using System;
using System.Numerics;
using AcDream.Core.Physics;
namespace AcDream.App.Input;
///
/// Input state for a single frame of player movement.
///
public readonly record struct MovementInput(
bool Forward = false,
bool Backward = false,
bool StrafeLeft = false,
bool StrafeRight = false,
bool TurnLeft = false,
bool TurnRight = false,
bool Run = false,
float MouseDeltaX = 0f,
bool Jump = false);
///
/// Read-only presentation snapshot of retail's pending jump build. The movement
/// controller remains the sole owner of charge timing; retained UI only projects
/// this state into gmPowerbarUI.
///
public readonly record struct JumpChargeSnapshot(bool IsCharging, float Power);
///
/// Result of a single frame's movement update.
///
///
/// Wire vs. local animation command. ACE's MovementData
/// (ACE.Server/Network/Motion/MovementData.cs) only computes
/// interpState.ForwardSpeed for raw WalkForward/
/// WalkBackwards — on every other command the else branch
/// passes through command without setting speed, leaving observers with
/// speed=0. The client therefore has to send WalkForward
/// (with HoldKey.Run for running) and let ACE auto-upgrade to
/// RunForward for broadcast. But the LOCAL view wants the run
/// cycle immediately, so we carry a separate
/// for the player's own renderer.
///
///
/// — true when the player is holding Shift to run.
/// Used by the GameWindow when building the outbound MoveToState's
/// CURRENT_HOLD_KEY (2=Run) vs (1=None).
///
///
public readonly record struct MovementResult(
Vector3 Position,
Vector3 RenderPosition,
uint CellId,
bool IsOnGround,
bool MotionStateChanged,
uint? ForwardCommand, // wire-side command (WalkForward / WalkBackward / …)
uint? SidestepCommand,
uint? TurnCommand,
float? ForwardSpeed,
float? SidestepSpeed,
float? TurnSpeed,
bool IsRunning = false,
// K-fix5 (2026-04-26): cycle-pace multiplier for the LOCAL animation
// sequencer. Decoupled from ForwardSpeed so the wire can keep sending
// 1.0 for WalkBackward (ACE-compatible) while the animation plays at
// runRate × so the cycle visually matches the run-speed velocity.
// Forward+Run = runRate (same as ForwardSpeed); Backward+Run, Strafe+Run
// = runRate (where ForwardSpeed is 1.0 / null); everything else = 1.0.
bool JustLanded = false, // true on the single frame we transitioned airborne → grounded
float? JumpExtent = null, // non-null when a jump was triggered this frame
Vector3? JumpVelocity = null, // BODY-LOCAL launch velocity (forward/right/up relative to facing) — see PlayerMovementController jump path for the inverse-yaw conversion. Server rotates body→world on broadcast.
// Retail updates mouse-origin turn motions continuously but sends the
// resulting movement state only on ToggleMouseLook start/stop and the
// CameraSet half-second cadence. Keep packet ownership separate from the
// local motion-state change so mouse sampling cannot flood the server.
bool ShouldSendMovementEvent = false,
// CameraSet::Rotate always calls MovePlayer with holdRun=true for the turn
// axis, independently of the player's ordinary walk/run toggle.
bool TurnUsesRunHold = false,
// CameraInstantMouseLook remaps keyboard turn to sidestep with the same
// per-axis Run hold, independently of the global walk/run toggle.
bool SidestepUsesRunHold = false,
// The host acknowledges this clock/queue only after the MoveToState has
// actually been put on the wire.
bool IsMouseLookMovementEvent = false,
// CommandInterpreter::SendMovementEvent @ 0x006B4680 passes the
// MovementManager's complete RawMotionState into MoveToStatePack. An
// absent style bit unpacks as NonCombat, so the canonical raw style must
// travel with every input-boundary snapshot sent to ACE.
uint CurrentStyle = 0x8000003Du);
///
/// Portal-space state for the player movement controller.
/// PortalSpace freezes all movement input while the server is moving the
/// player through a portal — resumed once the destination UpdatePosition
/// arrives and the player is snapped to the new location.
/// While in PortalSpace, Update returns immediately with a zero-movement
/// result so no WASD input or physics is processed.
///
public enum PlayerState { InWorld, PortalSpace }
///
/// Per-frame player movement controller. Reads input, drives the
/// ported PhysicsBody + MotionInterpreter, tracks motion state for
/// animation + server messages.
///
/// Architecture:
/// - PhysicsBody owns integration: gravity, friction, sub-stepping,
/// velocity clamping — all from the decompiled retail client.
/// - MotionInterpreter owns the motion state machine: walk/run/jump
/// validation, state tracking, speed constants from the retail dat.
/// - PhysicsEngine.Resolve is still used each frame to snap the player
/// to terrain/cell floor Z and detect ground contact.
///
public sealed class PlayerMovementController
{
private readonly PhysicsEngine _physics;
private readonly PhysicsBody _body;
private readonly MotionInterpreter _motion;
private readonly PlayerWeenie _weenie;
///
/// Maximum Z increase per movement step before the move is rejected.
/// Retail's step_up_height for human characters is ~0.4 m (hip-
/// level). Setting this too high lets the player teleport up small
/// buildings via the step-up scan finding any walkable polygon within
/// reach (Bug 3 in L.2.3 testing — walking into a steep slope mounted
/// the building's flat top instead of sliding off the slope).
/// Authoritative source is the player's Setup.StepUpHeight set
/// in GameWindow.cs at world-entry time.
///
public float StepUpHeight { get; set; } = 0.4f;
///
/// L.2.3a (2026-04-29): how far below the foot the step-down probe
/// reaches when transitioning between surfaces. Retail's
/// step_down_height for human characters is ~0.4 m. With the
/// previous 4 cm hardcoded value, walking off the top of a stair onto
/// the ground 25 cm below produced a one-frame contact-plane gap — the
/// animation system briefly flickered to falling.
///
public float StepDownHeight { get; set; } = 0.4f;
///
/// Retail CPhysicsObj::m_scale. Grounded CSequence root
/// displacement is multiplied by this value before PositionManager
/// composition (UpdatePositionInternal @ 0x00512C30).
///
public float ObjectScale { get; set; } = 1f;
///
/// Current portal-space state. Set to PortalSpace when the server sends
/// PlayerTeleport (0xF751); set back to InWorld once the destination
/// UpdatePosition arrives and the player is snapped to the new cell.
/// While in PortalSpace, Update returns immediately with a zero-movement
/// result so no WASD input or physics is processed.
///
public PlayerState State { get; set; } = PlayerState.InWorld;
public float Yaw { get; set; }
public Vector3 Position => _body.Position;
public Vector3 RenderPosition => ComputeRenderPosition();
public uint CellId { get; private set; }
public AcDream.Core.Physics.Position CellPosition => _body.CellPosition;
///
/// Returns retail's canonical outbound Position: the physics body's
/// carried cell id plus its landblock-local frame origin. Retail
/// CommandInterpreter::SendMovementEvent @ 0x006B4680 and
/// SendPositionEvent @ 0x006B4770 serialize
/// CPhysicsObj::m_position directly; render/streaming origins are not
/// part of the protocol frame.
///
internal bool TryGetOutboundPosition(
Quaternion rotation,
out uint cellId,
out Vector3 localOrigin)
{
AcDream.Core.Physics.Position canonical = _body.CellPosition;
cellId = canonical.ObjCellId;
localOrigin = canonical.Frame.Origin;
return PositionFrameValidation.IsValid(cellId, localOrigin, rotation);
}
///
/// Local-player entity id used to skip self-collision in the
/// airborne sweep. GameWindow updates this whenever the local
/// `+Acdream` entity (re)spawns. Default 0 = no filter (matches
/// retail's CObjCell::find_obj_collisions self-skip when the
/// caller's OBJECTINFO::object pointer is null). Without this the
/// sweep collides with its own ShadowEntry registered at
/// GameWindow.cs:2545 — see #42.
///
public uint LocalEntityId { get; set; }
///
/// Applies the canonical server PhysicsState to the local body. Retail's
/// CPhysicsObj::SetState replaces these persistent bits before its
/// next acceleration/integration decision.
///
public void ApplyPhysicsState(PhysicsStateFlags state)
{
_body.State = state;
_body.calc_acceleration();
}
public bool IsAirborne => !_body.OnWalkable;
///
/// Current vertical (Z-axis) velocity of the physics body.
/// Positive = rising, negative = falling. Exposed for tests and HUD.
///
public float VerticalVelocity => _body.Velocity.Z;
/// Full 3D world-space velocity of the physics body. Exposed for diagnostic logging.
public Vector3 BodyVelocity => _body.Velocity;
///
/// 2026-05-16 — current contact plane (normal + distance) for the
/// physics body. Exposed so the network outbound layer can stamp
/// it into for retail's diff-driven
/// AP cadence: SendPositionEvent re-sends if cell OR contact-plane
/// changed since last_sent, per
/// acclient_2013_pseudo_c.txt:700233 ShouldSendPositionEvent.
///
public System.Numerics.Plane ContactPlane => _body.ContactPlane;
// Jump charge state.
private bool _jumpCharging;
private float _jumpExtent;
///
/// Current retail jump-powerbar state. Power is always zero when no jump is
/// pending and otherwise lies in [0,1].
///
public JumpChargeSnapshot JumpCharge
=> new(_jumpCharging, _jumpCharging ? _jumpExtent : 0f);
// Matching v11.4186 x86 resolves GetPowerBarLevel's collapsed x87
// operands: ATTACK_POWERUP_TIME=1.0 s, DUAL_WIELD_POWERUP_TIME=0.8 s.
// Jump uses the same shared powerbar function, so its normal fill rate is
// 1 extent/s and DualWieldCombat is 1/0.8 = 1.25 extent/s.
private const float JumpChargeRate =
1f / (float)AcDream.Core.Combat.CombatInputPlanner.AttackPowerUpSeconds;
private const float DualWieldJumpChargeRate =
1f / (float)AcDream.Core.Combat.CombatInputPlanner.DualWieldPowerUpSeconds;
// Airborne → grounded transition detection. Flipped on every frame where
// the body transitions from airborne to on-walkable; used by the GameWindow
// to drive the landing animation cycle.
private bool _wasAirborneLastFrame;
// Previous frame's motion commands for change detection (wire cadence).
private uint? _prevForwardCmd;
private uint? _prevSidestepCmd;
private uint? _prevTurnCmd;
private float? _prevForwardSpeed;
private bool _prevRunHold;
// R3-W6: previous frame's HELD-KEY state — the edge detector feeding
// retail's DoMotion/StopMotion/set_hold_run calls (retail's
// CommandInterpreter altitude: motion dispatch happens on key EDGES,
// never level-triggered per-frame).
private bool _prevForwardHeld;
private bool _prevBackwardHeld;
private bool _prevStrafeLeftHeld;
private bool _prevStrafeRightHeld;
private bool _prevTurnLeftHeld;
private bool _prevTurnRightHeld;
private bool _prevRunHeld;
private bool _hasInputSnapshot;
// Retail CameraSet::ToggleMouseLook / Rotate (0x00457490 / 0x00458310).
// Mouse look owns a transient turn command in the SAME MotionInterpreter
// as keyboard and server turns; it never writes Yaw directly. The latest
// filtered sample replaces the preceding sample, matching CameraSet's
// per-mouse-message MovePlayer call.
private bool _mouseLookActive;
private bool _mouseTurnSamplePending;
private float _mouseTurnAdjustment;
private uint? _activeInputTurnCommand;
private float _activeInputTurnSpeed;
private bool _activeInputTurnFromMouse;
private uint? _activeInputSidestepCommand;
private bool _activeInputSidestepUsesRunHold;
private bool _mouseMovementEventCandidate;
private bool _mouseMovementEventPending;
private float _lastMouseMovementEventTime;
private bool _controlledByServer = true;
///
/// Retail's mouse-look movement report interval from
/// CameraSet::Rotate and MouseLookHandler.
///
public const float MouseMovementEventInterval = 0.5f;
private const float MouseTurnDeadZone = 0.02f;
private const float MouseTurnSpeedScale = 2.0f;
private const float MouseTurnMaximumSpeed = 1.5f;
// Position-event comparison interval. Retail does not send an idle packet
// every second: after the interval elapses it compares the complete frame
// and sends only when the cell, origin, or orientation changed.
///
/// 2026-05-16 — retail-faithful AP cadence. Matches retail's
/// CommandInterpreter::ShouldSendPositionEvent (acclient_2013_pseudo_c.txt
/// at address 0x006b45e0). Inside the interval it reacts to cell/contact
/// changes; after the interval it compares cell plus the complete frame.
/// `time_between_position_events` constant at 0x006b3efb = 1.0 sec.
///
/// Old model: a 1 Hz idle / 10 Hz active flat accumulator. That
/// missed retail's per-frame-while-moving behaviour and forced the
/// four B.6 workarounds (arrival margin, re-send on arrival, AP
/// flush, retry flag) to compensate for the lag in ACE's server-side
/// WithinUseRadius poll. Replaced by diff-driven cadence below.
///
public const float HeartbeatInterval = 1.0f; // retail 0x006b3efb
private AcDream.Core.Physics.Position _lastSentPosition;
private System.Numerics.Plane _lastSentContactPlane;
private float _lastSentTime;
private bool _lastSentInitialized;
private float _simTimeSeconds;
/// Sim-time accumulator (advanced by dt at the top of Update).
/// Exposed for the network outbound layer to stamp NotePositionSent.
public float SimTimeSeconds => _simTimeSeconds;
// L.5 retail physics-tick gate (2026-04-30).
//
// Retail's CPhysicsObj::update_object subdivides per-frame dt into
// MinQuantum (1/30s) sized integration steps, SKIPPING entirely when
// accumulated dt is below MinQuantum. The retail debugger trace
// confirmed this: UpdatePhysicsInternal fires only ~61% as often as
// update_object — i.e., retail's effective physics tick rate is 30Hz
// even when the renderer runs at 60+Hz.
//
// Without this gate our acdream integrates at the full render rate
// (60+Hz), which compresses bounce-energy / gravity-tangent
// accumulation into half the time. Per-frame V grows ~2x faster than
// retail's. On a steep-slope tangent that produces the wedge: V grows
// tangent + huge while position reverts each frame, body locks in
// place. Retail's slower integration cadence (and larger per-tick
// position deltas) lets the body geometrically escape the tangent.
//
// Source: retail debugger trace 2026-04-30
// update_object = 40,960 calls
// UpdatePhysicsInternal = 25,087 calls (61%)
// ratio implies 39% of frames return early via the MinQuantum gate.
//
// ACE: PhysicsObj.UpdateObject (Physics.cs).
// Named-retail: CPhysicsObj::update_object (acclient_2013_pseudo_c.txt:283950).
private float _physicsAccum;
private Vector3 _prevPhysicsPos;
private Vector3 _currPhysicsPos;
private Func? _advanceAnimationRootMotion;
private Vector3 _pendingAnimationRootMotion;
// ── R4-V5: the verbatim retail MoveToManager replaces B.6 auto-walk ──
// The B.6 DriveServerAutoWalk overlay (synthesized turn-first phase,
// 30° walk-while-turning band, one-shot walk/run decision, invented
// arrival epsilon — registers AD-26/AD-8-local) is DELETED; server
// MoveTos for the local player now run through the SAME verbatim
// MoveToManager remotes use (R4-V4), bound below by GameWindow's
// EnterPlayerModeNow beside the R3-W6 DefaultSink bind.
///
/// R5-V5: retail CPhysicsObj::movement_manager (acclient.h
/// /* 3463 */) — the ONE owner of this controller's
/// + pair. Constructed in the
/// ctor around the interp; the MoveToManager side arrives via
/// MoveToFactory + MakeMoveToManager() in
/// GameWindow.EnterPlayerModeNow (the same facade shape
/// EnsureRemoteMotionBindings gives remotes).
/// ticks UseTime() (0x005242f0) at the slot the deleted
/// DriveServerAutoWalk occupied and relays HitGround()
/// (0x00524300, minterp first then moveto).
///
public AcDream.Core.Physics.Motion.MovementManager Movement { get; }
///
/// R4-V5: the local player's verbatim retail MoveToManager
/// (decomp 0x00529010-0x0052a987), constructed + seam-bound by
/// GameWindow.EnterPlayerModeNow against this controller's
/// /body/Yaw (the same wiring shape
/// EnsureRemoteMotionBindings uses for remotes). GameWindow
/// routes inbound mt 6-9 movement events through
/// .
/// User input cancels a moveto through the retail chain: key edge →
/// DoMotion (ctor-default params, CancelMoveTo bit set) →
/// →
/// CancelMoveTo(ActionCancelled) (register TS-36 retired).
/// R5-V5: a view of 's moveto child; the setter is
/// sugar over the facade's factory path (kept for the
/// PlayerMoveToCutoverTests rig and any pre-facade bind shape).
///
public AcDream.Core.Physics.Motion.MoveToManager? MoveTo
{
get => Movement.MoveTo;
set
{
var mtm = value ?? throw new ArgumentNullException(nameof(value));
Movement.MoveToFactory = () => mtm;
Movement.MakeMoveToManager();
}
}
///
/// R5-V3 (#171): the player's PositionManager facade (retail
/// CPhysicsObj::position_manager — owned by the player's
/// EntityPhysicsHost, handed here by EnterPlayerModeNow).
/// drives it at the two retail per-tick points:
/// AdjustOffset inside the physics-tick block (retail
/// UpdatePositionInternal @0x00512d0e, BEFORE
/// UpdatePhysicsInternal so the sticky steer is part of the swept
/// motion) and UseTime after the completed-motions sweep (retail
/// UpdateObjectInternal tail @0x005159b3 — the sticky 1 s lease
/// watchdog). tears any
/// stick down (retail teleport_hook @0x00514eee).
///
public AcDream.Core.Physics.Motion.PositionManager? PositionManager { get; set; }
public PlayerMovementController(PhysicsEngine physics)
{
_physics = physics;
_body = new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
// Default skills — tuned toward mid-retail feel. Real characters'
// skills come from PlayerDescription (0xF7B0/0x0013) — GameWindow
// pushes them via SetCharacterSkills once the controller exists
// (K-fix7; PD arrives at login before auto-entry). These env-var
// defaults only cover tests / pre-PD frames:
// ACDREAM_RUN_SKILL, ACDREAM_JUMP_SKILL
// K-fix6 (2026-04-26): bumped default jump skill from 200 → 300.
// Retail formula: height = (skill/(skill+1300))*22.2 + 0.05 (extent=1):
// skill=200 → 3.01m max (felt too low — user complaint)
// skill=300 → 4.21m max (closer to a typical retail mid-tier
// character's "I can clear that fence" hop)
// Until #7 ships and PlayerDescription gives us the server's real
// skill, this default is the right "feels like retail" baseline.
int runSkill = int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_RUN_SKILL"), out var rs) ? rs : 200;
int jumpSkill = int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_JUMP_SKILL"), out var jsv) ? jsv : 300;
_weenie = new PlayerWeenie(runSkill: runSkill, jumpSkill: jumpSkill);
_motion = new MotionInterpreter(_body, _weenie);
// R5-V5: the MovementManager facade owns the interp from birth
// (retail CPhysicsObj::movement_manager); the moveto child binds
// later via MoveToFactory (EnterPlayerModeNow / the test rigs).
Movement = new AcDream.Core.Physics.Motion.MovementManager(_motion);
// R3-W4 (A3): the local player's movement is input-driven —
// movement_is_autonomous true so apply_current_movement's dual
// dispatch routes apply_raw_movement (IsThePlayer && autonomous).
// R3-W6 refines this per-motion (server-controlled MoveTo clears it).
_body.LastMoveWasAutonomous = true;
}
///
/// Begins retail instant mouse-look. CameraSet::ToggleMouseLook
/// (0x00457490) sends a movement event on both transitions, even before a
/// horizontal turn sample arrives.
///
public bool BeginMouseLook(MovementInput input)
{
if (_mouseLookActive || State != PlayerState.InWorld)
return false;
_mouseLookActive = true;
// ToggleMouseLook stores the new mode before MovePlayer enters
// TakeControlFromServer, so its ApplyCurrentMovement observes the
// remapped turn→sidestep channels immediately.
TakeControlFromServer(input);
_mouseTurnSamplePending = false;
_mouseTurnAdjustment = 0f;
ApplyMouseLookToggleMovement(input, entering: true);
return true;
}
///
/// Supplies the latest signed, filtered horizontal mouse adjustment.
/// Negative means TurnRight in acdream's yaw convention; positive means
/// TurnLeft. Retail CameraSet::Rotate doubles the magnitude, applies
/// a 0.02 dead zone, and caps the raw turn speed at 1.5.
///
public void SubmitMouseTurnAdjustment(
float signedAdjustment,
MovementInput input)
{
if (!_mouseLookActive || !float.IsFinite(signedAdjustment))
return;
TakeControlFromServer(input);
_mouseTurnAdjustment = signedAdjustment;
_mouseTurnSamplePending = true;
_mouseMovementEventCandidate = true;
}
///
/// Retail's delayed zero-input MouseLookHandler calls
/// CommandInterpreter::StopDrift @ 0x006B4510 before filtering the
/// zero sample. It stops both turn directions and participates in the
/// same half-second movement-report cadence.
///
public void StopMouseDrift(MovementInput input)
{
if (!_mouseLookActive)
return;
TakeControlFromServer(input);
var p = MouseAxisParameters(_activeInputTurnSpeed == 0f
? 1f
: _activeInputTurnSpeed);
StopMotionAtPhysicsObjectBoundary(MotionCommand.TurnRight, p);
StopMotionAtPhysicsObjectBoundary(MotionCommand.TurnLeft, p);
_activeInputTurnCommand = null;
_activeInputTurnSpeed = 0f;
_activeInputTurnFromMouse = false;
_mouseTurnSamplePending = false;
_mouseTurnAdjustment = 0f;
_mouseMovementEventCandidate = true;
}
///
/// Ends retail instant mouse-look. The next update restores any held
/// keyboard turn (or stops the mouse-origin turn) and publishes the final
/// heading through MoveToState.
///
public bool EndMouseLook(MovementInput input)
{
if (!_mouseLookActive && !_activeInputTurnFromMouse)
return false;
_mouseLookActive = false;
// Retail clears the mode before TakeControlFromServer/ApplyCurrentMovement
// so a held sidestep-remapped turn is restored directly as turn.
TakeControlFromServer(input);
_mouseTurnSamplePending = false;
_mouseTurnAdjustment = 0f;
ApplyMouseLookToggleMovement(input, entering: false);
return true;
}
private void ApplyMouseLookToggleMovement(MovementInput input, bool entering)
{
// CameraSet::ToggleMouseLook @ 0x00457490 routes the pseudo-command
// CameraInstantMouseLook through CommandInterpreter::MovePlayer
// @ 0x006B3F40. While entering, held keyboard turns move to the
// sidestep channel. On exit, MovePlayer reverses that mapping and
// ApplyCurrentMovement replays every currently held channel before the
// synchronous movement packet is captured.
(uint? sidestep, bool useRunHold) = DesiredInputSidestep(input, entering);
ApplyInputSidestep(sidestep, useRunHold, reapply: !entering);
uint? turn = entering
? null
: input.TurnRight
? MotionCommand.TurnRight
: input.TurnLeft
? MotionCommand.TurnLeft
: null;
ApplyInputTurn(turn, speed: 1f, fromMouse: false, reapply: !entering);
// TakeControlFromServer::ApplyCurrentMovement and both sides of
// ToggleMouseLook replay the complete current input, not merely the
// turn/sidestep channels affected by CameraInstantMouseLook.
bool runHeld = _motion.RawState.CurrentHoldKey == HoldKey.Run;
if (runHeld != input.Run)
_motion.set_hold_run(input.Run, interrupt: true);
uint? desiredForward = input.Forward
? MotionCommand.WalkForward
: input.Backward
? MotionCommand.WalkBackward
: null;
uint rawForward = _motion.RawState.ForwardCommand;
uint? activeForward = rawForward == RawMotionState.Default.ForwardCommand
? null
: rawForward;
if (activeForward is { } active && active != desiredForward)
{
StopMotionAtPhysicsObjectBoundary(
active,
new AcDream.Core.Physics.Motion.MovementParameters());
}
if (desiredForward is { } command
&& (activeForward != desiredForward || !entering))
DoMotionAtPhysicsObjectBoundary(
command,
new AcDream.Core.Physics.Motion.MovementParameters());
_hasInputSnapshot = true;
_prevForwardHeld = input.Forward;
_prevBackwardHeld = input.Backward;
_prevStrafeLeftHeld = input.StrafeLeft;
_prevStrafeRightHeld = input.StrafeRight;
_prevTurnLeftHeld = input.TurnLeft;
_prevTurnRightHeld = input.TurnRight;
_prevRunHeld = input.Run;
_prevRunHold = input.Run;
_body.LastMoveWasAutonomous = true;
}
private static (uint? Command, bool UseRunHold) DesiredInputSidestep(
MovementInput input,
bool mouseLookActive)
{
if (input.StrafeRight)
return (MotionCommand.SideStepRight, false);
if (input.StrafeLeft)
return (MotionCommand.SideStepLeft, false);
if (mouseLookActive && input.TurnRight)
return (MotionCommand.SideStepRight, true);
if (mouseLookActive && input.TurnLeft)
return (MotionCommand.SideStepLeft, true);
return (null, false);
}
private bool ApplyInputSidestep(
uint? desired,
bool useRunHold,
bool reapply = false)
{
bool changed = desired != _activeInputSidestepCommand;
if (_activeInputSidestepCommand is { } active
&& (changed || reapply))
{
StopMotionAtPhysicsObjectBoundary(
active,
_activeInputSidestepUsesRunHold
? MouseAxisParameters(1f)
: new());
}
if (desired is { } command && (changed || reapply))
{
DoMotionAtPhysicsObjectBoundary(
command,
useRunHold ? MouseAxisParameters(1f) : new());
}
_activeInputSidestepCommand = desired;
_activeInputSidestepUsesRunHold = desired.HasValue && useRunHold;
return changed || (reapply && desired.HasValue);
}
private bool ApplyInputTurn(
uint? desired,
float speed,
bool fromMouse,
bool reapply = false)
{
bool commandChanged = desired != _activeInputTurnCommand;
bool bothPresent = desired.HasValue && _activeInputTurnCommand.HasValue;
bool speedChanged = bothPresent
&& MathF.Abs(speed - _activeInputTurnSpeed) >= 0.0001f;
bool ownerChanged = bothPresent && fromMouse != _activeInputTurnFromMouse;
bool apply = commandChanged || speedChanged || ownerChanged
|| (reapply && desired.HasValue);
if (_activeInputTurnCommand is { } active && apply)
{
StopMotionAtPhysicsObjectBoundary(
active,
_activeInputTurnFromMouse
? MouseAxisParameters(_activeInputTurnSpeed)
: new());
}
if (desired is { } command && apply)
{
DoMotionAtPhysicsObjectBoundary(
command,
fromMouse ? MouseAxisParameters(speed) : new());
}
_activeInputTurnCommand = desired;
_activeInputTurnSpeed = desired.HasValue ? speed : 0f;
_activeInputTurnFromMouse = desired.HasValue && fromMouse;
return apply;
}
private static AcDream.Core.Physics.Motion.MovementParameters MouseAxisParameters(
float speed) => new()
{
Speed = speed,
SetHoldKey = false,
HoldKeyToApply = HoldKey.Run,
};
///
/// Retail CommandInterpreter::TakeControlFromServer
/// (0x006B32D0). A genuine user movement first terminates the server-owned
/// movement state, marks subsequent movement autonomous, and lets the next
/// input update re-apply every key that is still physically held.
///
private void TakeControlFromServer(MovementInput? currentInput = null)
{
if (!_controlledByServer)
return;
_controlledByServer = false;
_body.LastMoveWasAutonomous = true;
StopCompletelyAtPhysicsObjectBoundary();
_activeInputTurnCommand = null;
_activeInputTurnSpeed = 0f;
_activeInputTurnFromMouse = false;
_activeInputSidestepCommand = null;
_activeInputSidestepUsesRunHold = false;
// Retail follows StopCompletely with ApplyCurrentMovement. Our key
// snapshot is supplied to Update, so clearing the edge history makes
// that same held input re-enter through the normal DoMotion boundary.
_prevForwardHeld = false;
_prevBackwardHeld = false;
_prevStrafeLeftHeld = false;
_prevStrafeRightHeld = false;
_prevTurnLeftHeld = false;
_prevTurnRightHeld = false;
_prevRunHeld = _motion.RawState.CurrentHoldKey == HoldKey.Run;
// MouseLookHandler runs before the normal per-frame input edge pass.
// When it is the action that takes control, replay the device levels
// synchronously just as retail ApplyCurrentMovement does; otherwise a
// StopCompletely would erase held movement while the edge history is
// simultaneously advanced past it.
if (currentInput is { } input)
ApplyMouseLookToggleMovement(input, entering: _mouseLookActive);
}
///
/// Retail ClientCombatSystem::StartAttackRequest (0x0056C040)
/// invokes CommandInterpreter::MaybeStopCompletely before building
/// the attack. This removes a mouse-origin drift immediately and schedules
/// the final authoritative heading ahead of the eventual attack send.
///
public bool PrepareForAttackRequest()
{
// CommandInterpreter::MaybeStopCompletely @ 0x006B3B90 is a no-op
// while an authoritative server movement owns the player.
if (_controlledByServer)
return false;
StopCompletelyAtPhysicsObjectBoundary();
_activeInputTurnCommand = null;
_activeInputTurnSpeed = 0f;
_activeInputTurnFromMouse = false;
_activeInputSidestepCommand = null;
_activeInputSidestepUsesRunHold = false;
_mouseTurnSamplePending = false;
_mouseTurnAdjustment = 0f;
_body.LastMoveWasAutonomous = true;
return true;
}
public void SetCharacterSkills(int runSkill, int jumpSkill)
{
_weenie.SetSkills(runSkill, jumpSkill);
}
///
/// R3-W2 (r3-port-plan.md §4): the player's
/// — GameWindow binds the player sequencer's MotionDone seam to it so the
/// pending_motions queue pops in step with animation completion, same
/// path remotes use. R3-W6 widens this into the full local-player
/// unification.
///
internal MotionInterpreter Motion => _motion;
///
/// Retail CPhysicsObj::StopCompletely (0x00510180) enters through
/// MovementManager::PerformMovement (0x005240D0), not directly
/// through CMotionInterp::StopCompletely. The facade's type-5 path
/// performs the required zero-duration animation completion sweep after
/// the interpreter has queued its matching pending-motion node.
///
internal WeenieError StopCompletelyAtPhysicsObjectBoundary() =>
Movement.PerformMovement(new MovementStruct
{
Type = MovementType.StopCompletely,
});
///
/// Retail CPhysicsObj::DoMotion (0x00510020) constructs a type-1
/// MovementStruct carrying the original parameters pointer and
/// routes it through MovementManager::PerformMovement. That outer
/// boundary is observable: CMotionInterp::PerformMovement
/// (0x00528E80) performs the synchronous completed-animation sweep after
/// the motion dispatch.
///
private WeenieError DoMotionAtPhysicsObjectBoundary(
uint motion,
AcDream.Core.Physics.Motion.MovementParameters parameters)
{
_body.LastMoveWasAutonomous = true;
return Movement.PerformMovement(new MovementStruct
{
Type = MovementType.RawCommand,
Motion = motion,
Params = parameters,
});
}
///
/// Retail CPhysicsObj::StopMotion (0x005100D0), the type-3 peer of
/// . Player input must use
/// this facade; MoveToManager's private _DoMotion/_StopMotion path stays
/// directly on CMotionInterp, matching retail.
///
private WeenieError StopMotionAtPhysicsObjectBoundary(
uint motion,
AcDream.Core.Physics.Motion.MovementParameters parameters)
{
_body.LastMoveWasAutonomous = true;
return Movement.PerformMovement(new MovementStruct
{
Type = MovementType.StopRawCommand,
Motion = motion,
Params = parameters,
});
}
/// R4-V5: CONTACT transient-state bit (retail
/// transient_state & 1) — the manager's
/// UseTime tick gate reads exactly this bit (decomp §6a @307781; a
/// strict subset of the funnel's Contact+OnWalkable gate).
internal bool BodyInContact => _body.InContact;
/// Retail SendPositionEvent admission gate: both Contact
/// and OnWalkable must be present on the local physics body.
internal bool CanSendPositionEvent => _body.InContact && _body.OnWalkable;
/// R4-V5: body orientation for the
/// manager's position seam (re-derived from every
/// Update — heading reads/writes go through Yaw, not this).
internal Quaternion BodyOrientation => _body.Orientation;
/// R4-V5 wedge fix — the P1 unpack store
/// (CPhysics::SetObjectMovement @00509730:
/// last_move_was_autonomous = arg7, written on the unpack path
/// for every applied movement event). GameWindow's local-player 0xF74C
/// branch stores the wire autonomous byte here (always false — the P1
/// gate drops autonomous echoes); the speculative use install stores
/// false too (it models the wire mt-6 ACE sends moments later). Routes
/// the per-tick pump's A3 dual dispatch to the INTERPRETED branch
/// during a server moveto so apply_raw can't clobber the manager's
/// dispatched motions with the idle raw state.
internal void SetLastMoveWasAutonomous(bool autonomous)
{
_body.LastMoveWasAutonomous = autonomous;
_controlledByServer = !autonomous;
}
///
/// Wire the player's AnimationSequencer current cycle velocity into
/// . When attached,
/// get_state_velocity uses MotionData.Velocity * speedMod
/// as the primary forward-axis drive, keeping the body's world velocity
/// locked to the animation's baked-in root-motion velocity.
///
///
/// Without this accessor, the decompiled constant path
/// (RunAnimSpeed * ForwardSpeed) is used — matches retail only
/// when the character's MotionTable happens to bake Velocity=4.0 on
/// RunForward, which is true for Humanoid but not for arbitrary
/// creatures. See
/// for the full rationale.
///
///
///
/// Called once from GameWindow.CreateAnimatedEntity after the
/// player's AnimatedEntity.Sequencer is constructed.
///
///
public void AttachCycleVelocityAccessor(Func accessor)
{
if (accessor is null) throw new ArgumentNullException(nameof(accessor));
_motion.GetCycleVelocity = accessor;
}
///
/// Binds the owning PartArray/CSequence update to the local physics tick.
/// The callback runs after this frame's input edges have reached the motion
/// table and returns the complete local translation emitted by
/// CSequence::update. The controller accumulates sub-quantum deltas
/// and consumes them through the same PositionManager frame as retail.
///
public void AttachAnimationRootMotionSource(Func advance)
{
_advanceAnimationRootMotion = advance
?? throw new ArgumentNullException(nameof(advance));
_pendingAnimationRootMotion = Vector3.Zero;
}
///
/// Retail CommandInterpreter::SendMovementEvent (0x006B4680)
/// stamps only last_sent_position_time. The carried frame and
/// contact plane remain those from the last AutonomousPosition packet.
///
public void NoteMovementSent(float nowSeconds, bool mouseLookEvent = false)
{
_lastSentTime = nowSeconds;
if (mouseLookEvent)
{
_mouseMovementEventPending = false;
_lastMouseMovementEventTime = nowSeconds;
}
}
///
/// Captures the current raw movement axes for an input-boundary
/// SendMovementEvent. ToggleMouseLook sends synchronously, so the host
/// cannot wait for the next physics update to reconstruct this state.
///
public MovementResult CaptureMovementResult(bool mouseLookEvent)
{
var raw = _motion.RawState;
uint? forward = raw.ForwardCommand == RawMotionState.Default.ForwardCommand
? null : raw.ForwardCommand;
uint? sidestep = raw.SidestepCommand == RawMotionState.Default.SidestepCommand
? null : raw.SidestepCommand;
uint? turn = raw.TurnCommand == RawMotionState.Default.TurnCommand
? null : raw.TurnCommand;
return new MovementResult(
Position: Position,
RenderPosition: RenderPosition,
CellId: CellId,
IsOnGround: CanSendPositionEvent,
MotionStateChanged: true,
ForwardCommand: forward,
SidestepCommand: sidestep,
TurnCommand: turn,
ForwardSpeed: forward.HasValue ? raw.ForwardSpeed : null,
SidestepSpeed: sidestep.HasValue ? raw.SidestepSpeed : null,
TurnSpeed: turn.HasValue ? raw.TurnSpeed : null,
IsRunning: raw.CurrentHoldKey == HoldKey.Run,
ShouldSendMovementEvent: true,
TurnUsesRunHold: turn.HasValue && raw.TurnHoldKey == HoldKey.Run,
SidestepUsesRunHold: sidestep.HasValue
&& raw.SidestepHoldKey == HoldKey.Run,
IsMouseLookMovementEvent: mouseLookEvent,
CurrentStyle: raw.CurrentStyle);
}
///
/// Captures the current controller state for presentation without
/// advancing physics or requesting an outbound movement event.
///
public MovementResult CapturePresentationResult()
{
MovementResult current = CaptureMovementResult(mouseLookEvent: false);
return current with
{
MotionStateChanged = false,
ShouldSendMovementEvent = false,
IsMouseLookMovementEvent = false,
};
}
///
/// Retail CommandInterpreter::SendPositionEvent (0x006B4770)
/// stamps the send time, complete cell-local frame (origin and
/// orientation), and contact plane after an AutonomousPosition packet.
///
public void NotePositionSent(AcDream.Core.Physics.Position position,
System.Numerics.Plane contactPlane,
float nowSeconds)
{
_lastSentPosition = position;
_lastSentContactPlane = contactPlane;
_lastSentTime = nowSeconds;
_lastSentInitialized = true;
}
///
/// Faithful port of retail
/// CommandInterpreter::ShouldSendPositionEvent (0x006B45E0).
/// Before the one-second interval expires, only a cell or contact-plane
/// change sends. Once it expires, the complete frame is compared, including
/// orientation; this is what publishes a stationary heading change.
///
internal bool ShouldSendPositionEvent(
AcDream.Core.Physics.Position currentPosition,
System.Numerics.Plane currentContactPlane,
float nowSeconds)
{
if (!_lastSentInitialized)
return true;
bool cellChanged = _lastSentPosition.ObjCellId != currentPosition.ObjCellId;
if ((_lastSentTime + HeartbeatInterval) >= nowSeconds)
{
return cellChanged
|| !ApproxPlaneEqual(_lastSentContactPlane, currentContactPlane);
}
return cellChanged
|| !ApproxFrameEqual(_lastSentPosition.Frame, currentPosition.Frame);
}
// L.2a slice 1 (2026-05-12): centralized CellId mutation so the
// [cell-transit] probe fires from a single chokepoint. Both the
// server-snap path (SetPosition) and the per-frame resolver path
// route through here. When PhysicsDiagnostics.ProbeCellEnabled is
// off this collapses to a single bool-compare + assignment — zero
// logging cost.
private void UpdateCellId(uint newCellId, string reason)
{
if (newCellId != CellId && PhysicsDiagnostics.ProbeCellEnabled)
{
var pos = _body.Position;
Console.WriteLine(System.FormattableString.Invariant(
$"[cell-transit] 0x{CellId:X8} -> 0x{newCellId:X8} pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) reason={reason}"));
}
CellId = newCellId;
// Render root: CellGraph.CurrCell IS "the player's cell" — it roots the indoor render
// (GameWindow.OnRender). Set it HERE, the single PLAYER-only chokepoint for CellId
// (teleport / server snap @ SetPosition + per-frame resolver), NOT in the per-entity
// PhysicsEngine.ResolveWithTransition. That ran for EVERY entity, so a Holtburg NPC
// jump-looping near the cottage doorway clobbered the render root every tick → the render
// rooted at the NPC's tiny connector cell → only its ~8-tri shell drew, rest = GL clear
// color = the cottage doorway "blue-hole" flap (diagnosed 2026-06-03 via [flap-cam]/[shell]).
_physics.UpdatePlayerCurrCell(newCellId);
}
public void SetPosition(Vector3 pos, uint cellId)
// #145: tests + legacy callers run in the world==block-local frame (no
// streaming center), so the cell-local seed IS the world position. This
// makes the carried anchor (body.Position − CellPosition.Origin) == (0,0,0),
// identical to the legacy Zero terrain-origin fallback → behaviour unchanged.
=> SetPosition(pos, cellId, pos);
///
/// Server-snap / teleport placement. is the
/// LANDBLOCK-relative position (the wire's local, or world − landblock origin)
/// which seeds the body's cell-relative CellPosition WITHOUT any streaming
/// center (#145). A teleport is a large jump, so this snaps the cell frame
/// directly via SnapToCell rather than delta-syncing through the setter.
///
public void SetPosition(Vector3 pos, uint cellId, Vector3 cellLocal)
{
_body.SnapToCell(cellId, pos, cellLocal);
_prevPhysicsPos = pos;
_currPhysicsPos = pos;
UpdateCellId(_body.CellPosition.ObjCellId, "teleport");
// Treat as grounded after a server-side position snap.
_body.TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
_body.Velocity = Vector3.Zero;
// #145 Slice 7: idle the motion interpreter on a server snap / teleport arrival.
// SetPosition zeros the body velocity, but the motion interpreter still holds the
// PRE-teleport ForwardCommand (e.g. RunForward), so the next Update() would
// reconstruct that run vector via get_state_velocity and the player would sprint
// off in the old direction the instant input resumes. Resetting the forward
// command to Ready makes the player arrive at rest.
// R3-W6: retail's teleport idle is a FULL stop (StopCompletely
// 0x00527e40: resets fwd/sidestep/turn COMMANDS, zeroes velocity,
// enqueues the A9 jump-snapshot node) — not a bare DoMotion(Ready).
StopCompletelyAtPhysicsObjectBoundary();
_activeInputTurnCommand = null;
_activeInputTurnSpeed = 0f;
_activeInputTurnFromMouse = false;
_activeInputSidestepCommand = null;
_activeInputSidestepUsesRunHold = false;
_mouseLookActive = false;
_mouseTurnSamplePending = false;
_mouseTurnAdjustment = 0f;
_mouseMovementEventCandidate = false;
_mouseMovementEventPending = false;
// R5-V3 (#171): retail teleport_hook (0x00514ed0) — PositionManager::
// UnStick (@0x00514eee) right after the moveto cancel: a teleport
// tears down any active stick. (StopInterpolating/UnConstrain have no
// armed acdream counterparts — no local-player InterpolationManager,
// constraint leash unarmed per #167.)
PositionManager?.UnStick();
// Reset the edge tracker: the stop wiped the motion state, so keys
// still physically held must re-fire as press edges on the next
// Update (matches the pre-W6 level-triggered behavior of walking
// straight out of a teleport while W stays held).
_prevForwardHeld = false;
_prevBackwardHeld = false;
_prevStrafeLeftHeld = false;
_prevStrafeRightHeld = false;
_prevTurnLeftHeld = false;
_prevTurnRightHeld = false;
_prevRunHeld = false;
_hasInputSnapshot = false;
// Reset physics clock so any subsequent update_object calls start fresh.
_body.LastUpdateTime = 0.0;
_physicsAccum = 0f;
_pendingAnimationRootMotion = Vector3.Zero;
}
///
/// Retail SmartBox::BlipPlayer (0x00453940): apply a server
/// FORCE_POSITION correction through CPhysicsObj::SetPositionSimple
/// without the teleport hook. Active motion, velocity, contact state, and
/// PositionManager stick relationships deliberately survive the blip.
///
public void BlipPosition(Vector3 pos, uint cellId, Vector3 cellLocal)
{
_body.SnapToCell(cellId, pos, cellLocal);
_prevPhysicsPos = pos;
_currPhysicsPos = pos;
_pendingAnimationRootMotion = Vector3.Zero;
UpdateCellId(_body.CellPosition.ObjCellId, "force-position");
}
private Vector3 ComputeRenderPosition()
{
float alpha = Math.Clamp(_physicsAccum / PhysicsBody.MinQuantum, 0f, 1f);
return Vector3.Lerp(_prevPhysicsPos, _currPhysicsPos, alpha);
}
///
/// Retail Hidden slice of CPhysicsObj::UpdatePositionInternal
/// (0x00512C30). Input, PartArray root motion, and physics integration are
/// skipped, while PositionManager composition and the manager tail remain
/// live. A composed offset still commits through CTransition so cell
/// membership and contact state cannot become stale behind the hidden mesh.
///
public MovementResult TickHidden(float dt)
{
_simTimeSeconds += dt;
_physicsAccum = 0f;
_pendingAnimationRootMotion = Vector3.Zero;
Vector3 previousPosition = _body.Position;
bool previousContact = _body.InContact;
bool previousOnWalkable = _body.OnWalkable;
if (PositionManager is { } manager)
{
var delta = new AcDream.Core.Physics.Motion.MotionDeltaFrame();
manager.AdjustOffset(delta, dt);
if (delta.Origin != Vector3.Zero)
_body.Position += Vector3.Transform(delta.Origin, _body.Orientation);
if (!delta.Orientation.IsIdentity)
{
Yaw = AcDream.Core.Physics.Motion.MoveToMath.YawFromHeading(
AcDream.Core.Physics.Motion.MoveToMath.HeadingFromYaw(Yaw)
+ delta.GetHeading());
_body.Orientation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
Yaw - MathF.PI / 2f);
}
}
if (_body.Position != previousPosition && CellId != 0 && _physics.LandblockCount > 0)
{
ResolveResult resolved = _physics.ResolveWithTransition(
previousPosition,
_body.Position,
CellId,
sphereRadius: 0.48f,
sphereHeight: 1.835f,
stepUpHeight: StepUpHeight,
stepDownHeight: StepDownHeight,
isOnGround: previousOnWalkable,
body: _body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: LocalEntityId);
_body.CommitTransitionPosition(resolved.CellId, resolved.Position);
PhysicsObjUpdate.CommitSetPositionTransition(
_body,
resolved.InContact,
resolved.OnWalkable,
resolved.CollisionNormalValid,
resolved.CollisionNormal,
previousContact,
previousOnWalkable,
Movement.HitGround,
_motion.LeaveGround);
UpdateCellId(resolved.CellId, "hidden-position-manager");
}
Movement.UseTime();
PositionManager?.UseTime();
_prevPhysicsPos = _body.Position;
_currPhysicsPos = _body.Position;
_wasAirborneLastFrame = !_body.OnWalkable;
return new MovementResult(
Position: _body.Position,
RenderPosition: _body.Position,
CellId: CellId,
IsOnGround: _body.OnWalkable,
MotionStateChanged: false,
ForwardCommand: null,
SidestepCommand: null,
TurnCommand: null,
ForwardSpeed: null,
SidestepSpeed: null,
TurnSpeed: null,
CurrentStyle: _motion.RawState.CurrentStyle);
}
public MovementResult Update(float dt, MovementInput input)
{
_simTimeSeconds += dt;
// R4-V5: tick the verbatim MoveToManager at the slot the deleted
// DriveServerAutoWalk occupied — after inbound wire routing, before
// the input-driven motion sections. UseTime runs the retail per-tick
// moveto drivers (HandleMoveToPosition aux-turn steering + arrival +
// fail-distance / HandleTurnToHeading); the motions it dispatches
// land in InterpretedState through _DoMotion → DoInterpretedMotion,
// and sections 1/2 below turn that state into Yaw rotation + body
// velocity — the same per-frame apply user input gets. No
// synthesized input exists, so the outbound-packet pipeline sees no
// user motion and never builds a MoveToState mid-moveto (the #75
// invariant, now by construction). Provisional tick placement until
// R6 ports retail's UpdateObjectInternal ordering (r4-port-plan.md
// §3 placement decision). R5-V5: the facade relay
// (MovementManager::UseTime 0x005242f0 — moveto side only).
Movement.UseTime();
// R4-V5 wedge fix (2026-07-03 live door bug), retail's per-tick
// completion slot: CPartArray::HandleMovement — a tailcall chain to
// MotionTableManager::CheckForCompletedMotions (0x00517d60 →
// 0x0051bfd0) — runs every tick right AFTER MovementManager::UseTime
// in UpdateObjectInternal (@005159a4). It flushes pending_animations
// entries whose animations already ran out so their AnimationDone →
// MotionDone pops land each tick even when no op fired that frame.
// (apply_current_movement is NOT part of the per-tick order — its
// retail callers are all event-driven: hold-key toggles, HitGround/
// LeaveGround, ReportExhaustion.) Full tick ordering remains R6
// scope; the companion fix is StopCompletely's previously-missing
// StopCompletely_Internal animation dispatch (see
// MotionInterpreter.StopCompletely), whose completable entry this
// slot drains.
_motion.CheckForCompletedMotions?.Invoke();
// Portal-space guard: while teleporting, no input is processed and
// no physics is resolved. Return a zero-movement result so the caller
// can detect the frozen state (MotionStateChanged = false, no commands).
if (State == PlayerState.PortalSpace)
{
return new MovementResult(
Position: Position,
RenderPosition: RenderPosition,
CellId: CellId,
IsOnGround: _body.OnWalkable,
MotionStateChanged: false,
ForwardCommand: null,
SidestepCommand: null,
TurnCommand: null,
ForwardSpeed: null,
SidestepSpeed: null,
TurnSpeed: null,
CurrentStyle: _motion.RawState.CurrentStyle);
}
// ── R3-W6: EDGE-DRIVEN retail input (replaces the D6.2 per-frame
// RawMotionState rebuild — the level-triggered substitute for
// retail's edge-triggered CommandInterpreter). Each key EDGE fires
// DoMotion/StopMotion (0x00528d20/0x00528530) which mutate the
// interpreter's OWN RawState via ApplyMotion/RemoveMotion and
// dispatch through the funnel + DefaultSink — the SAME pipeline
// remotes use. The Shift edge is retail's set_hold_run
// (0x00528b70, caller 0x006b33ca shape: interrupt=true). RAW speeds
// stay 1.0 (apply_run_to_command applies the run rate — pre-scaling
// would double-scale; TS-22 unchanged). R4-V5: the ctor-default
// params carry retail's 0x1EE0F bitfield whose CancelMoveTo bit
// (0x8000) is SET — any key edge mid-moveto fires
// InterruptCurrentMovement → MoveTo.CancelMoveTo(ActionCancelled),
// the retail user-input cancel chain (TS-36 retired; set_hold_run's
// interrupt:true is the same chain for the Shift edge).
if (!_hasInputSnapshot)
{
// GameWindow supplies the configured default walk/run mode as a
// level, not a physical key edge. Seed that first snapshot without
// claiming movement control; a simultaneous directional edge below
// still takes control normally.
_hasInputSnapshot = true;
_prevRunHeld = input.Run;
_prevRunHold = input.Run;
_motion.set_hold_run(input.Run, interrupt: false);
}
bool motionEdgeFired = false;
bool movementEventRequested = false;
{
bool userInputEdge = input.Run != _prevRunHeld
|| input.Forward != _prevForwardHeld
|| input.Backward != _prevBackwardHeld
|| input.StrafeLeft != _prevStrafeLeftHeld
|| input.StrafeRight != _prevStrafeRightHeld
|| input.TurnLeft != _prevTurnLeftHeld
|| input.TurnRight != _prevTurnRightHeld;
if (userInputEdge)
TakeControlFromServer();
var p = new AcDream.Core.Physics.Motion.MovementParameters();
// Shift/run edge FIRST — retail's set_hold_run re-applies
// movement, so the hold-key state is current before any
// same-frame directional dispatch.
if (input.Run != _prevRunHeld)
{
_motion.set_hold_run(input.Run, interrupt: true);
motionEdgeFired = true;
}
// Forward channel (W / S share one raw channel — retail
// RawMotionState.ApplyMotion's forward-class switch). W wins on
// a same-frame double-press; releasing one key while the
// opposite is still held re-issues the survivor (equivalent to
// the old level-triggered build, which always reflected the
// currently-held set).
if (input.Forward && !_prevForwardHeld)
{ DoMotionAtPhysicsObjectBoundary(MotionCommand.WalkForward, p); motionEdgeFired = true; }
else if (input.Backward && !_prevBackwardHeld && !input.Forward)
{ DoMotionAtPhysicsObjectBoundary(MotionCommand.WalkBackward, p); motionEdgeFired = true; }
if (!input.Forward && _prevForwardHeld)
{
if (input.Backward)
DoMotionAtPhysicsObjectBoundary(MotionCommand.WalkBackward, p);
else
StopMotionAtPhysicsObjectBoundary(MotionCommand.WalkForward, p);
motionEdgeFired = true;
}
else if (!input.Backward && _prevBackwardHeld && !input.Forward)
{ StopMotionAtPhysicsObjectBoundary(MotionCommand.WalkBackward, p); motionEdgeFired = true; }
// Sidestep channel. CameraInstantMouseLook remaps held keyboard
// TurnLeft/TurnRight into this channel while MMB is active.
(uint? desiredSidestep, bool sidestepUsesRunHold) =
DesiredInputSidestep(input, _mouseLookActive);
if (ApplyInputSidestep(desiredSidestep, sidestepUsesRunHold))
motionEdgeFired = true;
// Everything above is an ordinary input edge and therefore owns
// an immediate SendMovementEvent. Mouse-origin turn updates below
// deliberately do not: CameraSet reports them on its separate
// half-second cadence.
movementEventRequested = motionEdgeFired;
// Turn channel. Retail CameraSet::Rotate (0x00458310) feeds mouse
// input through CommandInterpreter::MovePlayer as TurnLeft /
// TurnRight, so character yaw, physics orientation, raw wire state,
// and ACE authority all share this one MotionInterpreter owner.
bool keyboardTurnEdge = input.TurnRight != _prevTurnRightHeld
|| input.TurnLeft != _prevTurnLeftHeld;
if (keyboardTurnEdge)
movementEventRequested = true;
uint? desiredTurnCommand = _mouseLookActive
? null
: input.TurnRight
? MotionCommand.TurnRight
: input.TurnLeft
? MotionCommand.TurnLeft
: null;
float desiredTurnSpeed = 1f;
bool desiredTurnFromMouse = false;
if (_mouseLookActive && _mouseTurnSamplePending)
{
float adjustment = _mouseTurnAdjustment;
_mouseTurnSamplePending = false;
_mouseTurnAdjustment = 0f;
if (MathF.Abs(adjustment) >= MouseTurnDeadZone)
{
desiredTurnCommand = adjustment < 0f
? MotionCommand.TurnRight
: MotionCommand.TurnLeft;
desiredTurnSpeed = MathF.Min(
MathF.Abs(adjustment) * MouseTurnSpeedScale,
MouseTurnMaximumSpeed);
desiredTurnFromMouse = true;
}
}
else if (_mouseLookActive && _activeInputTurnFromMouse)
{
// Eventless render frames do not synthesize a zero. Preserve
// the last Rotate motion until the delayed retail idle handler
// explicitly calls StopMouseDrift.
desiredTurnCommand = _activeInputTurnCommand;
desiredTurnSpeed = _activeInputTurnSpeed;
desiredTurnFromMouse = true;
}
if (ApplyInputTurn(
desiredTurnCommand,
desiredTurnSpeed,
desiredTurnFromMouse))
motionEdgeFired = true;
// Retail stores last_move_was_autonomous = 1 at the CPhysicsObj
// INPUT boundary — CPhysicsObj::DoMotion @00510030 /
// CPhysicsObj::StopMotion @005100e0 (per call, before routing
// to MovementManager) and CommandInterpreter::
// TakeControlFromServer @006b32f4. The MoveToManager's
// _DoMotion goes through CMotionInterp internals and NEVER
// touches the flag; the wire unpack path stores the wire byte
// (P1, 00509730). This edge block IS acdream's input boundary,
// so an edge firing is exactly retail's store site. The flag
// routes the per-tick pump's A3 dual dispatch (raw for
// input-driven motion, interpreted for server/manager-driven).
if (motionEdgeFired)
{
_body.LastMoveWasAutonomous = true;
_controlledByServer = false;
}
}
_prevForwardHeld = input.Forward;
_prevBackwardHeld = input.Backward;
_prevStrafeLeftHeld = input.StrafeLeft;
_prevStrafeRightHeld = input.StrafeRight;
_prevTurnLeftHeld = input.TurnLeft;
_prevTurnRightHeld = input.TurnRight;
_prevRunHeld = input.Run;
// Retail input reaches MotionTableManager before this object's
// CPartArray update. Advance only after the edge dispatch above so a
// Ready-to-Walk/Run link contributes its authored displacement on the
// same object tick. Sub-quantum render frames accumulate until the
// 30 Hz physics gate consumes them below.
bool hasAnimationRootMotion = _advanceAnimationRootMotion is not null;
if (_advanceAnimationRootMotion is { } advanceRootMotion)
{
Vector3 rootDelta = advanceRootMotion(dt);
if (_body.OnWalkable)
_pendingAnimationRootMotion += rootDelta * ObjectScale;
else
_pendingAnimationRootMotion = Vector3.Zero;
}
// ── 1. Apply turning from keyboard + mouse ────────────────────────────
// 2026-05-16 — retail-faithful turn rate.
// Anchor: docs/research/named-retail/acclient_2013_pseudo_c.txt
// - CMotionInterp::apply_run_to_command 0x00527be0
// multiplies turn_speed by run_turn_factor (1.5) under
// HoldKey.Run on TurnRight/TurnLeft commands.
// - Base rate ±π/2 rad/s comes from add_motion 0x005224b0
// with HasOmega-cleared MotionData fallback.
// Effective: walking ≈ 90°/s, running ≈ 135°/s.
// Previously: WalkAnimSpeed*0.5 ≈ 89.4°/s — coincidentally
// close to retail walking but no run differentiation.
// D6.2: local keyboard turn rate now comes from the interpreted turn
// state (adjust_motion normalized TurnLeft→TurnRight with sign +
// apply_run_to_command ×RunTurnFactor when running). omega.Z =
// BaseTurnRateRadPerSec × turn_speed — the same π/2 formula the remote
// path uses (GameWindow ObservedOmega seed). Numerically identical to the
// former TurnRateFor(input.Run); AP-9 (π/2 base rate) is unchanged.
// R4-V5: runs during a moveto too — the manager's aux-turn steering
// and TurnToHeading nodes dispatch TurnRight/TurnLeft through
// _DoMotion into the SAME interpreted turn state, so this one
// integrator rotates the player for both input and moveto turns.
// Mouse-origin turns now enter the same interpreted turn state above.
// Packet cadence is carried separately by ShouldSendMovementEvent, so
// local mouse sampling cannot flood MoveToState.
if (_motion.InterpretedState.TurnCommand == MotionCommand.TurnRight)
{
Yaw -= (MathF.PI / 2.0f) // BaseTurnRateRadPerSec (AP-9), ex-RemoteMoveToDriver
* _motion.InterpretedState.TurnSpeed * dt;
}
// Wrap yaw to [-PI, PI] so it doesn't grow unbounded.
while (Yaw > MathF.PI) Yaw -= 2f * MathF.PI;
while (Yaw < -MathF.PI) Yaw += 2f * MathF.PI;
// Sync the body's orientation quaternion with our Yaw (rotation about Z).
// Convention: Yaw=0 faces +X. Local body +Y is "forward", so we rotate
// by (Yaw - PI/2) about Z to map local +Y → world (cos Yaw, sin Yaw, 0).
_body.Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, Yaw - MathF.PI / 2f);
// ── 2. Install grounded movement source ───────────────────────────────
// Retail CPhysicsObj::UpdatePositionInternal @ 0x00512C30 advances the
// PartArray into one local Frame. Ordinary grounded movement is that
// animation-authored displacement, not get_state_velocity(). The
// latter remains the explicit fallback for headless/test controllers
// that have no attached animation runtime and for jump launch below.
if (_body.OnWalkable)
{
float savedWorldVz = _body.Velocity.Z;
if (hasAnimationRootMotion)
{
// Do not let m_velocityVector move the body a second time.
// The pending animation delta is composed with the
// PositionManager below and swept through the normal collision
// path in the same physics quantum.
_body.Velocity = new Vector3(0f, 0f, savedWorldVz);
}
else
{
var stateVel = _motion.get_state_velocity();
// Preserve LastMoveWasAutonomous: retail stores it at motion
// event boundaries, never at this per-tick fallback write.
_body.set_local_velocity(
new Vector3(stateVel.X, stateVel.Y, savedWorldVz),
autonomous: _body.LastMoveWasAutonomous);
}
}
// ── 3. Jump (charged) ─────────────────────────────────────────────────
// Hold spacebar to charge (0→1 over JumpChargeRate seconds).
// Release to execute: jump(extent) validates + sets JumpExtent,
// then LeaveGround() applies the scaled velocity via GetLeaveGroundVelocity.
float? outJumpExtent = null;
Vector3? outJumpVelocity = null;
if (input.Jump && _body.OnWalkable)
{
// Spacebar held and on the ground — accumulate charge.
if (!_jumpCharging)
{
_jumpCharging = true;
_jumpExtent = 0f;
// R3-W6 (map R1): retail's charge_jump fires at charge
// START (SmartBox/input boundary 0x0056afac) — the ONLY
// place StandingLongJump arms (grounded + Ready + no
// sidestep/turn). Never called by production code before
// this line despite the W3 port.
_motion.ChargeJump();
}
float chargeRate = _motion.InterpretedState.CurrentStyle
== AcDream.Core.Combat.CombatInputPlanner.DualWieldCombatStyle
? DualWieldJumpChargeRate
: JumpChargeRate;
_jumpExtent = MathF.Min(_jumpExtent + dt * chargeRate, 1.0f);
}
else if (_jumpCharging)
{
// Spacebar released (or left ground during charge) — fire jump.
var jumpResult = _motion.jump(_jumpExtent);
if (jumpResult == WeenieError.None)
{
// R3-W4 (J7): the manual LeaveGround call is DELETED —
// jump() clears OnWalkable, and the SAME frame's
// grounded→airborne edge (section 5's transition detection)
// fires _motion.LeaveGround() exactly where retail's
// transition sweep does. Capture jump_v_z NOW: the edge's
// LeaveGround resets JumpExtent to 0 later this frame.
float jumpVz = _motion.GetJumpVZ();
outJumpExtent = _jumpExtent;
// D6.2: get_state_velocity() is now correct for all directions
// (apply_raw_movement normalized backward/strafe above), so the
// jump-launch velocity is get_state_velocity() + the vertical jump
// component. Retires the duplicated hand-mirrored formulas that
// existed only until adjust_motion was ported (register TS-22).
var jumpVel = _motion.get_state_velocity();
outJumpVelocity = new Vector3(jumpVel.X, jumpVel.Y, jumpVz);
// Local-prediction fix: LeaveGround above wrote (0, 0, jumpZ)
// to the body for backward/strafe-left (same get_state_velocity
// zero-for-non-canonical-motion bug as on the wire side).
// Push the corrected body-local velocity back so the local
// client renders the jump in the same world direction the
// server is broadcasting to observers. Same vector we just
// sent in JumpAction — local + remote stay in sync.
_body.set_local_velocity(outJumpVelocity.Value, autonomous: true);
}
_jumpCharging = false;
_jumpExtent = 0f;
}
// ── 4. Integrate physics (gravity, friction, sub-stepping) ────────────
//
// L.5 retail-physics-tick gate (2026-04-30): retail's CPhysicsObj::
// update_object skips integration when accumulated dt is below
// MinQuantum (1/30 s). Effective physics rate is 30 Hz even at 60+ Hz
// render. We accumulate per-frame dt and only integrate (with the
// accumulated dt) when the threshold is reached. See _physicsAccum
// declaration for the full retail trace evidence.
var preIntegratePos = _body.Position;
bool physicsTickRan = false;
float lastTickDt = 0f; // the dt actually integrated this frame (for cached_velocity)
Vector3 oldTickEndPos = _currPhysicsPos;
_physicsAccum += dt;
if (_physicsAccum > PhysicsBody.HugeQuantum)
{
// Stale frame (debugger break, GC pause). Discard accumulated dt.
_physicsAccum = 0f;
_pendingAnimationRootMotion = Vector3.Zero;
_prevPhysicsPos = _body.Position;
_currPhysicsPos = _body.Position;
}
else if (_physicsAccum >= PhysicsBody.MinQuantum)
{
// Integrate accumulated dt, clamped to MaxQuantum so a long
// pause doesn't produce one giant integration step.
float tickDt = MathF.Min(_physicsAccum, PhysicsBody.MaxQuantum);
lastTickDt = tickDt;
// R5-V3 (#171): retail UpdatePositionInternal (0x00512c30) —
// PositionManager::adjust_offset (@0x00512d0e) composes the
// sticky steer into this quantum's motion BEFORE
// UpdatePhysicsInternal, so the transition sweep below resolves
// it like any other movement (preIntegratePos was captured
// above). The delta's Origin is mover-LOCAL (rotate out by the
// body orientation); the heading is RELATIVE and writes Yaw —
// the authoritative facing the body quaternion is re-derived
// from every frame (a quaternion-only write would be clobbered).
// Seed the SAME frame that PositionManager receives. Retail's
// Sticky interpolation deliberately replaces PartArray root
// displacement rather than adding a second movement source.
var pmDelta = new AcDream.Core.Physics.Motion.MotionDeltaFrame();
if (hasAnimationRootMotion && _body.OnWalkable)
pmDelta.Origin = _pendingAnimationRootMotion;
_pendingAnimationRootMotion = Vector3.Zero;
PositionManager?.AdjustOffset(pmDelta, tickDt);
if (pmDelta.Origin != Vector3.Zero)
_body.Position += Vector3.Transform(pmDelta.Origin, _body.Orientation);
if (!pmDelta.Orientation.IsIdentity)
Yaw = AcDream.Core.Physics.Motion.MoveToMath.YawFromHeading(
AcDream.Core.Physics.Motion.MoveToMath.HeadingFromYaw(Yaw)
+ pmDelta.GetHeading());
_body.calc_acceleration();
_body.UpdatePhysicsInternal(tickDt);
_physicsAccum -= tickDt;
physicsTickRan = true;
}
// Else: dt below MinQuantum threshold — skip integration. Position
// and velocity remain unchanged; Resolve below runs as a zero-distance
// sphere sweep (no collision possible) and the rest of the frame
// (motion commands, animation, return) runs normally.
var postIntegratePos = _body.Position;
// retail UpdateObjectInternal (pc:283657): the transition + handle_all_collisions are
// reached ONLY when the integrated candidate actually MOVED off m_position. This gate
// is load-bearing for the #182 bleed: after fsf>1 zeros a blocked jump's velocity, the
// next frame integrates zero motion (velMag2==0 → no position step, just v += gravity),
// so the candidate hasn't moved yet — handle_all_collisions MUST be skipped that frame
// or it re-zeros the gravity velocity and the body re-wedges instead of falling off.
bool candidateMoved = postIntegratePos != preIntegratePos;
// ── 5. Collision resolution via CTransition sphere-sweep ─────────────
// The Transition system subdivides the movement from pre→post into
// sphere-radius steps, testing terrain collision at each step.
// Falls back to simple Z-snap if transition fails.
var resolveResult = _physics.ResolveWithTransition(
preIntegratePos, postIntegratePos, CellId,
sphereRadius: 0.48f, // human Setup 0x02000001 sphere radius (dat: 0.480)
// #137 window climb (2026-07-06): sphereHeight is the CAPSULE TOP
// (InitPath places the head sphere center at height − radius). The
// dat human Setup 0x02000001 has Spheres[1].Origin.Z = 1.350
// (top 1.830) and Height = 1.835 — retail collides with that
// sphere list verbatim (CPhysicsObj::transition 0x00512dc0 →
// init_sphere(GetNumSphere, GetSphere, scale)). The old 1.2f put
// the head sphere center at 0.72 — the top 0.63 m of the
// character had NO collision, letting the player climb into a
// 1.3 m window alcove head-through-lintel. Register TS-46.
sphereHeight: 1.835f,
stepUpHeight: StepUpHeight,
stepDownHeight: StepDownHeight, // L.2.3a: from Setup.StepDownHeight
isOnGround: _body.OnWalkable,
body: _body, // persist ContactPlane across frames for slope tracking
// L.2c 2026-04-30: retail PhysicsGlobals.DefaultState includes
// EdgeSlide, and PhysicsObj.get_object_info copies that bit into
// OBJECTINFO. Keep it explicit here so edge/cliff handling runs
// under the same flag profile as retail player movement.
//
// Commit C 2026-04-29 — local player is always IsPlayer.
// The PK/PKLite/Impenetrable bits come from PlayerDescription's
// PlayerKillerStatus property; not yet parsed (non-PK pair → walks
// through other non-PK players, which is retail's default for
// ACE's character creation defaults too).
moverFlags: AcDream.Core.Physics.ObjectInfoState.IsPlayer
| AcDream.Core.Physics.ObjectInfoState.EdgeSlide,
// Fix #42: skip self in FindObjCollisions. Wired by GameWindow
// when the local player entity spawns (or stays 0 in tests, in
// which case there's no registered ShadowEntry to collide with
// anyway).
movingEntityId: LocalEntityId);
// L.4-diag (2026-04-30): trace position transitions so we can see
// whether the body is actually moving frame-to-frame on the steep
// roof, or whether it's frozen at the impact point.
if (AcDream.Core.Physics.PhysicsDiagnostics.DumpSteepRoofEnabled
&& resolveResult.CollisionNormalValid)
{
Console.WriteLine(
$"[steep-roof] FRAME pre=({preIntegratePos.X:F2},{preIntegratePos.Y:F2},{preIntegratePos.Z:F2}) " +
$"post=({postIntegratePos.X:F2},{postIntegratePos.Y:F2},{postIntegratePos.Z:F2}) " +
$"resolved=({resolveResult.Position.X:F2},{resolveResult.Position.Y:F2},{resolveResult.Position.Z:F2}) " +
$"isOnGround={resolveResult.IsOnGround}");
}
// ── Apply the resolve: retail UpdateObjectInternal (0x005156b0) →
// SetPositionInternal (0x00515330) → handle_all_collisions (0x00514780).
// #182 verbatim rebuild: this REPLACES the ad-hoc airborne-only bounce with the
// frames_stationary_fall-driven velocity model — the airborne-stuck bleed
// (fsf>1 → velocity zeroed) that lets a blocked jump fall/glide off a monster crowd.
// cached_velocity = realized displacement / dt (retail's SEPARATE reporting/DR value,
// pc:005158cb-5158ff; not fed back into the integrator velocity).
_body.CachedVelocity = (candidateMoved && physicsTickRan && lastTickDt > 0f)
? (resolveResult.Position - preIntegratePos) / lastTickDt
: Vector3.Zero;
// Capture prev contact/walkable BEFORE committing the new state — retail
// SetPositionInternal reads transient_state at entry for handle_all_collisions' args.
bool prevContact = _body.InContact;
bool prevOnWalkable = _body.OnWalkable;
_body.CommitTransitionPosition(resolveResult.CellId, resolveResult.Position);
if (physicsTickRan)
{
_prevPhysicsPos = oldTickEndPos;
_currPhysicsPos = _body.Position;
// R5-V3 (#171): retail UpdateObjectInternal TAIL — PositionManager::
// UseTime (@0x005159b3) runs AFTER the quantum's integration
// (whose head hosts adjust_offset) and only on frames where a
// physics quantum executed (retail's update_object MinQuantum
// gate skips the whole UpdateObjectInternal).
PositionManager?.UseTime();
}
// SetPositionInternal contact determination (pc:283468-510). acdream's resolver
// reports IsOnGround even during an UPWARD jump (it always step-downs), so the
// contact-plane intent stays gated by Velocity.Z<=0 (documented adaptation AD-25): a
// jump stays airborne until it descends. Determined BEFORE handle_all_collisions so the
// landing state is committed before any reflect — this ordering plus the ungated
// small-velocity-zero (Slice 1a) is what retires AD-25's micro-bounce death spiral
// (the old code reflected FIRST, so the reflected +Z defeated the landing gate).
bool justLanded = false;
if (resolveResult.IsOnGround && _body.Velocity.Z <= 0f)
{
bool wasAirborne = !_body.OnWalkable;
_body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
_body.calc_acceleration();
// Stop the fall on landing (retail settles the into-ground component via
// calc_friction next frame; the hand-zero avoids a one-frame floor dip and makes
// handle_all_collisions' landing reflect a no-op — dot(v,n)=0).
if (_body.Velocity.Z < 0f)
_body.Velocity = new Vector3(_body.Velocity.X, _body.Velocity.Y, 0f);
if (wasAirborne)
{
// R4-V5 → R5-V5: retail order — minterp then moveto
// (MovementManager::HitGround 0x00524300). Re-arms a moveto suspended by the
// airborne UseTime contact gate. LeaveGround has NO moveto side (§2e).
Movement.HitGround();
justLanded = true;
}
}
else
{
// Airborne: jumping up (IsOnGround but v.z>0) OR no ground found.
_body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
_body.calc_acceleration();
}
// handle_all_collisions (0x00514780): reflect the into-surface velocity (fsf≤1) or
// ZERO it entirely (fsf>1 — THE airborne-stuck fix). The Stationary* bit round-trip is
// owned by the Core resolve writeback. Restores retail's should_reflect rule; on a
// landing the Velocity.Z hand-zero above makes the reflect a no-op (no micro-bounce).
// Gated on candidateMoved (retail SetPositionInternal is only reached when the candidate
// moved) so a no-move frame doesn't re-zero the gravity velocity rebuilding after a bleed.
if (candidateMoved)
{
PhysicsObjUpdate.HandleAllCollisions(
_body,
resolveResult.CollisionNormalValid, resolveResult.CollisionNormal,
prevContact, prevOnWalkable, nowOnWalkable: _body.OnWalkable);
}
// R3-W4 (J7/J8): the grounded→airborne EDGE fires retail's LeaveGround (0x00528b00) —
// jump launches and walk-off-a-ledge both route here. The landing branch above fires
// HitGround on the opposite edge.
if (!_body.OnWalkable && !_wasAirborneLastFrame)
_motion.LeaveGround();
_wasAirborneLastFrame = !_body.OnWalkable;
UpdateCellId(resolveResult.CellId, "resolver");
// ── 6. Determine outbound motion commands ─────────────────────────────
uint? outForwardCmd = null;
float? outForwardSpeed = null;
uint? outSidestepCmd = null;
float? outSidestepSpeed = null;
uint? outTurnCmd = null;
float? outTurnSpeed = null;
// Retail-faithful wire commands — the wire carries the RAW motion state:
// - Forward (walk): WalkForward @ 1.0
// - Forward (run): WalkForward @ 1.0 + HoldKey.Run
// - Backward: WalkBackward @ 1.0
// D6.2b (echo-test 2026-07-01): ACE RECOMPUTES the broadcast run speed
// from the character's run skill and auto-upgrades WalkForward+HoldKey.Run
// → RunForward for observers. Sending the raw forward_speed=1.0 (omitted by
// default-difference packing) still broadcasts RunForward @ runRate — a
// retail observer saw +Acdream run at full pace.
// R3-W6: the LOCAL animation no longer needs a separate
// LocalAnimationCommand — the walk→run promotion happens inside the
// ported machinery (apply_raw_movement → apply_run_to_command
// promotes WalkForward+HoldKey.Run → RunForward @ my_run_rate on the
// interpreted side, which the DefaultSink dispatch plays).
// NOTE (R7 scope): the wire values below stay derived from input —
// the L.2b-verified byte stream is untouched; sourcing them from
// _motion.RawState needs the cdb CommandInterpreter-boundary capture
// the W6 map's §2b TODO flags, and R7 owns outbound anyway.
if (input.Forward)
{
outForwardCmd = MotionCommand.WalkForward;
outForwardSpeed = 1.0f; // RAW — ACE recomputes the broadcast speed
}
else if (input.Backward)
{
outForwardCmd = MotionCommand.WalkBackward;
outForwardSpeed = 1.0f;
}
// Source the outbound axis from the canonical input-owned raw channel.
// CameraInstantMouseLook maps keyboard TurnLeft/TurnRight into this
// same channel, so reconstructing it from only physical strafe keys
// would send ACE an idle sidestep while the local body moved.
if (_activeInputSidestepCommand is { } activeInputSidestep)
{
outSidestepCmd = activeInputSidestep;
outSidestepSpeed = _motion.RawState.SidestepSpeed;
}
// Turn commands come from the current user-owned turn channel. This is
// keyboard A/D or CameraSet's transient mouse-origin turn, never a
// server-owned MoveTo turn. The raw speed is the exact value passed to
// MotionInterpreter before hold-run adjustment.
if (_activeInputTurnCommand is { } activeInputTurn)
{
outTurnCmd = activeInputTurn;
outTurnSpeed = _activeInputTurnSpeed;
}
// ── 7. Detect motion state change ─────────────────────────────────────
// ForwardCommand can stay WalkForward while only the run-hold bit changes
// (walk W held, then Shift → run). Since D6.2b the wire forward_speed is
// always the RAW 1.0 (ACE recomputes the broadcast run speed), so the
// walk↔run toggle is detected via the HoldKey (runHold) and the
// LocalAnimationCommand change (Walk↔Run cycle), NOT via forward_speed. A
// fresh MoveToState on that toggle lets ACE's BroadcastMovement re-pick
// WalkForward vs RunForward (via HoldKey) and recompute the run speed for
// observers. The forward_speed comparison below is retained (harmless — it
// never fires now that forward_speed is constant) for defensiveness.
bool runHold = input.Run;
// R3-W6: the localAnimCmd leg is deleted with the synthesis layer;
// motionEdgeFired (any DoMotion/StopMotion/set_hold_run edge this
// frame) is OR-ed in — by construction an edge IS a state change
// (retail dispatches only on edges), keeping the wire cadence
// identical to the old output-comparison.
bool changed = outForwardCmd != _prevForwardCmd
|| outSidestepCmd != _prevSidestepCmd
|| outTurnCmd != _prevTurnCmd
|| !FloatsEqual(outForwardSpeed, _prevForwardSpeed)
|| runHold != _prevRunHold
|| motionEdgeFired;
bool mouseMovementEventDue = _mouseMovementEventPending
|| (_mouseMovementEventCandidate
&& _simTimeSeconds > _lastMouseMovementEventTime + MouseMovementEventInterval);
_mouseMovementEventCandidate = false;
if (mouseMovementEventDue)
_mouseMovementEventPending = true;
bool shouldSendMovementEvent = movementEventRequested || mouseMovementEventDue;
_prevForwardCmd = outForwardCmd;
_prevSidestepCmd = outSidestepCmd;
_prevTurnCmd = outTurnCmd;
_prevForwardSpeed = outForwardSpeed;
_prevRunHold = runHold;
static bool FloatsEqual(float? a, float? b)
{
if (a.HasValue != b.HasValue) return false;
if (!a.HasValue || !b.HasValue) return true;
return System.Math.Abs(a.Value - b.Value) < 1e-4f;
}
// R3-W6: the K-fix5 LocalAnimationSpeed synthesis is DELETED — the
// run pacing now comes from the ported machinery itself
// (apply_run_to_command scales the interpreted speed by my_run_rate;
// the DefaultSink dispatch plays the cycle at that speed — the same
// source remotes use).
// R4-V5: the #69 auto-walk turn-cycle edge synthesizer is DELETED —
// the MoveToManager's own aux-turn steering and TurnToHeading nodes
// dispatch TurnRight/TurnLeft through _DoMotion (the retail
// mechanism), so turn cycles during a moveto come from the same
// pipeline as everything else.
return new MovementResult(
Position: Position,
RenderPosition: RenderPosition,
CellId: CellId,
IsOnGround: _body.OnWalkable,
MotionStateChanged: changed,
ForwardCommand: outForwardCmd,
SidestepCommand: outSidestepCmd,
TurnCommand: outTurnCmd,
ForwardSpeed: outForwardSpeed,
SidestepSpeed: outSidestepSpeed,
TurnSpeed: outTurnSpeed,
// CurrentHoldKey is a level independent of active axes; every
// active ordinary axis inherits it during wire projection. This
// preserves idle run/walk toggles as well as strafe/backward run.
IsRunning: input.Run,
JustLanded: justLanded,
JumpExtent: outJumpExtent,
JumpVelocity: outJumpVelocity,
ShouldSendMovementEvent: shouldSendMovementEvent,
TurnUsesRunHold: _activeInputTurnFromMouse && outTurnCmd.HasValue,
SidestepUsesRunHold: _activeInputSidestepUsesRunHold
&& outSidestepCmd.HasValue,
IsMouseLookMovementEvent: mouseMovementEventDue,
CurrentStyle: _motion.RawState.CurrentStyle);
}
///
/// Retail Frame::is_equal (0x00424C30) compares both the origin
/// and all four quaternion components with a 0.0002-unit epsilon. It does
/// not treat the mathematically equivalent q/-q pair as the
/// same stored frame.
///
private static bool ApproxFrameEqual(CellFrame a, CellFrame b)
{
const float Epsilon = 0.000199999995f;
return MathF.Abs(a.Origin.X - b.Origin.X) <= Epsilon
&& MathF.Abs(a.Origin.Y - b.Origin.Y) <= Epsilon
&& MathF.Abs(a.Origin.Z - b.Origin.Z) <= Epsilon
&& MathF.Abs(a.Orientation.W - b.Orientation.W) < Epsilon
&& MathF.Abs(a.Orientation.X - b.Orientation.X) < Epsilon
&& MathF.Abs(a.Orientation.Y - b.Orientation.Y) < Epsilon
&& MathF.Abs(a.Orientation.Z - b.Orientation.Z) < Epsilon;
}
///
/// 2026-05-16. Contact-plane-equality test for retail's
/// sub-interval AP gate. Retail's SendPositionEvent stores
/// last_sent_contact_plane and ShouldSendPositionEvent re-sends
/// during the sub-interval window if the plane has changed (e.g.,
/// player stepped onto stairs / a hill — same cell but different
/// contact normal). Tiny epsilon on normal + distance covers
/// floating-point noise from the physics integration.
///
private static bool ApproxPlaneEqual(
System.Numerics.Plane a, System.Numerics.Plane b)
{
const float Epsilon = 0.000199999995f;
return MathF.Abs(a.Normal.X - b.Normal.X) <= Epsilon
&& MathF.Abs(a.Normal.Y - b.Normal.Y) <= Epsilon
&& MathF.Abs(a.Normal.Z - b.Normal.Z) <= Epsilon
&& MathF.Abs(a.D - b.D) < Epsilon;
}
}