66 lines
2.8 KiB
Markdown
66 lines
2.8 KiB
Markdown
# Movement & Collision Conformance Crib
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## Phase
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Active phase: **L.2 - Movement & Collision Conformance**.
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Plan: `docs/plans/2026-04-29-movement-collision-conformance.md`.
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Roadmap: `docs/plans/2026-04-11-roadmap.md`.
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## One-Sentence Framing
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B.3 shipped the MVP resolver foundation; L.2 is the holistic conformance
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program for physics, collision, buildings, edge/wall sliding, cell ownership,
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movement packets, and server correction.
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## Active Movement Spine
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```text
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InputDispatcher / PlayerMovementController
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-> MotionInterpreter + local body prediction
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-> PhysicsEngine.ResolveWithTransition
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-> TransitionTypes + BSPQuery + ShadowObjectRegistry
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-> ResolveResult contact/cell state
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-> MoveToState / AutonomousPosition outbound messages
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-> WorldSession server echo or correction diagnostics
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```
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## Lane Ownership
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- L.2a: truth probes, diagnostics, fixture capture.
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- L.2b: movement wire/contact truth, cell id on packets, correction handling.
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- L.2c: transition parity, edge-slide, cliff-slide, precipice-slide,
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`NegPolyHit`.
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- L.2d: `CSphere` / `CCylSphere`, live entity shapes, building object identity.
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- L.2e: outdoor seams, `CELLARRAY`, `find_cell_list`, adjacent-cell checks,
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`cell_bsp`, building entry/exit boundaries.
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- L.2f: real-DAT fixtures and live retail-observer conformance.
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## Non-Negotiables
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- Grep named retail before changing AC-specific physics or movement behavior.
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- Do not treat ACE accepting a position as proof of retail collision parity.
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- Do not reintroduce rewrite-from-zero collision guidance. Continue the partial
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retail port by L.2 lanes.
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- G.3 dungeon/portal delivery waits on L.2e for trustworthy cell/building
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ownership.
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- L.1 animation work must coordinate with L.2 when root motion or observer
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movement changes the predicted body path.
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## Shipped Slices
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- 2026-04-29: L.2a/L.2b first diagnostic slice. `ACDREAM_DUMP_MOVE_TRUTH=1`
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logs `move-truth OUT` for outbound `MoveToState` / `AutonomousPosition` and
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`move-truth ECHO` for player `UpdatePosition` echoes, including local/server
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delta. `GameWindow` now passes explicit grounded/airborne contact bytes from
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`MovementResult.IsOnGround` to both movement packet builders.
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- 2026-04-29: L.2e first cell-ownership fix. `ResolveWithTransition` refreshes
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outdoor cell ownership from world position during the sphere sweep, so 24m
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outdoor seams update low cell ids and full-cell callers crossing landblock
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seams get the destination landblock prefix plus the correct outdoor low cell.
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- 2026-04-30: L.2c edge-slide plumbing. User live-tested wall-adjacent slide as
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acceptable. Local player and remote dead-reckoning now pass retail-default
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`ObjectInfoState.EdgeSlide`; `ACDREAM_DUMP_EDGE_SLIDE=1` logs failed
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step-down edge cases so the next slice can distinguish missing walkable
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polygon context from cliff-slide/NegPolyHit gaps.
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