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);
///
/// 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,
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,
uint? LocalAnimationCommand = null, // which cycle to play on the local player (RunForward when running)
// 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.
float LocalAnimationSpeed = 1f,
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); // world-space launch velocity (sent in jump packet)
///
/// 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;
public float MouseTurnSensitivity { get; set; } = 0.003f;
///
/// 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;
///
/// 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 uint CellId { get; private set; }
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;
// Jump charge state.
private bool _jumpCharging;
private float _jumpExtent;
// K-fix6 (2026-04-26): retail's PowerBar charge constant for jump is
// not legible in the named decomp (the divisor was clobbered in
// GetPowerBarLevel's FPU stack reordering at FUN_0056ade0). 2.0/s
// (full charge in 0.5s) feels matches retail muscle memory better
// than the previous 1.0/s — a tap gives a noticeable hop, half-hold
// a meaningful jump, full-hold the maximum extent. The vertical
// velocity formula itself (height × 19.6 → vz) is unchanged and
// matches retail byte-for-byte; only the time-to-fill is faster.
private const float JumpChargeRate = 2.0f;
// 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.
private uint? _prevForwardCmd;
private uint? _prevSidestepCmd;
private uint? _prevTurnCmd;
private float? _prevForwardSpeed;
private bool _prevRunHold;
private uint? _prevLocalAnimCmd;
// Heartbeat timer.
private float _heartbeatAccum;
public const float HeartbeatInterval = 0.2f; // 200ms
public bool HeartbeatDue { get; private 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) which we don't
// parse yet; override via env vars:
// 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);
}
public void SetCharacterSkills(int runSkill, int jumpSkill)
{
_weenie.SetSkills(runSkill, jumpSkill);
}
///
/// 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;
}
///
/// Apply a server-echoed run rate (ForwardSpeed from UpdateMotion) to the
/// player's MotionInterpreter. The server broadcasts the real RunRate
/// derived from the character's Run skill; wiring it here ensures
/// get_state_velocity produces the correct speed instead of the default 1.0.
///
public void ApplyServerRunRate(float forwardSpeed)
{
_motion.InterpretedState.ForwardSpeed = forwardSpeed;
_motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
}
public void SetPosition(Vector3 pos, uint cellId)
{
_body.Position = pos;
CellId = cellId;
// Treat as grounded after a server-side position snap.
_body.TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
_body.Velocity = Vector3.Zero;
// Reset physics clock so any subsequent update_object calls start fresh.
_body.LastUpdateTime = 0.0;
}
public MovementResult Update(float dt, MovementInput input)
{
// 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,
CellId: CellId,
IsOnGround: _body.OnWalkable,
MotionStateChanged: false,
ForwardCommand: null,
SidestepCommand: null,
TurnCommand: null,
ForwardSpeed: null,
SidestepSpeed: null,
TurnSpeed: null);
}
// ── 1. Apply turning from keyboard + mouse ────────────────────────────
if (input.TurnRight)
Yaw -= MotionInterpreter.WalkAnimSpeed * 0.5f * dt; // ~90°/s
if (input.TurnLeft)
Yaw += MotionInterpreter.WalkAnimSpeed * 0.5f * dt;
Yaw -= input.MouseDeltaX * MouseTurnSensitivity;
// 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. Set velocity via MotionInterpreter state machine ───────────────
// Determine the dominant forward/backward command and speed.
uint forwardCmd;
float forwardCmdSpeed;
if (input.Forward)
{
forwardCmd = input.Run ? MotionCommand.RunForward : MotionCommand.WalkForward;
// When running, use the PlayerWeenie's RunRate as ForwardSpeed.
// The retail server computes this from Run skill + encumbrance and
// broadcasts it in UpdateMotion, but it doesn't echo to the sender.
// We compute locally using the same formula.
if (input.Run && _weenie.InqRunRate(out float runRate))
forwardCmdSpeed = runRate;
else
forwardCmdSpeed = 1.0f;
}
else if (input.Backward)
{
forwardCmd = MotionCommand.WalkBackward;
// K-fix3 (2026-04-26): backward also honors Run. Without
// this, holding X with Run=true (default) still produced
// walk-tier backward speed because forwardCmdSpeed was
// hardcoded to 1.0. Now scale by runRate the same way
// RunForward does.
if (input.Run && _weenie.InqRunRate(out float runRateBack))
forwardCmdSpeed = runRateBack;
else
forwardCmdSpeed = 1.0f;
}
else
{
forwardCmd = MotionCommand.Ready;
forwardCmdSpeed = 1.0f;
}
// Update interpreted motion state (needed for animation + server messages).
_motion.DoMotion(forwardCmd, forwardCmdSpeed);
// Sidestep.
if (input.StrafeRight)
_motion.DoInterpretedMotion(MotionCommand.SideStepRight, 1.0f, modifyInterpretedState: true);
else if (input.StrafeLeft)
_motion.DoInterpretedMotion(MotionCommand.SideStepLeft, 1.0f, modifyInterpretedState: true);
else
{
_motion.StopInterpretedMotion(MotionCommand.SideStepRight, modifyInterpretedState: true);
_motion.StopInterpretedMotion(MotionCommand.SideStepLeft, modifyInterpretedState: true);
}
// Only replace velocity with motion interpreter output when grounded.
// While airborne, the physics body's integrated velocity (from LeaveGround)
// persists — gravity pulls Z down, horizontal momentum is preserved.
// Retail AC works this way: you maintain momentum in the air.
if (_body.OnWalkable)
{
float savedWorldVz = _body.Velocity.Z;
var stateVel = _motion.get_state_velocity();
float localY = 0f;
float localX = 0f;
// K-fix3 (2026-04-26): unified run-multiplier for backward
// + strafe. Forward already scales correctly because it uses
// stateVel.Y (which the motion state machine fed runRate
// into via DoMotion). Backward + strafe bypass the state
// machine and hardcoded speed; previously they capped at
// walk speed regardless of Run, which made the ~2.4×
// forward-vs-back/strafe ratio feel wrong. Now both scale
// with the same runRate the forward branch uses.
float runMul = 1.0f;
if (input.Run && _weenie.InqRunRate(out float vrr))
runMul = vrr;
if (input.Forward)
localY = stateVel.Y;
else if (input.Backward)
localY = -(MotionInterpreter.WalkAnimSpeed * 0.65f * runMul);
// Strafe scales with the same runMul so sidestep matches
// the forward pace at run speed (retail uses speed=1.0 for
// SideStep + the same hold-key-driven run/walk multiplier).
if (input.StrafeRight)
localX = MotionInterpreter.SidestepAnimSpeed * runMul;
else if (input.StrafeLeft)
localX = -MotionInterpreter.SidestepAnimSpeed * runMul;
_body.set_local_velocity(new Vector3(localX, localY, savedWorldVz));
}
// ── 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 get_leave_ground_velocity.
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;
}
_jumpExtent = MathF.Min(_jumpExtent + dt * JumpChargeRate, 1.0f);
}
else if (_jumpCharging)
{
// Spacebar released (or left ground during charge) — fire jump.
var jumpResult = _motion.jump(_jumpExtent);
if (jumpResult == WeenieError.None)
{
_motion.LeaveGround();
outJumpExtent = _jumpExtent;
outJumpVelocity = _body.Velocity; // capture after LeaveGround applies it
}
_jumpCharging = false;
_jumpExtent = 0f;
}
// ── 4. Integrate physics (gravity, friction, sub-stepping) ────────────
var preIntegratePos = _body.Position;
_body.calc_acceleration();
_body.UpdatePhysicsInternal(dt);
var postIntegratePos = _body.Position;
// ── 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 player radius from Setup
sphereHeight: 1.2f, // human player height from Setup
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);
// 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 (Environment.GetEnvironmentVariable("ACDREAM_DUMP_STEEP_ROOF") == "1"
&& 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 resolved position.
_body.Position = resolveResult.Position;
// L.3a (2026-04-30): retail wall-bounce / velocity reflection.
//
// Retail's CPhysicsObj::handle_all_collisions runs after every
// SetPositionInternal. It reads the wall normal that the
// transition's slide computed and reflects the body's velocity:
//
// v_new = v - (1 + elasticity) * dot(v, n) * n
//
// This is what gives retail its "bouncy" feel — fast head-on
// jumps push the player back from the wall, glancing angles
// produce a small deflection. acdream's transition resolver
// SLID position correctly but never updated velocity, so the
// player kept driving into walls until the controller's input
// changed direction. Felt sticky / fragile.
//
// Suppression rule (apply_bounce): grounded movement on a wall
// SHOULDN'T bounce — sliding along a corridor is expected. Only
// airborne wall hits reflect. Mirrors retail's `var_10_1` guard
// and ACE PhysicsObj.cs:2656-2660 `apply_bounce`.
//
// Inelastic flag (spell projectiles, missiles) zeros velocity
// entirely instead of reflecting. The player never has it set.
//
// Sources:
// acclient_2013_pseudo_c.txt:282699-282715 (handle_all_collisions)
// acclient.h:2834 (INELASTIC_PS = 0x20000)
// ACE PhysicsObj.cs:2656-2721 (line-for-line port)
// PhysicsGlobals.DefaultElasticity = 0.05f, MaxElasticity = 0.1f
if (resolveResult.CollisionNormalValid)
{
bool prevOnWalkable = _body.OnWalkable;
bool nowOnWalkable = resolveResult.IsOnGround;
// apply_bounce: bounce ONLY when the body stays airborne both
// before and after this step. That is: jumping into a wall
// mid-flight, hitting a ceiling, etc. Specifically NOT:
//
// - prev grounded + now grounded → wall-slide along corridor
// (bounce would feel sticky on every wall touch).
// - prev airborne + now grounded → terrain landing
// (terrain normal is mostly +Z; reflecting downward velocity
// would push the body upward and prevent the landing snap
// from firing — player perpetually micro-bouncing on the
// floor instead of resting).
// - prev grounded + now airborne → walked off cliff
// (gravity should take over, not lateral bounce).
//
// Sledding mode reverts to retail's broader rule (bounce
// unless both grounded), since sledding intentionally bounces
// off ramps.
//
// This is more conservative than retail's strict
// `!(prev && now && !sledding)` rule — retail bounces on
// landing too, but at elasticity 0.05 the visual effect is
// imperceptible there. acdream's per-frame architecture
// amplifies the artifact (the post-reflection upward Z
// defeats the controller's `Velocity.Z <= 0` landing-snap
// gate), so we suppress it on landing to avoid the
// micro-bounce death spiral.
bool applyBounce = _body.State.HasFlag(PhysicsStateFlags.Sledding)
? !(prevOnWalkable && nowOnWalkable)
: (!prevOnWalkable && !nowOnWalkable);
// L.4-steep-landing-bounce (2026-04-30): also bounce on
// landing IF the contact surface is upward-facing but
// steeper than walkable (FloorZ ≈ 49°). Per retail and the
// user's expectation: jumping onto a steep roof should NOT
// result in a landing — the player should bounce off, keep
// the falling animation, and slide off.
//
// Without this: the L.3a base rule suppresses the bounce on
// landing transitions (prev air → now ground) to avoid
// micro-bounce on flat terrain, but that suppression also
// sticks the player to too-steep roofs they shouldn't land
// on. This carve-out re-enables the bounce specifically for
// steep upward-facing surfaces.
//
// Range `0 < N.Z < FloorZ` means "facing upward but too
// steep" — excludes walls (N.Z ≈ 0) which are handled by the
// existing prevAirborne+nowAirborne rule, and ceilings
// (N.Z < 0) which the body shouldn't bounce off the same way.
if (!applyBounce
&& resolveResult.CollisionNormalValid
&& resolveResult.CollisionNormal.Z > 0f
&& resolveResult.CollisionNormal.Z < PhysicsGlobals.FloorZ)
{
applyBounce = true;
}
// L.4-diag (2026-04-30): per-frame bounce trace for steep-roof bug.
bool diagSteep = Environment.GetEnvironmentVariable("ACDREAM_DUMP_STEEP_ROOF") == "1";
if (diagSteep && resolveResult.CollisionNormalValid)
{
var n0 = resolveResult.CollisionNormal;
var v0 = _body.Velocity;
Console.WriteLine(
$"[steep-roof] BOUNCE-CHECK applyBounce={applyBounce} " +
$"prevWalk={prevOnWalkable} nowWalk={nowOnWalkable} " +
$"N=({n0.X:F2},{n0.Y:F2},{n0.Z:F2}) FloorZ={PhysicsGlobals.FloorZ:F2} " +
$"V=({v0.X:F2},{v0.Y:F2},{v0.Z:F2}) " +
$"dot={Vector3.Dot(v0, n0):F3} " +
$"isOnGround={resolveResult.IsOnGround}");
}
if (applyBounce)
{
if (_body.State.HasFlag(PhysicsStateFlags.Inelastic))
{
// Full stop on impact. Spell projectiles / missiles.
_body.Velocity = Vector3.Zero;
}
else
{
var v = _body.Velocity;
var n = resolveResult.CollisionNormal;
float dotVN = Vector3.Dot(v, n);
if (dotVN < 0f)
{
// Reflect the into-wall component back out.
// Player elasticity is 0.05 → 105% of perpendicular
// velocity reflects (subtle bounce).
float k = -(dotVN * (_body.Elasticity + 1f));
_body.Velocity = v + n * k;
if (diagSteep)
{
var v1 = _body.Velocity;
Console.WriteLine(
$"[steep-roof] BOUNCE-APPLIED V_after=({v1.X:F2},{v1.Y:F2},{v1.Z:F2}) k={k:F3}");
}
}
}
}
}
bool justLanded = false;
if (resolveResult.IsOnGround)
{
if (_body.Velocity.Z <= 0f)
{
// Grounded — snap to resolved position and land.
bool wasAirborne = !_body.OnWalkable;
_body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
_body.calc_acceleration();
if (_body.Velocity.Z < 0f)
_body.Velocity = new Vector3(_body.Velocity.X, _body.Velocity.Y, 0f);
if (wasAirborne)
{
_motion.HitGround();
justLanded = true;
}
}
else
{
// Moving upward (jump) — stay airborne even though terrain is below.
_body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
_body.calc_acceleration();
}
}
else
{
// No ground found — airborne.
_body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
_body.calc_acceleration();
}
_wasAirborneLastFrame = !_body.OnWalkable;
CellId = resolveResult.CellId;
// ── 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. ACE's MovementData constructor only
// computes interpState.ForwardSpeed for WalkForward / WalkBackwards
// (Network/Motion/MovementData.cs:104-119) — for any other command
// the else-branch passes through without setting speed, so observers
// dead-reckon at speed=0. The wire therefore must be:
// - Forward (walk): WalkForward @ 1.0
// - Forward (run): WalkForward @ run_rate + HoldKey.Run
// (ACE auto-upgrades to RunForward for observers)
// - Backward: WalkBackward @ 1.0
// Our own local animation still wants the actual RunForward cycle
// though — that's carried separately in LocalAnimationCommand below.
uint? localAnimCmd = null;
if (input.Forward)
{
outForwardCmd = MotionCommand.WalkForward;
if (input.Run && _weenie.InqRunRate(out float runRate))
{
outForwardSpeed = runRate;
localAnimCmd = MotionCommand.RunForward; // local cycle is RunForward
}
else
{
outForwardSpeed = 1.0f;
localAnimCmd = MotionCommand.WalkForward;
}
}
else if (input.Backward)
{
outForwardCmd = MotionCommand.WalkBackward;
outForwardSpeed = 1.0f;
localAnimCmd = MotionCommand.WalkBackward;
}
// Strafe: retail uses speed=1.0 for SideStep (see holtburger
// common.rs::locomotion_command_for_state). 0.5 was our earlier guess
// and made strafing feel lethargic; the retail feel is full-speed
// sidestep matching the walk forward pace.
if (input.StrafeRight)
{
outSidestepCmd = MotionCommand.SideStepRight;
outSidestepSpeed = 1.0f;
}
else if (input.StrafeLeft)
{
outSidestepCmd = MotionCommand.SideStepLeft;
outSidestepSpeed = 1.0f;
}
// Turn commands from KEYBOARD only (A/D). Mouse turning is applied
// directly to Yaw above and doesn't generate a turn command — if it
// did, mouse jitter would flip turnCmd between TurnRight/TurnLeft
// every frame, causing stateChanged=True on every frame and flooding
// the server with MoveToState spam.
if (input.TurnRight)
{
outTurnCmd = MotionCommand.TurnRight;
outTurnSpeed = 1.0f;
}
else if (input.TurnLeft)
{
outTurnCmd = MotionCommand.TurnLeft;
outTurnSpeed = 1.0f;
}
// ── 7. Detect motion state change ─────────────────────────────────────
// Bug fix: ForwardCommand can stay the same (WalkForward) while ONLY
// ForwardSpeed or the run-hold bit changes. If the user is already
// walking (W held), then presses Shift, the outbound wire still has
// ForwardCommand=WalkForward but outForwardSpeed jumps from 1.0 to
// runRate. Without also tracking speed + hold-key here, no new
// MoveToState is sent — the server keeps thinking the player walks,
// and retail observers render walking animation despite the local
// player's RunForward cycle.
//
// Similarly LocalAnimationCommand change (Walk→Run on local cycle)
// must force a fresh outbound so ACE's BroadcastMovement re-runs
// MovementData(this, moveToState) which only reads ForwardCommand +
// ForwardSpeed + HoldKey to pick between WalkForward vs RunForward
// for remote observers.
bool runHold = input.Run;
bool changed = outForwardCmd != _prevForwardCmd
|| outSidestepCmd != _prevSidestepCmd
|| outTurnCmd != _prevTurnCmd
|| !FloatsEqual(outForwardSpeed, _prevForwardSpeed)
|| runHold != _prevRunHold
|| localAnimCmd != _prevLocalAnimCmd;
_prevForwardCmd = outForwardCmd;
_prevSidestepCmd = outSidestepCmd;
_prevTurnCmd = outTurnCmd;
_prevForwardSpeed = outForwardSpeed;
_prevRunHold = runHold;
_prevLocalAnimCmd = localAnimCmd;
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;
}
// ── 8. Heartbeat timer (only while moving) ────────────────────────────
bool isMoving = outForwardCmd is not null
|| outSidestepCmd is not null
|| outTurnCmd is not null;
if (isMoving)
{
_heartbeatAccum += dt;
HeartbeatDue = _heartbeatAccum >= HeartbeatInterval;
if (HeartbeatDue) _heartbeatAccum = 0f;
}
else
{
_heartbeatAccum = 0f;
HeartbeatDue = false;
}
// K-fix5 (2026-04-26): local-animation-cycle pacing. Visual rate
// should match the actual movement speed. For Forward+Run this is
// already runRate (it equals ForwardSpeed). For Backward+Run and
// Strafe+Run it must be runRate too even though the wire keeps
// those at 1.0. Picking runMul (already computed above) keeps the
// math in one place.
bool anyDirectional = input.Forward || input.Backward
|| input.StrafeLeft || input.StrafeRight;
float localAnimSpeed = (input.Run && anyDirectional)
? (_weenie.InqRunRate(out float vrrAnim) ? vrrAnim : 1f)
: 1f;
return new MovementResult(
Position: Position,
CellId: CellId,
IsOnGround: _body.OnWalkable,
MotionStateChanged: changed,
ForwardCommand: outForwardCmd,
SidestepCommand: outSidestepCmd,
TurnCommand: outTurnCmd,
ForwardSpeed: outForwardSpeed,
SidestepSpeed: outSidestepSpeed,
TurnSpeed: outTurnSpeed,
IsRunning: input.Run && input.Forward,
LocalAnimationCommand: localAnimCmd,
LocalAnimationSpeed: localAnimSpeed,
JustLanded: justLanded,
JumpExtent: outJumpExtent,
JumpVelocity: outJumpVelocity);
}
}