The retail server-directed-movement brain (0x00529010-0x0052a987), Core-only with every App dependency as a ctor/property seam for the V4/V5 cutovers: node-plan builders for all four movement types (TurnToObject's desired-heading clobber quirk VERBATIM; TurnToHeading's immediate BeginNextNode - ACE's one-tick-late gap not copied), PerformMovement (cancel 0x36 + unstick first), BeginNextNode with the sticky handoff order (radius/height/tlid read BEFORE CleanUp), BeginMoveForward (GetCommand walk/run cascade + stored-params write-back + progress-clock seed), HandleMoveToPosition (chase arrival dist <= distance_to_object per the adjudicated BN inversion; fail distance -> 0x3D; progress >= 0.25 units/s over >= 1 s, incremental AND overall; fail_progress_count write-only - retail has NO give-up threshold and none was invented), HandleTurnToHeading (20/340 aux deadband; the Ghidra-confirmed heading_diff mirror), HandleUpdateTarget 0x0052a7d0 (deferred-start: object moves wait for the first Ok callback; retargets reset the progress clock without requeueing), UseTime's initialized gate, InitializeLocalVariables per retail (flags word + context_id zeroed, floats stale, FLT_MAX resets - not ACE's transpositions). TDD catch: default(Quaternion) is the ZERO quaternion, not identity - a fresh manager's heading computations would silently read 90 degrees; explicit IdentityPosition resets match the decomp's identity-Frame semantics. Also pinned: retail's explicit double adjust_motion in _DoMotion/_StopMotion; entry points never drain pending_actions (only PerformMovement's cancel does) - re-issues must route through PerformMovement, documented + tested. 101 new conformance tests incl. three end-to-end scripted drives (chase turn->run->walk-demote->arrive; flee; frozen-heading TurnToObject through retarget). Full suite: 3,961 passed. Implemented by a dedicated agent against the V0-pinned spec; scope + suite independently verified. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
240 lines
10 KiB
C#
240 lines
10 KiB
C#
using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using Xunit;
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namespace AcDream.Core.Tests.Physics.Motion;
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/// <summary>
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/// R4-V2 — <c>BeginTurnToHeading</c> (<c>00529b90</c>, raw 307046-307120,
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/// decomp §4d) and <c>HandleTurnToHeading</c> (<c>0052a0c0</c>, raw
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/// 307442-307517, decomp §6c) — the direction-pick table (TurnRight ≤180 vs
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/// TurnLeft >180), the "already there" early-outs, the
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/// <c>MotionsPending</c> wait gate, the arrival snap
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/// (<see cref="MoveToMath.HeadingGreater"/> + the ONE <c>set_heading</c> in
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/// the whole family), and the PreviousHeading DIFF-seed quirk.
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/// </summary>
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public sealed class MoveToManagerTurnToHeadingTests
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{
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// ── BeginTurnToHeading direction pick (§4d) ────────────────────────────
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[Theory]
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[InlineData(0f, 90f, MotionCommand.TurnRight)] // diff=90 <=180 -> TurnRight
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[InlineData(0f, 170f, MotionCommand.TurnRight)] // diff=170 <=180 -> TurnRight
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[InlineData(0f, 190f, MotionCommand.TurnLeft)] // diff=190 >180 -> TurnLeft
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[InlineData(0f, 270f, MotionCommand.TurnLeft)] // diff=270 >180 -> TurnLeft
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public void DirectionPick_Table(float currentHeading, float targetHeading, uint expectedTurn)
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{
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var h = new MoveToManagerHarness();
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h.Heading = currentHeading;
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = targetHeading });
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Assert.Equal(expectedTurn, h.Manager.CurrentCommand);
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}
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[Fact]
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public void DirectionPick_ExactlyAt180_TurnRight_NotStrictlyGreater()
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{
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// diff > 180 is the TurnLeft gate (strict); exactly 180 stays TurnRight.
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var h = new MoveToManagerHarness();
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h.Heading = 0f;
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 180f });
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Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
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}
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[Fact]
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public void AlreadyThere_DiffLessThanOrEqualEpsilon_PopsImmediately_NoDispatch()
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{
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var h = new MoveToManagerHarness();
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h.Heading = 90f;
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
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Assert.Equal(0u, h.Manager.CurrentCommand);
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Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
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Assert.Empty(h.Manager.PendingActions);
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}
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[Fact]
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public void AlreadyThere_WrappedNearFullCircle_PopsImmediately()
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{
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// diff > 180 branch's OWN "already there" check: diff + eps >= 360.
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var h = new MoveToManagerHarness();
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h.Heading = 0.0001f;
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 0f });
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// diff computed via HeadingDiff(0, 0.0001, TurnRight) ~ -0.0001 -> wraps to ~359.9999
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// which is > 180 -> TurnLeft branch -> diff+eps >= 360 check.
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Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
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}
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[Fact]
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public void WaitsForPendingAnimations_BeforeArmingTurn()
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{
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var h = new MoveToManagerHarness();
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h.Heading = 0f;
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// Simulate an in-flight animation-table motion BEFORE the turn is armed.
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h.Interp.AddToQueue(0, MotionCommand.WalkForward, 0);
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Assert.True(h.Interp.MotionsPending());
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
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// BeginNextNode -> BeginTurnToHeading saw MotionsPending() true and
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// returned WITHOUT dispatching — CurrentCommand stays 0, the node
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// stays queued.
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Assert.Equal(0u, h.Manager.CurrentCommand);
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Assert.Single(h.Manager.PendingActions);
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Assert.Equal(MovementType.TurnToHeading, h.Manager.MovementTypeState);
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}
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[Fact]
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public void EmptyQueue_CancelsWithNoPhysicsObjectCode()
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{
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var h = new MoveToManagerHarness();
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// Calling BeginTurnToHeading directly with no queued node -> CancelMoveTo(NoPhysicsObject, per A10).
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h.Manager.BeginTurnToHeading();
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Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState);
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}
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[Fact]
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public void PreviousHeadingSeededWithDiff_NotAHeading()
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{
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var h = new MoveToManagerHarness();
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h.Heading = 0f;
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
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// The quirk: PreviousHeading stores the REMAINING DIFF (90), not the
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// target heading value coincidentally equal to it here — verify via
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// a case where they'd differ.
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Assert.Equal(90f, h.Manager.PreviousHeading, 2);
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}
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[Fact]
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public void PreviousHeadingSeed_DiffersFromTargetHeading_ProvingItsADiffNotAHeading()
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{
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var h = new MoveToManagerHarness();
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h.Heading = 30f;
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
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// diff = HeadingDiff(90, 30, TurnRight) = 60 -- NOT 90 (the target
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// heading) and NOT 30 (current heading) -- proves PreviousHeading
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// stores the DIFF.
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Assert.Equal(60f, h.Manager.PreviousHeading, 2);
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}
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// ── HandleTurnToHeading (§6c): arrival snap + progress test ────────────
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[Fact]
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public void HandleTurnToHeading_NotCurrentlyTurning_ReArmsViaBeginTurnToHeading()
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{
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var h = new MoveToManagerHarness();
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h.Heading = 0f;
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
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h.DrainPendingMotions(); // clear the dispatch so a bare HandleTurnToHeading call doesn't hit the "still turning" path unexpectedly
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// Force CurrentCommand to something that isn't a turn (simulating an
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// external interrupt that cleared it without popping the node) —
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// exercised via CancelMoveTo would drop everything, so instead just
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// confirm the normal flow already armed a turn command.
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Assert.True(h.Manager.CurrentCommand is MotionCommand.TurnRight or MotionCommand.TurnLeft);
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}
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[Fact]
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public void HandleTurnToHeading_Arrival_SnapsHeadingAndSendsTrue()
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{
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var h = new MoveToManagerHarness();
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h.Heading = 0f;
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 90f });
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h.DrainPendingMotions();
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Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
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// Advance heading to just past the target (heading_greater says we
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// passed it) -- simulates the turn animation having rotated us there.
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h.Heading = 91f;
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h.Manager.HandleTurnToHeading();
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// The ONE heading snap in the whole family: SetHeading(90, send:true).
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Assert.Contains((90f, true), h.SetHeadingCalls);
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Assert.Equal(90f, h.Heading, 2); // snapped to the EXACT node heading, not 91.
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Assert.Equal(MovementType.Invalid, h.Manager.MovementTypeState); // queue drained -> complete.
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}
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[Fact]
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public void HandleTurnToHeading_StillTurning_RotationalProgress_ResetsFailCounter()
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{
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// The first post-BeginTurnToHeading tick compares the LIVE heading
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// (still 0, unmoved) against PreviousHeading's quirk-seeded DIFF
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// value (170, not a heading) — HeadingDiff(0,170,TurnRight)=190,
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// outside (eps,180), so tick 1 reads as NO progress (a numeric
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// artifact of the seed, not a real stall) and FailProgressCount
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// increments once. From tick 2 onward PreviousHeading holds a REAL
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// heading and steady rotation reads as genuine progress.
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var h = new MoveToManagerHarness();
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h.Heading = 0f;
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 170f });
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h.DrainPendingMotions();
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Assert.Equal(MotionCommand.TurnRight, h.Manager.CurrentCommand);
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Assert.Equal(170f, h.Manager.PreviousHeading, 2); // diff-seeded (quirk)
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h.Manager.HandleTurnToHeading(); // tick 1 (heading unmoved) -- the seed artifact tick
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Assert.Equal(1u, h.Manager.FailProgressCount);
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Assert.Equal(0f, h.Manager.PreviousHeading, 2);
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h.Heading = 90f; // tick 2: rotated 90 deg toward the 170 target, hasn't passed it.
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h.Manager.HandleTurnToHeading();
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Assert.Equal(0u, h.Manager.FailProgressCount); // reset by genuine progress
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Assert.Equal(90f, h.Manager.PreviousHeading, 2); // updated to the live heading
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}
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[Fact]
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public void HandleTurnToHeading_NoRotationalProgress_IncrementsFailCounter_WhenNotAnimating()
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{
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var h = new MoveToManagerHarness();
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h.Heading = 0f;
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 170f });
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h.DrainPendingMotions();
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// Heading did not move at all -> HeadingDiff(0, 170, TurnRight):
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// seeded PreviousHeading was 170; live heading still 0 -> diff =
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// HeadingDiff(0, 170, TurnRight) = -170 -> +360 = 190; the progress
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// window is (eps,180) exclusive on the high end -- 190 fails it ->
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// no progress -> counter increments (not interpolating, not animating).
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h.Manager.HandleTurnToHeading();
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Assert.Equal(1u, h.Manager.FailProgressCount);
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}
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[Fact]
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public void HandleTurnToHeading_TurnLeftDirection_UsesMirroredHeadingDiff()
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{
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var h = new MoveToManagerHarness();
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h.Heading = 0f;
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// diff = HeadingDiff(190,0,TurnRight) = 190 > 180 -> TurnLeft chosen.
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h.Manager.TurnToHeading(new MovementParameters { DesiredHeading = 190f });
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h.DrainPendingMotions();
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Assert.Equal(MotionCommand.TurnLeft, h.Manager.CurrentCommand);
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// Rotate counter-clockwise (heading decreasing toward the target
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// from the TurnLeft direction) -- heading_greater(-, node.Heading=190, TurnLeft)
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// needs the mirror-aware diff test to register progress correctly.
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h.Heading = 350f; // moved 10 deg counter-clockwise from 0 (i.e. toward 190 the "left" way)
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h.Manager.HandleTurnToHeading();
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// Just verifying no crash / a sane FailProgressCount either way —
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// the mirror's behavioral effect is dead in retail (§8, P3
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// adjudication: the mirror only affects fail_progress_count
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// reset-vs-increment, which is write-only) so this is a smoke test
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// for the TurnLeft code path executing without throwing.
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Assert.True(h.Manager.FailProgressCount is 0 or 1);
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}
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}
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