Two related close-range bugs reported in #77 share a root in PlayerMovementController.DriveServerAutoWalk + BeginServerAutoWalk: 1. **Walk-vs-run misclassification.** BeginServerAutoWalk decided `_autoWalkInitiallyRunning = (initialDist - distanceToObject) >= 1.0f`, forcing run at any chase past ~1.6 m. ACE's wire-level walk-vs-run answer is the MovementParameters CanCharge bit (0x10), which Creature.SetWalkRunThreshold sets when server-side player→target distance >= WalkRunThreshold/2 (= 7.5 m default). Retail's MovementParameters::get_command (decomp 0x0052aa00) gates the run path on CanCharge first; the inner walk_run_threshold check practically always walks given ACE's 15 m default. The hardcoded 1.0 m threshold pushed run into the 3-5 m walk-range the user reported should walk. 2. **Velocity leak in turn-in-place phase.** When the auto-walked body crossed the destination, desiredYaw flipped ~180°, walkAligned dropped to false, and the `if (!moveForward) return true;` branch returned without zeroing body velocity. The body kept the prior frame's running velocity (RunAnimSpeed × runRate ≈ 11 m/s) and slid 4-5 m past the target before the turn-around rotation completed — the "runs and slides away, runs back, picks up" symptom in #77 bug B. Changes: - `CreateObject.ServerMotionState.CanCharge`: new bool prop reading bit 0x10 of MoveToParameters. Cross-ref ACE MovementParams.CanCharge = 0x10. - `PlayerMovementController.BeginServerAutoWalk`: replaces the unused `walkRunThreshold` parameter with `bool canCharge`; sets `_autoWalkInitiallyRunning = canCharge`. - `PlayerMovementController.DriveServerAutoWalk` turn-in-place branch: calls `_motion.DoMotion(Ready, 1.0)` and zeros body horizontal velocity (preserving Z for gravity). No-op for case (a) initial-turn with stationary body; fixes (b) overshoot recovery and (c) settling cases. - `GameWindow.OnLiveMotionUpdated`: passes `update.MotionState.CanCharge` through; [autowalk-begin] trace shows `canCharge=` instead of `walkRunThresh=`. - `GameWindow.InstallSpeculativeTurnToTarget`: predicts ACE's CanCharge from local distance using ACE's exact 7.5 m rule, so the speculative install agrees with the wire-triggered overwrite that arrives moments later. Visual-verified at Holtburg 2026-05-18: walk-range NPC click walks + fires Use, walk-range F-key pickup walks + no overshoot, far-range (8-10 m) pickup still runs. Test baseline unchanged (8 Core pre-existing failures, 0 net-new failures across Core/Net/UI/App suites). 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
1566 lines
75 KiB
C#
1566 lines
75 KiB
C#
using System;
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using System.Numerics;
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using AcDream.Core.Physics;
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namespace AcDream.App.Input;
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/// <summary>
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/// Input state for a single frame of player movement.
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/// </summary>
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public readonly record struct MovementInput(
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bool Forward = false,
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bool Backward = false,
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bool StrafeLeft = false,
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bool StrafeRight = false,
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bool TurnLeft = false,
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bool TurnRight = false,
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bool Run = false,
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float MouseDeltaX = 0f,
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bool Jump = false);
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/// <summary>
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/// Result of a single frame's movement update.
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///
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/// <para>
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/// <b>Wire vs. local animation command.</b> ACE's <c>MovementData</c>
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/// (<c>ACE.Server/Network/Motion/MovementData.cs</c>) only computes
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/// <c>interpState.ForwardSpeed</c> for raw <c>WalkForward</c>/
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/// <c>WalkBackwards</c> — on every other command the <c>else</c> branch
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/// passes through command without setting speed, leaving observers with
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/// <c>speed=0</c>. The client therefore has to send <c>WalkForward</c>
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/// (with <c>HoldKey.Run</c> for running) and let ACE auto-upgrade to
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/// <c>RunForward</c> for broadcast. But the LOCAL view wants the run
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/// cycle immediately, so we carry a separate
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/// <see cref="LocalAnimationCommand"/> for the player's own renderer.
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/// </para>
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/// <para>
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/// <see cref="IsRunning"/> — true when the player is holding Shift to run.
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/// Used by the GameWindow when building the outbound MoveToState's
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/// CURRENT_HOLD_KEY (2=Run) vs (1=None).
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/// </para>
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/// </summary>
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public readonly record struct MovementResult(
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Vector3 Position,
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Vector3 RenderPosition,
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uint CellId,
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bool IsOnGround,
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bool MotionStateChanged,
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uint? ForwardCommand, // wire-side command (WalkForward / WalkBackward / …)
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uint? SidestepCommand,
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uint? TurnCommand,
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float? ForwardSpeed,
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float? SidestepSpeed,
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float? TurnSpeed,
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bool IsRunning = false,
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uint? LocalAnimationCommand = null, // which cycle to play on the local player (RunForward when running)
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// K-fix5 (2026-04-26): cycle-pace multiplier for the LOCAL animation
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// sequencer. Decoupled from ForwardSpeed so the wire can keep sending
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// 1.0 for WalkBackward (ACE-compatible) while the animation plays at
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// runRate × so the cycle visually matches the run-speed velocity.
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// Forward+Run = runRate (same as ForwardSpeed); Backward+Run, Strafe+Run
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// = runRate (where ForwardSpeed is 1.0 / null); everything else = 1.0.
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float LocalAnimationSpeed = 1f,
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bool JustLanded = false, // true on the single frame we transitioned airborne → grounded
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float? JumpExtent = null, // non-null when a jump was triggered this frame
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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.
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/// <summary>
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/// Portal-space state for the player movement controller.
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/// PortalSpace freezes all movement input while the server is moving the
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/// player through a portal — resumed once the destination UpdatePosition
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/// arrives and the player is snapped to the new location.
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/// While in PortalSpace, Update returns immediately with a zero-movement
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/// result so no WASD input or physics is processed.
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/// </summary>
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public enum PlayerState { InWorld, PortalSpace }
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/// <summary>
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/// Per-frame player movement controller. Reads input, drives the
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/// ported PhysicsBody + MotionInterpreter, tracks motion state for
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/// animation + server messages.
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///
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/// Architecture:
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/// - PhysicsBody owns integration: gravity, friction, sub-stepping,
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/// velocity clamping — all from the decompiled retail client.
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/// - MotionInterpreter owns the motion state machine: walk/run/jump
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/// validation, state tracking, speed constants from the retail dat.
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/// - PhysicsEngine.Resolve is still used each frame to snap the player
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/// to terrain/cell floor Z and detect ground contact.
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/// </summary>
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public sealed class PlayerMovementController
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{
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private readonly PhysicsEngine _physics;
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private readonly PhysicsBody _body;
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private readonly MotionInterpreter _motion;
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private readonly PlayerWeenie _weenie;
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public float MouseTurnSensitivity { get; set; } = 0.003f;
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/// <summary>
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/// Maximum Z increase per movement step before the move is rejected.
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/// Retail's <c>step_up_height</c> for human characters is ~0.4 m (hip-
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/// level). Setting this too high lets the player teleport up small
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/// buildings via the step-up scan finding any walkable polygon within
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/// reach (Bug 3 in L.2.3 testing — walking into a steep slope mounted
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/// the building's flat top instead of sliding off the slope).
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/// Authoritative source is the player's <c>Setup.StepUpHeight</c> set
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/// in GameWindow.cs at world-entry time.
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/// </summary>
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public float StepUpHeight { get; set; } = 0.4f;
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/// <summary>
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/// L.2.3a (2026-04-29): how far below the foot the step-down probe
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/// reaches when transitioning between surfaces. Retail's
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/// <c>step_down_height</c> for human characters is ~0.4 m. With the
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/// previous 4 cm hardcoded value, walking off the top of a stair onto
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/// the ground 25 cm below produced a one-frame contact-plane gap — the
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/// animation system briefly flickered to falling.
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/// </summary>
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public float StepDownHeight { get; set; } = 0.4f;
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/// <summary>
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/// Current portal-space state. Set to PortalSpace when the server sends
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/// PlayerTeleport (0xF751); set back to InWorld once the destination
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/// UpdatePosition arrives and the player is snapped to the new cell.
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/// While in PortalSpace, Update returns immediately with a zero-movement
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/// result so no WASD input or physics is processed.
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/// </summary>
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public PlayerState State { get; set; } = PlayerState.InWorld;
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public float Yaw { get; set; }
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public Vector3 Position => _body.Position;
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public Vector3 RenderPosition => ComputeRenderPosition();
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public uint CellId { get; private set; }
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/// <summary>
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/// Local-player entity id used to skip self-collision in the
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/// airborne sweep. GameWindow updates this whenever the local
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/// `+Acdream` entity (re)spawns. Default 0 = no filter (matches
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/// retail's CObjCell::find_obj_collisions self-skip when the
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/// caller's OBJECTINFO::object pointer is null). Without this the
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/// sweep collides with its own ShadowEntry registered at
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/// GameWindow.cs:2545 — see #42.
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/// </summary>
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public uint LocalEntityId { get; set; }
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public bool IsAirborne => !_body.OnWalkable;
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/// <summary>
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/// Current vertical (Z-axis) velocity of the physics body.
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/// Positive = rising, negative = falling. Exposed for tests and HUD.
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/// </summary>
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public float VerticalVelocity => _body.Velocity.Z;
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/// <summary>Full 3D world-space velocity of the physics body. Exposed for diagnostic logging.</summary>
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public Vector3 BodyVelocity => _body.Velocity;
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/// <summary>
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/// 2026-05-16 — current contact plane (normal + distance) for the
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/// physics body. Exposed so the network outbound layer can stamp
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/// it into <see cref="NotePositionSent"/> for retail's diff-driven
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/// AP cadence: SendPositionEvent re-sends if cell OR contact-plane
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/// changed since last_sent, per
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/// <c>acclient_2013_pseudo_c.txt:700233 ShouldSendPositionEvent</c>.
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/// </summary>
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public System.Numerics.Plane ContactPlane => _body.ContactPlane;
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// Jump charge state.
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private bool _jumpCharging;
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private float _jumpExtent;
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// K-fix6 (2026-04-26): retail's PowerBar charge constant for jump is
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// not legible in the named decomp (the divisor was clobbered in
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// GetPowerBarLevel's FPU stack reordering at FUN_0056ade0). 2.0/s
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// (full charge in 0.5s) feels matches retail muscle memory better
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// than the previous 1.0/s — a tap gives a noticeable hop, half-hold
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// a meaningful jump, full-hold the maximum extent. The vertical
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// velocity formula itself (height × 19.6 → vz) is unchanged and
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// matches retail byte-for-byte; only the time-to-fill is faster.
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private const float JumpChargeRate = 2.0f;
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// Airborne → grounded transition detection. Flipped on every frame where
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// the body transitions from airborne to on-walkable; used by the GameWindow
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// to drive the landing animation cycle.
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private bool _wasAirborneLastFrame;
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// Previous frame's motion commands for change detection.
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private uint? _prevForwardCmd;
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private uint? _prevSidestepCmd;
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private uint? _prevTurnCmd;
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private float? _prevForwardSpeed;
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private bool _prevRunHold;
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private uint? _prevLocalAnimCmd;
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// Heartbeat timer.
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// Cadence is 1.0 sec to match holtburger's
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// AUTONOMOUS_POSITION_HEARTBEAT_INTERVAL and the retail trace
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// (2026-05-01 motion-trace findings.md): retail sends ~1 Hz at rest,
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// not the 5 Hz our pre-fix code used. Sending at 5 Hz was harmless
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// but wasteful and probably looked like jitter to observers.
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/// <summary>
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/// 2026-05-16 — retail-faithful AP cadence. Matches retail's
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/// CommandInterpreter::ShouldSendPositionEvent (acclient_2013_pseudo_c.txt
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/// at address 0x006b45e0) which gates on either (a) position-or-cell
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/// change since the last send, or (b) at-rest 1 sec heartbeat elapsed.
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/// `time_between_position_events` constant at 0x006b3efb = 1.0 sec.
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///
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/// Old model: a 1 Hz idle / 10 Hz active flat accumulator. That
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/// missed retail's per-frame-while-moving behaviour and forced the
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/// four B.6 workarounds (arrival margin, re-send on arrival, AP
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/// flush, retry flag) to compensate for the lag in ACE's server-side
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/// WithinUseRadius poll. Replaced by diff-driven cadence below.
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/// </summary>
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public const float HeartbeatInterval = 1.0f; // retail 0x006b3efb
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private System.Numerics.Vector3 _lastSentPos;
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private uint _lastSentCellId;
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private System.Numerics.Plane _lastSentContactPlane;
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private float _lastSentTime;
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private bool _lastSentInitialized;
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private float _simTimeSeconds;
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public bool HeartbeatDue { get; private set; }
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/// <summary>Sim-time accumulator (advanced by dt at the top of Update).
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/// Exposed for the network outbound layer to stamp NotePositionSent.</summary>
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public float SimTimeSeconds => _simTimeSeconds;
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// L.5 retail physics-tick gate (2026-04-30).
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//
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// Retail's CPhysicsObj::update_object subdivides per-frame dt into
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// MinQuantum (1/30s) sized integration steps, SKIPPING entirely when
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// accumulated dt is below MinQuantum. The retail debugger trace
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// confirmed this: UpdatePhysicsInternal fires only ~61% as often as
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// update_object — i.e., retail's effective physics tick rate is 30Hz
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// even when the renderer runs at 60+Hz.
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//
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// Without this gate our acdream integrates at the full render rate
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// (60+Hz), which compresses bounce-energy / gravity-tangent
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// accumulation into half the time. Per-frame V grows ~2x faster than
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// retail's. On a steep-slope tangent that produces the wedge: V grows
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// tangent + huge while position reverts each frame, body locks in
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// place. Retail's slower integration cadence (and larger per-tick
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// position deltas) lets the body geometrically escape the tangent.
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//
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// Source: retail debugger trace 2026-04-30
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// update_object = 40,960 calls
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// UpdatePhysicsInternal = 25,087 calls (61%)
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// ratio implies 39% of frames return early via the MinQuantum gate.
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//
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// ACE: PhysicsObj.UpdateObject (Physics.cs).
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// Named-retail: CPhysicsObj::update_object (acclient_2013_pseudo_c.txt:283950).
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private float _physicsAccum;
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private Vector3 _prevPhysicsPos;
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private Vector3 _currPhysicsPos;
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// ── B.6 slice 2 (2026-05-14): local-player server-initiated auto-walk ──
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// When ACE sends a MoveToObject motion for the local player (out-of-range
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// Use / PickUp triggers ACE's server-side CreateMoveToChain), the wire
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// payload includes a destination, arrival predicates, and a run rate.
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// Retail's MovementManager::PerformMovement (0x00524440 case 6) runs a
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// LOCAL auto-walk in response: heading correction toward the target,
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// run-forward velocity at the wire's runRate, arrival detection via
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// MoveToManager::HandleMoveToPosition. Here we keep the active auto-walk
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// state and inject it into Update() as a synthesized Forward+Run input
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// so the existing motion-interpreter / body-velocity pipeline runs
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// unchanged. Spec: docs/superpowers/specs/2026-05-14-phase-b6-design.md.
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private bool _autoWalkActive;
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private Vector3 _autoWalkDestination;
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private float _autoWalkMinDistance;
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private float _autoWalkDistanceToObject;
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private bool _autoWalkMoveTowards;
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// 2026-05-16 (retail-faithful) — walk-vs-run is a ONE-SHOT
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// decision at chain start. Per user observation 2026-05-16: if
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// initial distance is at or above the walk-run threshold, the
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// body runs all the way to the target; otherwise it walks all
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// the way. No per-frame switching as the player closes distance.
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//
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// Formula matches retail's MovementParameters::get_command
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// (decomp 0x0052aa00, line 308000+):
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// running = (initialDist - distance_to_object) >= walk_run_threshhold
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// The "distance left to walk" (current minus use-radius) is
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// compared against the wire-supplied threshold (15m default,
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// retail constant at 0x005243b5). The retail function reads
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// `arg2` as the current distance but in practice is called at
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// chain setup with the initial distance, and the resulting
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// decision is cached for the rest of the chain — matching the
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// user-observed "run all the way / walk all the way" behaviour.
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private bool _autoWalkInitiallyRunning;
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/// <summary>
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/// True while a server-initiated auto-walk (MoveToObject inbound) is
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/// active on the local player. Update drives the body's velocity
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/// and motion state machine DIRECTLY from the wire-supplied path
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/// data, NOT via synthesized player-input. The
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/// motion-state-change detection downstream sees no user input
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/// during auto-walk, so no MoveToState wire packet is built — ACE's
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/// server-side MoveToChain can run uninterrupted until its callback
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/// fires.
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/// </summary>
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public bool IsServerAutoWalking => _autoWalkActive;
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// 2026-05-16 (issue #75) — tracks whether the auto-walk overlay is
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// actually advancing the body this frame. False during the
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// turn-first phase (rotating in place toward target) and after
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// arrival. Drives the animation cycle override: walking animation
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// only plays when the body is actually moving forward.
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private bool _autoWalkMovingForwardThisFrame;
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// 2026-05-16 (issue #69 fix) — turn direction this frame.
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// +1 = rotating counter-clockwise (Yaw increasing) → TurnLeft cycle
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// -1 = rotating clockwise (Yaw decreasing) → TurnRight cycle
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// 0 = aligned or not turning
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// Drives the animation cycle override during turn-first phase so
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// the body plays the actual turn animation instead of statue-pivoting.
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private int _autoWalkTurnDirectionThisFrame;
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/// <summary>
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/// Fires once when an auto-walk reaches its destination naturally
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/// (i.e. <see cref="EndServerAutoWalk"/> called with
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/// <c>reason="arrived"</c>). Does NOT fire on user-input cancel or
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/// on a re-target (BeginServerAutoWalk overwriting state).
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///
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/// <para>
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/// Host (<see cref="Rendering.GameWindow"/>) subscribes to re-send
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/// the Use/PickUp action that triggered the auto-walk — without
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/// this, ACE's server-side MoveToChain may have already timed out
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/// by the time our local body arrives, so the action wouldn't
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/// fire. Re-sending the action close-range hits ACE's WithinUseRadius
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/// fast-path and completes immediately.
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/// </para>
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/// </summary>
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public event Action? AutoWalkArrived;
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public PlayerMovementController(PhysicsEngine physics)
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{
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_physics = physics;
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_body = new PhysicsBody
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{
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State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
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};
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// Default skills — tuned toward mid-retail feel. Real characters'
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// skills come from PlayerDescription (0xF7B0/0x0013) which we don't
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// parse yet; override via env vars:
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// ACDREAM_RUN_SKILL, ACDREAM_JUMP_SKILL
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// K-fix6 (2026-04-26): bumped default jump skill from 200 → 300.
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// Retail formula: height = (skill/(skill+1300))*22.2 + 0.05 (extent=1):
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// skill=200 → 3.01m max (felt too low — user complaint)
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// skill=300 → 4.21m max (closer to a typical retail mid-tier
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// character's "I can clear that fence" hop)
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// Until #7 ships and PlayerDescription gives us the server's real
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// skill, this default is the right "feels like retail" baseline.
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int runSkill = int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_RUN_SKILL"), out var rs) ? rs : 200;
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int jumpSkill = int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_JUMP_SKILL"), out var jsv) ? jsv : 300;
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_weenie = new PlayerWeenie(runSkill: runSkill, jumpSkill: jumpSkill);
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_motion = new MotionInterpreter(_body, _weenie);
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}
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public void SetCharacterSkills(int runSkill, int jumpSkill)
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{
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_weenie.SetSkills(runSkill, jumpSkill);
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}
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/// <summary>
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/// Wire the player's AnimationSequencer current cycle velocity into
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/// <see cref="MotionInterpreter.GetCycleVelocity"/>. When attached,
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/// <c>get_state_velocity</c> uses <c>MotionData.Velocity * speedMod</c>
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/// as the primary forward-axis drive, keeping the body's world velocity
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/// locked to the animation's baked-in root-motion velocity.
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///
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/// <para>
|
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/// Without this accessor, the decompiled constant path
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/// (<c>RunAnimSpeed * ForwardSpeed</c>) is used — matches retail only
|
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/// when the character's MotionTable happens to bake Velocity=4.0 on
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/// RunForward, which is true for Humanoid but not for arbitrary
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/// creatures. See <see cref="MotionInterpreter.GetCycleVelocity"/>
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/// for the full rationale.
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/// </para>
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///
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/// <para>
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/// Called once from <c>GameWindow.CreateAnimatedEntity</c> after the
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/// player's <c>AnimatedEntity.Sequencer</c> is constructed.
|
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/// </para>
|
||
/// </summary>
|
||
public void AttachCycleVelocityAccessor(Func<Vector3> accessor)
|
||
{
|
||
if (accessor is null) throw new ArgumentNullException(nameof(accessor));
|
||
_motion.GetCycleVelocity = accessor;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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.
|
||
/// </summary>
|
||
public void ApplyServerRunRate(float forwardSpeed)
|
||
{
|
||
_motion.InterpretedState.ForwardSpeed = forwardSpeed;
|
||
_motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
|
||
}
|
||
|
||
/// <summary>
|
||
/// B.6 slice 2 (2026-05-14). Install a server-initiated auto-walk
|
||
/// against this body. <see cref="Update"/> will synthesize
|
||
/// <c>Forward+Run</c> input and steer <see cref="Yaw"/> toward
|
||
/// <paramref name="destinationWorld"/> until the body reaches the
|
||
/// arrival predicate (<c>moveTowards: dist ≤ distanceToObject</c>;
|
||
/// <c>!moveTowards: dist ≥ minDistance</c>) or the user presses any
|
||
/// movement key (which auto-cancels).
|
||
///
|
||
/// <para>
|
||
/// Retail reference: <c>MovementManager::PerformMovement</c>
|
||
/// (<c>0x00524440</c>) case 6 — unpacks the wire's target +
|
||
/// origin + run rate and calls <c>CPhysicsObj::MoveToObject</c> on
|
||
/// the local body. We do the equivalent at acdream's altitude:
|
||
/// hold the destination + thresholds + run rate locally, let the
|
||
/// existing per-tick motion machinery do the walking, and arrive
|
||
/// when the horizontal distance hits the threshold.
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// The run-rate parameter is the EFFECTIVE rate after the
|
||
/// <c>mtRun=0</c> fallback chain — the caller (GameWindow) is
|
||
/// responsible for substituting a non-zero rate when ACE sends 0.0
|
||
/// on the wire, per the trace finding in the design spec.
|
||
/// </para>
|
||
/// </summary>
|
||
public void BeginServerAutoWalk(
|
||
Vector3 destinationWorld,
|
||
float minDistance,
|
||
float distanceToObject,
|
||
bool moveTowards,
|
||
bool canCharge)
|
||
{
|
||
_autoWalkActive = true;
|
||
_autoWalkDestination = destinationWorld;
|
||
_autoWalkMinDistance = minDistance;
|
||
_autoWalkDistanceToObject = distanceToObject;
|
||
_autoWalkMoveTowards = moveTowards;
|
||
|
||
// Issue #77 fix (2026-05-18) — retail-faithful walk-vs-run.
|
||
//
|
||
// Retail's MovementParameters::get_command (decomp 0x0052aa00)
|
||
// gates run on the CanCharge flag (bit 0x10 of
|
||
// MovementParameters). Cleared → fall through to the inner
|
||
// walk_run_threshold check, which ACE's 15 m wire default +
|
||
// 0.6 m use-radius makes practically always walk for any
|
||
// chase under 15.6 m. Set → unconditional HoldKey_Run.
|
||
//
|
||
// ACE's Creature.SetWalkRunThreshold sets CanCharge when
|
||
// (server-side player→target distance) >= WalkRunThreshold /
|
||
// 2 (= 7.5 m for the 15 m default), and clears it otherwise.
|
||
// The CanCharge bit IS the wire-side walk-vs-run answer; we
|
||
// just relay it.
|
||
//
|
||
// Previously we hardcoded a 1.0 m threshold against
|
||
// initialDist - distanceToObject, which forced run at any
|
||
// chase past ~1.6 m — including the 3-5 m "walk range" the
|
||
// user expected to walk in (issue #77 reproduction). Honoring
|
||
// CanCharge restores the retail bucket: walk under ~7.5 m,
|
||
// run beyond.
|
||
_autoWalkInitiallyRunning = canCharge;
|
||
}
|
||
|
||
/// <summary>
|
||
/// B.6 slice 2 (2026-05-14). Cancel any active server-initiated
|
||
/// auto-walk. Idempotent. <paramref name="reason"/> is logged when
|
||
/// <see cref="PhysicsDiagnostics.ProbeAutoWalkEnabled"/> is on so
|
||
/// the trace shows why the auto-walk ended.
|
||
/// </summary>
|
||
public void EndServerAutoWalk(string reason)
|
||
{
|
||
if (!_autoWalkActive) return;
|
||
_autoWalkActive = false;
|
||
if (PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||
Console.WriteLine($"[autowalk-end] reason={reason}");
|
||
if (reason == "arrived")
|
||
AutoWalkArrived?.Invoke();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 2026-05-16. Called by the network outbound layer after every
|
||
/// AutonomousPosition or MoveToState that carries the player's
|
||
/// position. Resets the diff-driven heartbeat clock so the next
|
||
/// `HeartbeatDue` evaluation requires either a fresh state change
|
||
/// (cell, contact-plane, or frame) OR another full HeartbeatInterval.
|
||
/// Mirrors retail's SendPositionEvent at
|
||
/// <c>acclient_2013_pseudo_c.txt:700345-700348</c> which updates
|
||
/// `last_sent_position`, `last_sent_position_time`, AND
|
||
/// `last_sent_contact_plane` after every send.
|
||
/// </summary>
|
||
public void NotePositionSent(System.Numerics.Vector3 worldPos,
|
||
uint cellId,
|
||
System.Numerics.Plane contactPlane,
|
||
float nowSeconds)
|
||
{
|
||
_lastSentPos = worldPos;
|
||
_lastSentCellId = cellId;
|
||
_lastSentContactPlane = contactPlane;
|
||
_lastSentTime = nowSeconds;
|
||
_lastSentInitialized = true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// B.6 slice 2 (2026-05-14). If a server-initiated auto-walk is
|
||
/// active, either cancel it (user pressed a movement key) or
|
||
/// synthesize a Forward+Run input with <see cref="Yaw"/> stepped
|
||
/// toward the destination. Returns the (possibly modified) input
|
||
/// for the rest of <see cref="Update"/> to consume.
|
||
///
|
||
/// <para>
|
||
/// Heading correction matches <see cref="RemoteMoveToDriver.Drive"/>
|
||
/// — ±<see cref="RemoteMoveToDriver.HeadingSnapToleranceRad"/>
|
||
/// snap-on-aligned, otherwise rotate at
|
||
/// <see cref="RemoteMoveToDriver.TurnRateRadPerSec"/>. Arrival
|
||
/// predicate matches retail's
|
||
/// <c>MoveToManager::HandleMoveToPosition</c>: chase arrives at
|
||
/// <c>distanceToObject</c>; flee arrives at <c>minDistance</c>.
|
||
/// </para>
|
||
/// </summary>
|
||
/// <summary>
|
||
/// 2026-05-16 (issue #75 refactor) — drive the body directly from
|
||
/// the wire-supplied path data during server-initiated auto-walk,
|
||
/// without synthesizing player-input. Replaces the earlier
|
||
/// ApplyAutoWalkOverlay which returned a synthesized Forward+Run
|
||
/// MovementInput; that synthesis leaked to the wire as an outbound
|
||
/// MoveToState packet ("user is RunForward") which ACE read as
|
||
/// user-took-manual-control and cancelled its own MoveToChain. The
|
||
/// architecture now mirrors retail's MovementManager::PerformMovement
|
||
/// case 6 (decomp 0x00524440): step the body's velocity + motion
|
||
/// state directly; the user-input pipeline downstream sees no input
|
||
/// because the user didn't press anything, so no MoveToState gets
|
||
/// built.
|
||
///
|
||
/// <para>
|
||
/// Returns <c>true</c> when this method consumed motion control for
|
||
/// the frame (auto-walk active, no user override, no arrival).
|
||
/// Caller (<see cref="Update"/>) must skip the user-input motion +
|
||
/// body-velocity sections to avoid them overriding the auto-walk's
|
||
/// velocity assignment.
|
||
/// </para>
|
||
/// </summary>
|
||
private bool DriveServerAutoWalk(float dt, MovementInput input)
|
||
{
|
||
_autoWalkMovingForwardThisFrame = false;
|
||
_autoWalkTurnDirectionThisFrame = 0;
|
||
if (!_autoWalkActive) return false;
|
||
|
||
// User-input cancellation. Any direct movement key takes over.
|
||
// Mouse-only turning (no movement key) doesn't cancel — the
|
||
// user might just be looking around mid-walk.
|
||
bool userOverride = input.Forward || input.Backward
|
||
|| input.StrafeLeft || input.StrafeRight
|
||
|| input.TurnLeft || input.TurnRight;
|
||
if (userOverride)
|
||
{
|
||
EndServerAutoWalk("user-input");
|
||
return false;
|
||
}
|
||
|
||
// Horizontal distance to target — server owns Z, our local body
|
||
// Z snaps to UpdatePosition broadcasts when ACE sends them.
|
||
var pos = _body.Position;
|
||
float dx = _autoWalkDestination.X - pos.X;
|
||
float dy = _autoWalkDestination.Y - pos.Y;
|
||
float dist = MathF.Sqrt(dx * dx + dy * dy);
|
||
|
||
// Arrival predicate. With the 10 Hz heartbeat from 301281d the
|
||
// server-side Player.Location tracks our body within ~100 ms, so
|
||
// the previous "subtract 0.2 m safety margin" workaround is no
|
||
// longer needed. Tiny 0.05 m margin remains to absorb the
|
||
// sub-tick race between local arrival-fire and the next
|
||
// heartbeat's outbound packet.
|
||
//
|
||
// ARRIVAL IS GATED ON ALIGNMENT: we only end the auto-walk once
|
||
// the body is BOTH within use-radius AND facing the target.
|
||
// Without the alignment gate, a Use on a close target while
|
||
// facing away would end immediately and the body wouldn't turn
|
||
// at all (user feedback 2026-05-15: 'when I'm close I'm not
|
||
// facing'). The alignment check is computed below in the same
|
||
// block as the heading-step; we defer the arrival fire-and-end
|
||
// until after we've inspected `aligned`.
|
||
float arrivalThreshold = _autoWalkMoveTowards
|
||
? _autoWalkDistanceToObject
|
||
: _autoWalkMinDistance;
|
||
// 2026-05-16 — retail "stop at the radius" semantics.
|
||
// Previously had a 0.05 m TinyMargin inside the threshold to
|
||
// ensure ACE's server-side WithinUseRadius poll saw us inside
|
||
// the radius before our next AP heartbeat. With the
|
||
// diff-driven AP cadence (Task B2) ACE sees the final position
|
||
// the same frame we arrive — no margin needed. Retail's
|
||
// arrival check is `dist <= radius` exact at
|
||
// CMotionInterp::apply_interpreted_movement integration.
|
||
bool withinArrival =
|
||
(_autoWalkMoveTowards
|
||
&& dist <= arrivalThreshold)
|
||
|| (!_autoWalkMoveTowards
|
||
&& dist >= arrivalThreshold + RemoteMoveToDriver.ArrivalEpsilon);
|
||
|
||
// Step Yaw toward target. Convention from Update line 364:
|
||
// _body.Orientation = Quaternion.CreateFromAxisAngle(Z, Yaw - π/2),
|
||
// so local-forward (+Y) maps to world (cos Yaw, sin Yaw, 0).
|
||
// Therefore Yaw that faces (dx,dy) is atan2(dy, dx).
|
||
//
|
||
// User feedback (2026-05-15): 'I should face that object and then
|
||
// start moving. Now it starts running before facing is complete.'
|
||
// Track the current heading delta — if we're more than the
|
||
// walk-while-turning threshold off, suppress Forward this frame
|
||
// so the body turns IN PLACE first. Once we're within the
|
||
// threshold, the synthesised Forward+Run kicks in below.
|
||
bool aligned = true;
|
||
bool walkAligned = true;
|
||
if (dist > 1e-4f)
|
||
{
|
||
float desiredYaw = MathF.Atan2(dy, dx);
|
||
float delta = desiredYaw - Yaw;
|
||
while (delta > MathF.PI) delta -= 2f * MathF.PI;
|
||
while (delta < -MathF.PI) delta += 2f * MathF.PI;
|
||
|
||
// Retail-faithful local rotation: rotate continuously at
|
||
// TurnRate, never snap until overshoot would occur. Retail's
|
||
// MoveToManager::HandleTurnToHeading (0x0052a0c0) only snaps
|
||
// when heading_greater() detects we've crossed the target —
|
||
// there's no "snap when close" tolerance band. The earlier
|
||
// 20° snap was borrowed wrongly from RemoteMoveToDriver
|
||
// (which is the sparse-update-fudge path for remotes).
|
||
//
|
||
// MathF.Min(|delta|, maxStep) naturally clamps the final
|
||
// fractional step to exactly delta, so we land on the
|
||
// target heading without overshoot.
|
||
// 2026-05-16 — retail-faithful turn rate. Auto-walk's
|
||
// run/walk decision (one-shot at chain start) drives the
|
||
// turn rate: running rotation is 50% faster per
|
||
// run_turn_factor at retail 0x007c8914.
|
||
float maxStep = RemoteMoveToDriver.TurnRateFor(_autoWalkInitiallyRunning) * dt;
|
||
float yawStep = MathF.Sign(delta) * MathF.Min(MathF.Abs(delta), maxStep);
|
||
Yaw += yawStep;
|
||
while (Yaw > MathF.PI) Yaw -= 2f * MathF.PI;
|
||
while (Yaw < -MathF.PI) Yaw += 2f * MathF.PI;
|
||
|
||
// 2026-05-16 (issue #69) — record rotation direction so the
|
||
// animation override can pick the TurnLeft/TurnRight cycle.
|
||
// Sign convention matches user-driven A/D in Update:
|
||
// yawStep > 0 ⇔ TurnLeft (Yaw increases)
|
||
// yawStep < 0 ⇔ TurnRight (Yaw decreases)
|
||
// Small dead-zone avoids flickering between Turn cycles
|
||
// when the residual delta is effectively zero.
|
||
if (MathF.Abs(yawStep) > 1e-5f)
|
||
_autoWalkTurnDirectionThisFrame = yawStep > 0f ? +1 : -1;
|
||
|
||
// Two alignment thresholds:
|
||
// walkWhileTurning (30°): outside this, body turns in place.
|
||
// Inside, body walks forward while
|
||
// finishing residual alignment.
|
||
// fullyAligned (5°): the arrival-fire alignment. ACE
|
||
// rotates server-side via Rotate(target)
|
||
// BEFORE invoking the Use callback —
|
||
// user reported 'it does not face it
|
||
// completely', so the final-alignment
|
||
// check must be tighter than the
|
||
// walking gate.
|
||
const float WalkWhileTurningRad = 30f * MathF.PI / 180f;
|
||
const float FullyAlignedRad = 5f * MathF.PI / 180f;
|
||
walkAligned = MathF.Abs(delta) <= WalkWhileTurningRad;
|
||
aligned = MathF.Abs(delta) <= FullyAlignedRad;
|
||
}
|
||
|
||
// End the auto-walk once the body is BOTH within use radius
|
||
// AND aligned with the target. This is the alignment-gated
|
||
// arrival the comment above flagged: a close-range Use on a
|
||
// target behind the player still rotates the body first.
|
||
if (withinArrival && aligned)
|
||
{
|
||
EndServerAutoWalk("arrived");
|
||
return false;
|
||
}
|
||
|
||
// Walk vs run uses the one-shot decision from BeginServerAutoWalk
|
||
// (initial distance minus use-radius vs walkRunThreshold).
|
||
// Held for the rest of the auto-walk so the body runs all
|
||
// the way to a far target, or walks all the way to a near
|
||
// one — matching user-observed retail behaviour.
|
||
bool shouldRun = _autoWalkInitiallyRunning;
|
||
|
||
// Turn-first gate: if not yet within the 30° walking band,
|
||
// suppress forward motion so the body turns in place rather
|
||
// than walking an arc. Also suppress when already within
|
||
// arrival — we just turned to face it; no need to step forward
|
||
// into it.
|
||
bool moveForward = walkAligned && !withinArrival;
|
||
|
||
if (!moveForward)
|
||
{
|
||
// Turn-in-place phase. Two sub-cases land here:
|
||
// (a) initial turn — body must rotate to face the target
|
||
// before we drive forward (walkAligned == false at chain
|
||
// start, body is stationary).
|
||
// (b) overshoot recovery — body crossed the destination, so
|
||
// desiredYaw flipped ~180° and walkAligned dropped to
|
||
// false; body needs to turn around before walking back.
|
||
// (c) settling — body is within use-radius but not aligned
|
||
// enough to fire arrival (withinArrival == true,
|
||
// !aligned); body holds position while finishing rotation
|
||
// so the arrival predicate fires on the next tick.
|
||
//
|
||
// Issue #77 fix: explicitly zero horizontal velocity. Without
|
||
// this, in case (b) the body keeps the prior frame's running
|
||
// velocity (RunAnimSpeed × runRate ≈ 11 m/s) and slides past
|
||
// the destination by several meters before the turn-around
|
||
// rotation completes — the "runs and slides away, runs back,
|
||
// picks up" symptom reported in issue #77 / bug B. Cases (a)
|
||
// and (c) zero a velocity that's already zero, so the change
|
||
// is a no-op there.
|
||
//
|
||
// The motion-interpreter state also has to step out of
|
||
// WalkForward so get_state_velocity (used downstream) reports
|
||
// standing-velocity, not the prior frame's run-speed.
|
||
_motion.DoMotion(MotionCommand.Ready, 1.0f);
|
||
if (_body.OnWalkable)
|
||
{
|
||
float savedWorldVz = _body.Velocity.Z;
|
||
_body.set_local_velocity(new Vector3(0f, 0f, savedWorldVz));
|
||
}
|
||
return true;
|
||
}
|
||
|
||
// Drive motion state machine + body velocity directly. This
|
||
// mirrors what the user-input section would have done with
|
||
// synthesized Forward+Run, but without putting anything into
|
||
// MovementInput — so the outbound-packet pipeline never builds
|
||
// a MoveToState packet for auto-walk frames.
|
||
uint forwardCmd;
|
||
float forwardCmdSpeed;
|
||
if (shouldRun && _weenie.InqRunRate(out float runRate))
|
||
{
|
||
// Wire-compatible: WalkForward command @ runRate triggers
|
||
// ACE's auto-upgrade to RunForward for observers. Same
|
||
// shape as the user-input section's running path.
|
||
forwardCmd = MotionCommand.WalkForward;
|
||
forwardCmdSpeed = runRate;
|
||
}
|
||
else
|
||
{
|
||
forwardCmd = MotionCommand.WalkForward;
|
||
forwardCmdSpeed = 1.0f;
|
||
}
|
||
|
||
_autoWalkMovingForwardThisFrame = true;
|
||
|
||
// Update interpreted motion state — drives the animation cycle
|
||
// via UpdatePlayerAnimation downstream + the MotionInterpreter's
|
||
// state-velocity getter (used for our velocity assignment below).
|
||
_motion.DoMotion(forwardCmd, forwardCmdSpeed);
|
||
|
||
// Set body velocity directly. Only meaningful when grounded;
|
||
// mirror the user-input section's `if (_body.OnWalkable)` gate
|
||
// so we don't override gravity/jump velocity mid-air.
|
||
if (_body.OnWalkable)
|
||
{
|
||
float savedWorldVz = _body.Velocity.Z;
|
||
var stateVel = _motion.get_state_velocity();
|
||
_body.set_local_velocity(new Vector3(0f, stateVel.Y, savedWorldVz));
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
// 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;
|
||
}
|
||
|
||
public void SetPosition(Vector3 pos, uint cellId)
|
||
{
|
||
_body.Position = pos;
|
||
_prevPhysicsPos = pos;
|
||
_currPhysicsPos = pos;
|
||
UpdateCellId(cellId, "teleport");
|
||
|
||
// 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;
|
||
_physicsAccum = 0f;
|
||
}
|
||
|
||
private Vector3 ComputeRenderPosition()
|
||
{
|
||
float alpha = Math.Clamp(_physicsAccum / PhysicsBody.MinQuantum, 0f, 1f);
|
||
return Vector3.Lerp(_prevPhysicsPos, _currPhysicsPos, alpha);
|
||
}
|
||
|
||
public MovementResult Update(float dt, MovementInput input)
|
||
{
|
||
_simTimeSeconds += dt;
|
||
|
||
// 2026-05-16 (issue #75 refactor): server-initiated auto-walk
|
||
// drives the body's velocity + motion state machine DIRECTLY.
|
||
// When _autoWalkActive, DriveServerAutoWalk steps Yaw, computes
|
||
// velocity from wire-supplied runRate, calls _motion.DoMotion,
|
||
// and sets _body.set_local_velocity. The user-input motion +
|
||
// velocity sections below are SKIPPED so they don't override
|
||
// the auto-walk's assignments. Critically, no synthesized input
|
||
// gets put back into `input` — the outbound-packet pipeline at
|
||
// GameWindow.cs:6410 sees user-input null/Ready throughout the
|
||
// auto-walk and never builds a MoveToState packet, leaving
|
||
// ACE's server-side MoveToChain to run uninterrupted until its
|
||
// TryUseItem/TryPickUp callback fires. Retail equivalent:
|
||
// MovementManager::PerformMovement case 6 (decomp 0x00524440)
|
||
// calls CPhysicsObj::MoveToObject server-side; the local body
|
||
// is moved without ever touching CommandInterpreter input.
|
||
bool autoWalkConsumedMotion = DriveServerAutoWalk(dt, 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,
|
||
RenderPosition: RenderPosition,
|
||
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 ────────────────────────────
|
||
// 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.
|
||
float keyboardTurnRate = RemoteMoveToDriver.TurnRateFor(input.Run);
|
||
if (input.TurnRight)
|
||
Yaw -= keyboardTurnRate * dt;
|
||
if (input.TurnLeft)
|
||
Yaw += keyboardTurnRate * 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 ───────────────
|
||
// 2026-05-16 (issue #75): skip when DriveServerAutoWalk owns
|
||
// motion control this frame — it has already called
|
||
// _motion.DoMotion + _body.set_local_velocity from the auto-
|
||
// walk's path data + runRate. Running this section would
|
||
// overwrite the auto-walk velocity with the user-input
|
||
// (Ready/Stand) velocity, freezing the body.
|
||
if (!autoWalkConsumedMotion)
|
||
{
|
||
// 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));
|
||
}
|
||
} // end of `if (!autoWalkConsumedMotion)` — section 2
|
||
|
||
// ── 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)
|
||
{
|
||
// Capture jump_v_z BEFORE LeaveGround() — that call resets
|
||
// JumpExtent back to 0 (faithful to retail's FUN_00529710),
|
||
// after which get_jump_v_z() returns 0 because the extent
|
||
// gate at the top of the function fires.
|
||
float jumpVz = _motion.get_jump_v_z();
|
||
_motion.LeaveGround();
|
||
outJumpExtent = _jumpExtent;
|
||
// BODY-LOCAL jump-launch velocity, computed directly from input.
|
||
//
|
||
// Why not read _body.Velocity? Because _motion.LeaveGround()
|
||
// routes through get_leave_ground_velocity → get_state_velocity,
|
||
// which is a faithful port of retail's FUN_00528960. Retail's
|
||
// version only handles WalkForward (0x45000005) / RunForward
|
||
// (0x44000007) / SideStepRight (0x6500000F); WalkBackwards
|
||
// and SideStepLeft return zero. Retail papers over this in
|
||
// adjust_motion (FUN_00528010) by translating
|
||
// WalkBackwards → WalkForward + speed × -0.65
|
||
// SideStepLeft → SideStepRight + speed × -1
|
||
// before they reach InterpretedState — but we don't yet port
|
||
// adjust_motion, so InterpretedState holds the un-translated
|
||
// command and get_state_velocity returns (0,0,0) for it.
|
||
// LeaveGround then writes (0,0,jumpZ) to the body, wiping the
|
||
// correct strafe/backward velocity the controller had just set
|
||
// a few lines up. Result: backward/strafe jumps go straight up.
|
||
//
|
||
// Until adjust_motion is ported, we mirror the grounded-velocity
|
||
// computation from the block above and stuff the result into
|
||
// outJumpVelocity directly. Local frame: +Y forward, +X right,
|
||
// +Z up — matches retail's body-frame convention. Server
|
||
// rotates body→world on receive, so observers see the jump
|
||
// in the correct world direction.
|
||
float jumpRunMul = 1.0f;
|
||
if (input.Run && _weenie.InqRunRate(out float jvrr))
|
||
jumpRunMul = jvrr;
|
||
|
||
// Forward uses get_state_velocity (which knows Walk vs Run vs
|
||
// animation-cycle pacing). Backward / Strafe use the same
|
||
// hardcoded scaled formulas the grounded-velocity block above
|
||
// uses (lines 397-408).
|
||
float localY = 0f;
|
||
if (input.Forward)
|
||
{
|
||
var stateVel = _motion.get_state_velocity();
|
||
localY = stateVel.Y;
|
||
}
|
||
else if (input.Backward)
|
||
{
|
||
localY = -(MotionInterpreter.WalkAnimSpeed * 0.65f * jumpRunMul);
|
||
}
|
||
|
||
float localX = 0f;
|
||
if (input.StrafeRight)
|
||
localX = MotionInterpreter.SidestepAnimSpeed * jumpRunMul;
|
||
else if (input.StrafeLeft)
|
||
localX = -MotionInterpreter.SidestepAnimSpeed * jumpRunMul;
|
||
|
||
outJumpVelocity = new Vector3(localX, localY, 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);
|
||
}
|
||
_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;
|
||
Vector3 oldTickEndPos = _currPhysicsPos;
|
||
_physicsAccum += dt;
|
||
|
||
if (_physicsAccum > PhysicsBody.HugeQuantum)
|
||
{
|
||
// Stale frame (debugger break, GC pause). Discard accumulated dt.
|
||
_physicsAccum = 0f;
|
||
_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);
|
||
_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;
|
||
|
||
// ── 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,
|
||
// 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 resolved position.
|
||
_body.Position = resolveResult.Position;
|
||
if (physicsTickRan)
|
||
{
|
||
_prevPhysicsPos = oldTickEndPos;
|
||
_currPhysicsPos = _body.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-diag (2026-04-30): per-frame bounce trace for steep-roof bug.
|
||
bool diagSteep = AcDream.Core.Physics.PhysicsDiagnostics.DumpSteepRoofEnabled;
|
||
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;
|
||
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. 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 (always while in-world, not just while moving) ─
|
||
// 2026-05-16 (closes #74) — retail-faithful AP cadence per
|
||
// CommandInterpreter::ShouldSendPositionEvent at
|
||
// acclient_2013_pseudo_c.txt:700233-700285. Two-branch:
|
||
//
|
||
// Branch 1 — interval NOT yet elapsed (< 1 sec since last
|
||
// send): send only if cell changed OR contact-plane changed
|
||
// (mid-walk events that matter — stair / hill / cell cross).
|
||
//
|
||
// Branch 2 — interval HAS elapsed (>= 1 sec): send only if
|
||
// cell OR position frame changed. Truly idle = no send
|
||
// (retail's `last_sent.frame == player.frame` check at
|
||
// acclient_2013_pseudo_c.txt:700248-700265).
|
||
//
|
||
// SendPositionEvent (line 700327) gates the actual send on
|
||
// (state & 1) != 0 && (state & 2) != 0 — Contact AND
|
||
// OnWalkable both set. We mirror that gate so airborne and
|
||
// wall-contact-without-walkable suppress AP entirely;
|
||
// MoveToState carries jump/fall snapshots while airborne.
|
||
//
|
||
// Effective rates:
|
||
// Truly idle (grounded, no movement) : 0 Hz
|
||
// Smooth movement (no cell/plane changes) : ~1 Hz (interval)
|
||
// Cell crossings + stair/hill steps : per-event
|
||
// Airborne : 0 Hz
|
||
//
|
||
// Bootstrap: when NotePositionSent has never been called
|
||
// (_lastSentInitialized=false), every state-changed branch is
|
||
// forced true so the first AP gets a chance to fire.
|
||
|
||
bool intervalElapsed = !_lastSentInitialized
|
||
|| (_simTimeSeconds - _lastSentTime) >= HeartbeatInterval;
|
||
|
||
bool cellChanged = !_lastSentInitialized
|
||
|| _lastSentCellId != CellId;
|
||
bool planeChanged = !_lastSentInitialized
|
||
|| !ApproxPlaneEqual(_lastSentContactPlane, _body.ContactPlane);
|
||
bool frameChanged = !_lastSentInitialized
|
||
|| !ApproxPositionEqual(_lastSentPos, _body.Position);
|
||
|
||
bool sendThisFrame = intervalElapsed
|
||
? (cellChanged || frameChanged)
|
||
: (cellChanged || planeChanged);
|
||
|
||
// Grounded-on-walkable gate per acclient_2013_pseudo_c.txt:700327
|
||
// (`(state & 1) != 0 && (state & 2) != 0`). Both flags must be
|
||
// set simultaneously, NOT a bitwise-OR mask test.
|
||
bool groundedOnWalkable = _body.InContact && _body.OnWalkable;
|
||
|
||
HeartbeatDue = groundedOnWalkable && sendThisFrame;
|
||
|
||
// 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;
|
||
|
||
// 2026-05-16 (issue #75) — server-initiated auto-walk drives
|
||
// the local animation cycle directly:
|
||
// - moving forward → WalkForward / RunForward (legs animate)
|
||
// - turn-first phase → TurnLeft / TurnRight (issue #69 fix)
|
||
// - aligned but pre-step / arrival → no override, falls to
|
||
// the user-input section's default (idle)
|
||
// UpdatePlayerAnimation reads LocalAnimationCommand +
|
||
// LocalAnimationSpeed; without these overrides the body
|
||
// translates/rotates without leg/arm animation. The motion
|
||
// cycle commands here flow into the animation sequencer
|
||
// ONLY — the wire-layer guard at GameWindow.cs:6419 prevents
|
||
// them from leaking to a user-MoveToState packet during
|
||
// auto-walk.
|
||
if (_autoWalkMovingForwardThisFrame)
|
||
{
|
||
if (_autoWalkInitiallyRunning && _weenie.InqRunRate(out float autoWalkRunRate))
|
||
{
|
||
localAnimCmd = MotionCommand.RunForward;
|
||
localAnimSpeed = autoWalkRunRate;
|
||
}
|
||
else
|
||
{
|
||
localAnimCmd = MotionCommand.WalkForward;
|
||
localAnimSpeed = 1f;
|
||
}
|
||
}
|
||
else if (_autoWalkTurnDirectionThisFrame != 0)
|
||
{
|
||
localAnimCmd = _autoWalkTurnDirectionThisFrame > 0
|
||
? MotionCommand.TurnLeft
|
||
: MotionCommand.TurnRight;
|
||
localAnimSpeed = 1f;
|
||
}
|
||
|
||
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,
|
||
// Run hold-key applies to ANY active directional axis, not just
|
||
// forward (per holtburger's build_motion_state_raw_motion_state:
|
||
// "uses the same value for every active per-axis hold key"). The
|
||
// pre-fix condition `input.Run && input.Forward` made strafe-run
|
||
// and backward-run incorrectly broadcast as walk to observers,
|
||
// who then animated walk + dead-reckoned at walk speed while the
|
||
// server position moved at run speed — visible as observer lag.
|
||
IsRunning: input.Run && anyDirectional,
|
||
LocalAnimationCommand: localAnimCmd,
|
||
LocalAnimationSpeed: localAnimSpeed,
|
||
JustLanded: justLanded,
|
||
JumpExtent: outJumpExtent,
|
||
JumpVelocity: outJumpVelocity);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 2026-05-16. Position-equality test for diff-driven AP cadence.
|
||
/// Retail uses Frame::is_equal at acclient_2013_pseudo_c.txt:700263
|
||
/// which is essentially exact float comparison after a memcmp of
|
||
/// the frame struct. For floating-point safety we use a tiny epsilon
|
||
/// — sub-millimeter — that's well below any movement we'd want to
|
||
/// suppress sending for.
|
||
/// </summary>
|
||
private static bool ApproxPositionEqual(
|
||
System.Numerics.Vector3 a, System.Numerics.Vector3 b)
|
||
{
|
||
const float Epsilon = 0.001f; // 1 mm
|
||
return MathF.Abs(a.X - b.X) < Epsilon
|
||
&& MathF.Abs(a.Y - b.Y) < Epsilon
|
||
&& MathF.Abs(a.Z - b.Z) < Epsilon;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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.
|
||
/// </summary>
|
||
private static bool ApproxPlaneEqual(
|
||
System.Numerics.Plane a, System.Numerics.Plane b)
|
||
{
|
||
const float NormalEpsilon = 1e-4f;
|
||
const float DistanceEpsilon = 0.001f;
|
||
return MathF.Abs(a.Normal.X - b.Normal.X) < NormalEpsilon
|
||
&& MathF.Abs(a.Normal.Y - b.Normal.Y) < NormalEpsilon
|
||
&& MathF.Abs(a.Normal.Z - b.Normal.Z) < NormalEpsilon
|
||
&& MathF.Abs(a.D - b.D) < DistanceEpsilon;
|
||
}
|
||
}
|