motion block that remaps
  left→right with speed *= -1 (TurnLeft, SideStepLeft) or
  speed *= -0.65 (WalkBackward = BackwardsFactor)
- LoadAnimNode: when framerate < 0, swaps Low↔High (matching the
  decompiled multiply_framerate)
- GameWindow.UpdatePlayerAnimation: passes original animCommand to
  SetCycle (sequencer handles remapping internally), keeps legacy
  fallback for non-sequencer entities

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 12:17:26 +02:00
Erik
f48f2745c4 feat(anim): AnimationSequencer with transition links + retail slerp
Port the animation playback engine from the decompiled retail client
into AcDream.Core.Physics.AnimationSequencer.

## What this adds

**AnimationSequencer** (src/AcDream.Core/Physics/AnimationSequencer.cs):

- Frame advancer: `frameNum += framerate * dt`, bounds-checks against
  AnimData.HighFrame/LowFrame (with sentinel resolution for HighFrame=-1),
  wraps at cycle boundaries. Matches ACE's `Sequence.update_internal`.

- Quaternion slerp (`SlerpRetailClient`): ported from decompiled
  `FUN_005360d0` (chunk_00530000.c:4799-4846):
    1. dot-product sign-flip to take the shorter arc
    2. fallback to linear blend when 1-dot <= 1e-4 (near-parallel)
    3. sin-based slerp for all other cases
    4. validate weights lie in [0,1] before using sin result (retail
       client validation step that guards degenerate inputs)

- Transition link resolution: `GetLink(style, fromMotion, toMotion)`
  mirrors ACE's `MotionTable.get_link` positive-speed path.
  DatReaderWriter layout: `Links[style<<16|(from&0xFFFFFF)]` is a
  `MotionCommandData` whose `.MotionData[toMotion]` is the transition
  `MotionData`. Link frames are prepended before the cyclic tail, so
  idle->walk plays the short transition clip then loops the walk cycle.

- `IAnimationLoader` / `DatCollectionLoader`: thin abstraction so the
  sequencer is testable offline without opening dat files.

- Public API: `SetCycle(style, motion, speedMod)` + `Advance(dt)`
  returning `IReadOnlyList<PartTransform>` (Origin+Orientation per part).

**AnimationSequencerTests** (tests/...Physics/AnimationSequencerTests.cs):
14 tests, all offline, covering slerp math, frame wrap, transition link
prepend, no-link direct switch, same-motion fast path, reset.

317 tests green, 0 warnings.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 00:22:42 +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
Erik
6a5d8c1580 feat(core): port decompiled AC client physics — CollisionPrimitives + PhysicsBody
Two major C# ports from the decompiled retail AC client (acclient.exe):

1. CollisionPrimitives (9 functions, 26 tests):
   - SphereIntersectsRay, RayPlaneIntersect, CalcNormal
   - SphereIntersectsPoly, FindTimeOfCollision
   - HitsWalkable, FindWalkableCollision
   - SlideSphere, LandOnSphere
   Ported from chunk_00530000.c functions FUN_005384e0 through FUN_0053a230.
   Cross-referenced against ACE's Physics/ C# port for algorithm verification.

2. PhysicsBody (7 methods, 31 tests):
   - update_object (top-level per-frame, sub-stepped at MaxQuantum=0.1)
   - UpdatePhysicsInternal (Euler: pos += v*dt + 0.5*a*dt²)
   - calc_acceleration (gravity=-9.8 when HasGravity)
   - set_velocity (clamp to MaxVelocity=50)
   - set_local_velocity (body→world via quaternion)
   - set_on_walkable, calc_friction (ground normal + pow decay)
   Ported from chunk_00510000.c/chunk_00500000.c.
   Struct layout confirmed against ACE PhysicsObj field offsets.

367 total tests green (258 core + 109 net). 57 new tests.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 23:54:51 +02:00