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

Three parts:

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:34:18 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat feat(chat): Phase H.1 Talk/Tell/ChatChannel + HearSpeech + ChatLog 2026-04-18 17:03:45 +02:00
Combat feat(combat): Phase E.4 AttackTargetRequest + combat notification pipeline 2026-04-18 16:58:14 +02:00
Input feat(movement): spacebar charged jump with skill-based height 2026-04-13 23:20:52 +02:00
Items feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip 2026-04-18 16:55:36 +02:00
Lighting feat(lighting): Phase G.2 LightSource + LightManager (data + selection) 2026-04-18 17:09:51 +02:00
Meshing feat(net): Phase 6.6 — parse UpdateMotion (0xF74C) into MotionUpdated event 2026-04-11 20:33:26 +02:00
Physics feat(anim): route Commands[] list — full NPC/monster motion support 2026-04-19 10:34:18 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering feat(app): Phase B.2 — ChaseCamera (third-person follow camera) 2026-04-12 14:26:20 +02:00
Spells feat(spells): Phase E.5 CastSpellRequest + Spellbook/enchantment state 2026-04-18 17:00:32 +02:00
Streaming fix(app): Phase A.1 — pending-spawn list in GpuWorldState (proper fix) 2026-04-11 23:19:40 +02:00
Terrain test: port ACME ClientReference + conformance tests 2026-04-12 22:45:20 +02:00
Textures feat(core): SurfaceDecoder — add PFID_P8, PFID_R8G8B8, and PFID_X8R8G8B8 2026-04-11 19:23:57 +02:00
Vfx feat(vfx): Phase E.3 particle system + hook wiring + registry 2026-04-18 16:48:17 +02:00
World feat(world): Phase G.1 DerethDateTime + SkyStateProvider + WorldTimeService 2026-04-18 17:07:26 +02:00
AcDream.Core.Tests.csproj feat(app): Phase A.1 — StreamingRegion (window set + diff with hysteresis) 2026-04-11 22:01:45 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00