C# port of CMotionInterp from chunk_00520000.c — the AC client's motion state machine that controls walk/run/jump/turn. Methods ported: - PerformMovement: top-level 5-case dispatcher - DoMotion: process raw motion command from packet - StopCompletely: reset to Ready (0x41000003) - get_state_velocity: compute velocity for current interpreted state - apply_current_movement: push velocity to PhysicsBody - jump: initiate jump (validate + set extent + leave ground) - get_jump_v_z: vertical jump velocity (delegates to WeenieObj) - get_leave_ground_velocity: full 3D launch vector - jump_is_allowed: requires Gravity + Contact + OnWalkable - contact_allows_move: slope angle + state checks Supporting types: MotionCommand constants, MovementType enum, WeenieError enum, RawMotionState/InterpretedMotionState structs, IWeenieObject interface. 412 total tests (303 core + 109 net). 45 new MotionInterpreter tests. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
654 lines
21 KiB
C#
654 lines
21 KiB
C#
using System;
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using System.Numerics;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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// ─────────────────────────────────────────────────────────────────────────────
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// MotionInterpreterTests — covers the 10 ported methods.
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//
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// Source addresses tested:
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// FUN_00529a90 PerformMovement
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// FUN_00529930 DoMotion
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// FUN_00528a50 StopCompletely
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// FUN_00528960 get_state_velocity
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// FUN_00529390 jump
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// FUN_005286b0 get_jump_v_z
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// FUN_00528cd0 get_leave_ground_velocity
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// FUN_00528ec0 jump_is_allowed
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// FUN_00528dd0 contact_allows_move
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// FUN_00529210 apply_current_movement
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// ─────────────────────────────────────────────────────────────────────────────
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/// <summary>
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/// Fake WeenieObject for test isolation — all methods return configurable values.
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/// </summary>
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file sealed class FakeWeenie : IWeenieObject
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{
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public float RunRate = 1.0f;
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public float JumpVz = 10.0f;
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public bool CanJumpResult = true;
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public bool InqRunRateResult = true;
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public bool InqJumpVelocityResult = true;
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public bool InqJumpVelocity(float extent, out float vz)
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{
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vz = JumpVz * extent;
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return InqJumpVelocityResult;
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}
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public bool InqRunRate(out float rate)
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{
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rate = RunRate;
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return InqRunRateResult;
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}
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public bool CanJump(float extent) => CanJumpResult;
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}
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public sealed class MotionInterpreterTests
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{
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// ── helpers ───────────────────────────────────────────────────────────────
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private static PhysicsBody MakeGrounded()
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{
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var body = new PhysicsBody
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{
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State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
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};
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body.TransientState = TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable
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| TransientStateFlags.Active;
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return body;
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}
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private static PhysicsBody MakeAirborne()
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{
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var body = new PhysicsBody
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{
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State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
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};
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body.TransientState = TransientStateFlags.Active;
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return body;
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}
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private static MotionInterpreter MakeInterp(PhysicsBody? body = null, IWeenieObject? weenie = null)
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{
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body ??= MakeGrounded();
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return new MotionInterpreter(body, weenie);
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}
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// =========================================================================
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// PerformMovement (FUN_00529a90) — dispatcher
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// =========================================================================
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[Theory]
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[InlineData(MovementType.RawCommand)]
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[InlineData(MovementType.InterpretedCommand)]
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[InlineData(MovementType.StopRawCommand)]
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[InlineData(MovementType.StopInterpretedCommand)]
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[InlineData(MovementType.StopCompletely)]
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public void PerformMovement_ValidTypes_ReturnNone(MovementType type)
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{
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var interp = MakeInterp();
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var mvs = new MovementStruct
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{
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Type = type,
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Motion = MotionCommand.WalkForward,
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Speed = 1.0f,
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ModifyInterpretedState = true,
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ModifyRawState = false,
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};
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var result = interp.PerformMovement(mvs);
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Assert.Equal(WeenieError.None, result);
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}
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[Fact]
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public void PerformMovement_InvalidType_ReturnsGeneralFailure()
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{
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var interp = MakeInterp();
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var mvs = new MovementStruct { Type = (MovementType)99, Motion = MotionCommand.WalkForward };
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var result = interp.PerformMovement(mvs);
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Assert.Equal(WeenieError.GeneralMovementFailure, result);
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}
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[Fact]
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public void PerformMovement_StopCompletely_ResetsToReady()
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{
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var interp = MakeInterp();
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interp.RawState.ForwardCommand = MotionCommand.WalkForward;
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interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
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var mvs = new MovementStruct { Type = MovementType.StopCompletely };
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interp.PerformMovement(mvs);
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Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
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Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
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}
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[Fact]
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public void PerformMovement_NullPhysicsObj_ReturnsNoPhysicsObject()
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{
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var interp = new MotionInterpreter(); // no PhysicsObj
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var mvs = new MovementStruct { Type = MovementType.RawCommand, Motion = MotionCommand.WalkForward };
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var result = interp.PerformMovement(mvs);
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Assert.Equal(WeenieError.NoPhysicsObject, result);
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}
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// =========================================================================
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// DoMotion (FUN_00529930) — raw motion command sets RawState
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// =========================================================================
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[Fact]
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public void DoMotion_WalkForward_SetsRawForwardCommand()
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{
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var interp = MakeInterp();
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interp.DoMotion(MotionCommand.WalkForward, 0.8f);
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Assert.Equal(MotionCommand.WalkForward, interp.RawState.ForwardCommand);
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Assert.Equal(0.8f, interp.RawState.ForwardSpeed, precision: 5);
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}
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[Fact]
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public void DoMotion_NullPhysicsObj_ReturnsNoPhysicsObject()
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{
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var interp = new MotionInterpreter();
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var result = interp.DoMotion(MotionCommand.WalkForward);
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Assert.Equal(WeenieError.NoPhysicsObject, result);
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}
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// =========================================================================
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// StopCompletely (FUN_00528a50)
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// =========================================================================
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[Fact]
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public void StopCompletely_ResetsRawAndInterpretedToReady()
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{
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var interp = MakeInterp();
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interp.RawState.ForwardCommand = MotionCommand.WalkForward;
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interp.RawState.SideStepCommand = MotionCommand.SideStepRight;
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interp.RawState.TurnCommand = MotionCommand.TurnRight;
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interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
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interp.InterpretedState.TurnCommand = MotionCommand.TurnLeft;
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var result = interp.StopCompletely();
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Assert.Equal(WeenieError.None, result);
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Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
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Assert.Equal(1.0f, interp.RawState.ForwardSpeed, precision: 5);
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Assert.Equal(0u, interp.RawState.SideStepCommand);
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Assert.Equal(0u, interp.RawState.TurnCommand);
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Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
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Assert.Equal(1.0f, interp.InterpretedState.ForwardSpeed, precision: 5);
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Assert.Equal(0u, interp.InterpretedState.SideStepCommand);
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Assert.Equal(0u, interp.InterpretedState.TurnCommand);
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}
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[Fact]
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public void StopCompletely_ZerosPhysicsBodyVelocity()
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{
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var body = MakeGrounded();
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body.set_velocity(new Vector3(5f, 3f, 0f));
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var interp = MakeInterp(body);
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interp.StopCompletely();
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Assert.Equal(Vector3.Zero, body.Velocity);
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}
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[Fact]
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public void StopCompletely_NullPhysicsObj_ReturnsNoPhysicsObject()
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{
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var interp = new MotionInterpreter();
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var result = interp.StopCompletely();
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Assert.Equal(WeenieError.NoPhysicsObject, result);
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}
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// =========================================================================
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// get_state_velocity (FUN_00528960)
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// =========================================================================
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[Fact]
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public void GetStateVelocity_Idle_ReturnsZero()
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{
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var interp = MakeInterp();
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// Default interpreted state = Ready, no sidestep, no turn
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var vel = interp.get_state_velocity();
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Assert.Equal(Vector3.Zero, vel);
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}
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[Fact]
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public void GetStateVelocity_WalkForward_ReturnsWalkSpeed()
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{
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var interp = MakeInterp();
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interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
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interp.InterpretedState.ForwardSpeed = 1.0f;
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var vel = interp.get_state_velocity();
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// Y = WalkAnimSpeed * 1.0 = 3.12
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Assert.Equal(0f, vel.X, precision: 5);
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Assert.Equal(MotionInterpreter.WalkAnimSpeed, vel.Y, precision: 4);
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Assert.Equal(0f, vel.Z, precision: 5);
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}
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[Fact]
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public void GetStateVelocity_RunForward_ReturnsRunSpeed()
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{
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var interp = MakeInterp();
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interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
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interp.InterpretedState.ForwardSpeed = 1.0f;
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var vel = interp.get_state_velocity();
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// Y = RunAnimSpeed * 1.0 = 4.0
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Assert.Equal(MotionInterpreter.RunAnimSpeed, vel.Y, precision: 4);
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}
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[Fact]
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public void GetStateVelocity_SidestepRight_ReturnsPositiveX()
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{
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var interp = MakeInterp();
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interp.InterpretedState.SideStepCommand = MotionCommand.SideStepRight;
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interp.InterpretedState.SideStepSpeed = 1.0f;
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var vel = interp.get_state_velocity();
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Assert.Equal(MotionInterpreter.SidestepAnimSpeed, vel.X, precision: 4);
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Assert.Equal(0f, vel.Y, precision: 5);
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}
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[Fact]
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public void GetStateVelocity_ClampsToMaxSpeed_WhenExceedRunRate()
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{
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// Speed=10 for walk would produce velocity.Y = 3.12*10 = 31.2, well over
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// RunAnimSpeed * runRate = 4.0 * 1.0 = 4.0; must be clamped.
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var interp = MakeInterp();
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interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
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interp.InterpretedState.ForwardSpeed = 10.0f;
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var vel = interp.get_state_velocity();
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float maxSpeed = MotionInterpreter.RunAnimSpeed * interp.MyRunRate;
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Assert.True(vel.Length() <= maxSpeed + 1e-4f, $"velocity {vel.Length()} exceeds maxSpeed {maxSpeed}");
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}
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[Fact]
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public void GetStateVelocity_UsesWeenieRunRate()
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{
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var weenie = new FakeWeenie { RunRate = 2.0f };
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var interp = MakeInterp(weenie: weenie);
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interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
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interp.InterpretedState.ForwardSpeed = 1.0f;
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var vel = interp.get_state_velocity();
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// maxSpeed = 4.0 * 2.0 = 8.0; velocity.Y = RunAnimSpeed * 1.0 = 4.0 ≤ 8.0
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Assert.Equal(MotionInterpreter.RunAnimSpeed, vel.Y, precision: 4);
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}
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// =========================================================================
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// jump (FUN_00529390)
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// =========================================================================
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[Fact]
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public void Jump_Grounded_SetsJumpExtentAndLeavesWalkable()
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{
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var body = MakeGrounded();
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var interp = MakeInterp(body);
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var result = interp.jump(0.5f);
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Assert.Equal(WeenieError.None, result);
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Assert.Equal(0.5f, interp.JumpExtent, precision: 5);
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Assert.False(body.OnWalkable, "Body should no longer be on walkable after jump");
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}
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[Fact]
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public void Jump_Airborne_ReturnsYouCantJumpWhileInTheAir()
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{
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var body = MakeAirborne();
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var interp = MakeInterp(body);
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var result = interp.jump(0.5f);
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Assert.Equal(WeenieError.YouCantJumpWhileInTheAir, result);
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}
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[Fact]
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public void Jump_WeenieBlocksJump_ClearStandingLongJump()
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{
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var weenie = new FakeWeenie { CanJumpResult = false };
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var body = MakeGrounded();
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var interp = MakeInterp(body, weenie);
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interp.StandingLongJump = true;
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var result = interp.jump(0.5f);
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Assert.Equal(WeenieError.CantJumpLoadedDown, result);
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Assert.False(interp.StandingLongJump);
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}
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[Fact]
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public void Jump_NullPhysicsObj_ReturnsNoPhysicsObject()
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{
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var interp = new MotionInterpreter();
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var result = interp.jump(0.5f);
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Assert.Equal(WeenieError.NoPhysicsObject, result);
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}
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// =========================================================================
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// get_jump_v_z (FUN_005286b0)
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// =========================================================================
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[Fact]
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public void GetJumpVz_ZeroExtent_ReturnsZero()
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{
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var interp = MakeInterp();
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interp.JumpExtent = 0f;
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Assert.Equal(0f, interp.get_jump_v_z(), precision: 5);
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}
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[Fact]
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public void GetJumpVz_NoWeenie_ReturnsDefault()
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{
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var interp = MakeInterp();
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interp.JumpExtent = 0.5f;
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Assert.Equal(MotionInterpreter.DefaultJumpVz, interp.get_jump_v_z(), precision: 4);
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}
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[Fact]
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public void GetJumpVz_WithWeenie_DelegatesToInqJumpVelocity()
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{
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var weenie = new FakeWeenie { JumpVz = 8.0f };
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var interp = MakeInterp(weenie: weenie);
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interp.JumpExtent = 1.0f;
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float vz = interp.get_jump_v_z();
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// FakeWeenie returns JumpVz * extent = 8.0 * 1.0 = 8.0
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Assert.Equal(8.0f, vz, precision: 4);
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}
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[Fact]
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public void GetJumpVz_ExtentClampsAt1()
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{
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var weenie = new FakeWeenie { JumpVz = 10.0f };
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var interp = MakeInterp(weenie: weenie);
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interp.JumpExtent = 5.0f; // over-clamped
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float vz = interp.get_jump_v_z();
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// Should clamp extent to 1.0: FakeWeenie returns 10.0 * 1.0 = 10.0
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Assert.Equal(10.0f, vz, precision: 4);
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}
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[Fact]
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public void GetJumpVz_WeenieReturnsFailure_ReturnsZero()
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{
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var weenie = new FakeWeenie { InqJumpVelocityResult = false };
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var interp = MakeInterp(weenie: weenie);
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interp.JumpExtent = 0.5f;
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Assert.Equal(0f, interp.get_jump_v_z(), precision: 5);
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}
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// =========================================================================
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// get_leave_ground_velocity (FUN_00528cd0)
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// =========================================================================
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[Fact]
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public void GetLeaveGroundVelocity_WalkingForward_HasPositiveYAndZ()
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{
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var weenie = new FakeWeenie { JumpVz = 10.0f };
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var body = MakeGrounded();
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var interp = new MotionInterpreter(body, weenie)
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{
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JumpExtent = 1.0f,
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};
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interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
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interp.InterpretedState.ForwardSpeed = 1.0f;
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var vel = interp.get_leave_ground_velocity();
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Assert.True(vel.Y > 0f, "Y velocity should be positive when walking forward");
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Assert.True(vel.Z > 0f, "Z (jump) velocity should be positive");
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}
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[Fact]
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public void GetLeaveGroundVelocity_Standing_ZeroExtent_ReturnsZeroXY()
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{
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var body = MakeGrounded();
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var interp = new MotionInterpreter(body)
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{
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JumpExtent = 0f, // below epsilon
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};
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// Default interpreted state = Ready (no walk/run command)
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var vel = interp.get_leave_ground_velocity();
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Assert.Equal(0f, vel.X, precision: 5);
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Assert.Equal(0f, vel.Y, precision: 5);
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Assert.Equal(0f, vel.Z, precision: 5);
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}
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// =========================================================================
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// jump_is_allowed (FUN_00528ec0)
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// =========================================================================
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[Fact]
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public void JumpIsAllowed_Grounded_ReturnsNone()
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{
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var interp = MakeInterp(MakeGrounded());
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var result = interp.jump_is_allowed(0.5f, 0);
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Assert.Equal(WeenieError.None, result);
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}
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[Fact]
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public void JumpIsAllowed_Airborne_ReturnsYouCantJumpWhileInTheAir()
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{
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var interp = MakeInterp(MakeAirborne());
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var result = interp.jump_is_allowed(0.5f, 0);
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Assert.Equal(WeenieError.YouCantJumpWhileInTheAir, result);
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}
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[Fact]
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public void JumpIsAllowed_WeenieBlocks_ReturnsCantJumpLoadedDown()
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{
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var weenie = new FakeWeenie { CanJumpResult = false };
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var interp = MakeInterp(MakeGrounded(), weenie);
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var result = interp.jump_is_allowed(0.5f, 0);
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Assert.Equal(WeenieError.CantJumpLoadedDown, result);
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}
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[Fact]
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public void JumpIsAllowed_NoGravityFlag_ReturnsYouCantJumpWhileInTheAir()
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{
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var body = new PhysicsBody
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{
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State = PhysicsStateFlags.None, // no gravity
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TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
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};
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var interp = MakeInterp(body);
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// No gravity → must be airborne-style
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var result = interp.jump_is_allowed(0.5f, 0);
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Assert.Equal(WeenieError.YouCantJumpWhileInTheAir, result);
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}
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[Fact]
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public void JumpIsAllowed_NullPhysicsObj_ReturnsGeneralFailure()
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{
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var interp = new MotionInterpreter();
|
|
|
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var result = interp.jump_is_allowed(0.5f, 0);
|
|
|
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Assert.Equal(WeenieError.GeneralMovementFailure, result);
|
|
}
|
|
|
|
// =========================================================================
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|
// contact_allows_move (FUN_00528dd0)
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|
// =========================================================================
|
|
|
|
[Fact]
|
|
public void ContactAllowsMove_Grounded_Ready_AllowsMove()
|
|
{
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|
var body = MakeGrounded();
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|
var interp = MakeInterp(body);
|
|
// InterpretedState.ForwardCommand defaults to Ready
|
|
|
|
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
|
|
|
|
Assert.True(allowed);
|
|
}
|
|
|
|
[Fact]
|
|
public void ContactAllowsMove_Airborne_RejectsMove()
|
|
{
|
|
var body = MakeAirborne();
|
|
var interp = MakeInterp(body);
|
|
|
|
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
|
|
|
|
Assert.False(allowed);
|
|
}
|
|
|
|
[Fact]
|
|
public void ContactAllowsMove_TurnCommand_AlwaysAllowed_EvenAirborne()
|
|
{
|
|
var body = MakeAirborne();
|
|
var interp = MakeInterp(body);
|
|
|
|
// Turn commands bypass the ground-contact check.
|
|
bool allowRight = interp.contact_allows_move(MotionCommand.TurnRight);
|
|
bool allowLeft = interp.contact_allows_move(MotionCommand.TurnLeft);
|
|
|
|
Assert.True(allowRight);
|
|
Assert.True(allowLeft);
|
|
}
|
|
|
|
[Fact]
|
|
public void ContactAllowsMove_FallenState_RejectsMove()
|
|
{
|
|
var body = MakeGrounded();
|
|
var interp = MakeInterp(body);
|
|
interp.InterpretedState.ForwardCommand = MotionCommand.Fallen;
|
|
|
|
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
|
|
|
|
Assert.False(allowed);
|
|
}
|
|
|
|
[Fact]
|
|
public void ContactAllowsMove_CrouchRange_RejectsMove()
|
|
{
|
|
var body = MakeGrounded();
|
|
var interp = MakeInterp(body);
|
|
// 0x41000012 is inside (0x41000011, 0x41000015) — crouch state
|
|
interp.InterpretedState.ForwardCommand = 0x41000012u;
|
|
|
|
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
|
|
|
|
Assert.False(allowed);
|
|
}
|
|
|
|
[Fact]
|
|
public void ContactAllowsMove_NoGravity_AlwaysAllows()
|
|
{
|
|
// E.g. flying or swimming object
|
|
var body = new PhysicsBody
|
|
{
|
|
State = PhysicsStateFlags.None,
|
|
TransientState = TransientStateFlags.None,
|
|
};
|
|
var interp = MakeInterp(body);
|
|
|
|
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
|
|
|
|
Assert.True(allowed);
|
|
}
|
|
|
|
[Fact]
|
|
public void ContactAllowsMove_GroundedAndIdle_SetsStandingLongJump()
|
|
{
|
|
var body = MakeGrounded();
|
|
var interp = MakeInterp(body);
|
|
// All interpreted commands at default (Ready, no sidestep, no turn)
|
|
interp.StandingLongJump = false;
|
|
|
|
interp.contact_allows_move(MotionCommand.WalkForward);
|
|
|
|
Assert.True(interp.StandingLongJump, "Should set StandingLongJump when grounded and idle");
|
|
}
|
|
|
|
// =========================================================================
|
|
// apply_current_movement (FUN_00529210)
|
|
// =========================================================================
|
|
|
|
[Fact]
|
|
public void ApplyCurrentMovement_WalkForward_PushesNonZeroVelocity()
|
|
{
|
|
var body = MakeGrounded();
|
|
var interp = MakeInterp(body);
|
|
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
|
|
interp.InterpretedState.ForwardSpeed = 1.0f;
|
|
|
|
interp.apply_current_movement(cancelMoveTo: false, allowJump: false);
|
|
|
|
// The body's local-space velocity should have been set to some non-zero forward component.
|
|
// We can't easily test world-space (depends on orientation = Identity), but with
|
|
// Identity orientation the local Y becomes world Y.
|
|
Assert.True(body.Velocity.Length() > 0f, "Velocity should be non-zero when walking");
|
|
}
|
|
|
|
[Fact]
|
|
public void ApplyCurrentMovement_Idle_PushesZeroVelocity()
|
|
{
|
|
var body = MakeGrounded();
|
|
var interp = MakeInterp(body);
|
|
// Default state = Ready
|
|
|
|
interp.apply_current_movement(cancelMoveTo: false, allowJump: false);
|
|
|
|
Assert.Equal(Vector3.Zero, body.Velocity);
|
|
}
|
|
|
|
[Fact]
|
|
public void ApplyCurrentMovement_Run_UpdatesMyRunRate()
|
|
{
|
|
var body = MakeGrounded();
|
|
var interp = MakeInterp(body);
|
|
interp.MyRunRate = 1.0f;
|
|
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
|
|
interp.InterpretedState.ForwardSpeed = 2.0f; // e.g. speed-buff
|
|
|
|
interp.apply_current_movement(cancelMoveTo: false, allowJump: false);
|
|
|
|
Assert.Equal(2.0f, interp.MyRunRate, precision: 5);
|
|
}
|
|
}
|