Every remote's server-directed movement now runs the verbatim retail MoveToManager. EnsureRemoteMotionBindings constructs it per remote with the full V2 seam set (position/heading/velocity providers, the P4 TargetTracker adapter via setTarget/clearTarget storing the tracked guid on RemoteMotion) and binds InterruptCurrentMovement -> CancelMoveTo(0x36) - the retail interrupt chain (TS-36 remote side). UM routing is retail's unpack_movement dispatch (0x00524440): the head-interrupt + unstick fire for EVERY movement type, then mt 6/7 build MovementParameters.FromWire(raw bitfield - now surfaced by the parser) + a MovementStruct (mt 6 resolves the target guid against the entity table, degrading to MoveToPosition at the wire origin per the plan's 2f; my_run_rate written from MoveToRunRate per @300603) -> MoveTo.PerformMovement; mt 8/9 likewise via FromWireTurnTo; ONLY mt 0 flows through the interpreted funnel (the PlanMoveToStart seed is DELETED - retail never routes MoveTo types through the interpreted state copy). Per tick: the P4 tracker feeds HandleUpdateTarget(Ok/ExitWorld) from the live entity table, then UseTime runs the manager's steering/ arrival/fail handlers, then apply_current_movement recomputes velocity - the same shape ordinary locomotion uses. The legacy driver branches, the stale-destination timer, and the ClampApproachVelocity band-aid are gone; arrival now uses retail cylinder distance (watch melee-range stop distance in the visual pass). DELETED: RemoteMoveToDriver.cs + its tests (OriginToWorld relocated verbatim to MoveToMath; the B.6 auto-walk's two surviving constants inlined into PlayerMovementController, dying with it in V5); ServerControlledLocomotion.PlanMoveToStart + tests (PlanFromVelocity survives - new AP-80 row); the RemoteMotion MoveTo capture fields. Registers: AD-8/AD-9/AP-8/AP-9 retired; AP-79 (TargetTracker adapter, retire R5) + AP-80 added. Full suite green: 3,948 passed. Live smoke launched - NPC chase/wander behavior pending user verification (recorded in the session handoff). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
73 lines
2.5 KiB
C#
73 lines
2.5 KiB
C#
using System;
|
|
using System.Numerics;
|
|
|
|
namespace AcDream.Core.Physics;
|
|
|
|
/// <summary>
|
|
/// Chooses the visible locomotion cycle for server-controlled remotes whose
|
|
/// UpdateMotion packet is a MoveToObject/MoveToPosition union rather than an
|
|
/// InterpretedMotionState.
|
|
///
|
|
/// Retail references:
|
|
/// <list type="bullet">
|
|
/// <item><description>
|
|
/// <c>MovementManager::PerformMovement</c> (0x00524440) dispatches movement
|
|
/// types 6/7 into <c>MoveToManager::MoveToObject/MoveToPosition</c> instead
|
|
/// of unpacking an InterpretedMotionState.
|
|
/// </description></item>
|
|
/// <item><description>
|
|
/// <c>MovementParameters::UnPackNet</c> (0x0052AC50) shows MoveTo packets
|
|
/// carry movement params + run rate, not a ForwardCommand field.
|
|
/// </description></item>
|
|
/// <item><description>
|
|
/// ACE <c>MovementData.Write</c> uses the same movement type union; holtburger
|
|
/// documents the matching <c>MovementType::MoveToPosition = 7</c>.
|
|
/// </description></item>
|
|
/// </list>
|
|
/// </summary>
|
|
public static class ServerControlledLocomotion
|
|
{
|
|
public const float StopSpeed = 0.20f;
|
|
public const float RunThreshold = 1.25f;
|
|
public const float MinSpeedMod = 0.25f;
|
|
public const float MaxSpeedMod = 3.00f;
|
|
|
|
// R4-V4: PlanMoveToStart DELETED - MoveTo UMs route to the verbatim
|
|
// MoveToManager (BeginMoveForward -> get_command -> _DoMotion produces
|
|
// the cycle through the same sink every other motion uses).
|
|
// PlanFromVelocity below survives (M16 register row, retires in R6).
|
|
|
|
public static LocomotionCycle PlanFromVelocity(Vector3 worldVelocity)
|
|
{
|
|
float horizontalSpeed = MathF.Sqrt(
|
|
worldVelocity.X * worldVelocity.X +
|
|
worldVelocity.Y * worldVelocity.Y);
|
|
|
|
if (horizontalSpeed < StopSpeed)
|
|
return new LocomotionCycle(MotionCommand.Ready, 1f, false);
|
|
|
|
if (horizontalSpeed < RunThreshold)
|
|
{
|
|
float speedMod = Math.Clamp(
|
|
horizontalSpeed / MotionInterpreter.WalkAnimSpeed,
|
|
MinSpeedMod,
|
|
MaxSpeedMod);
|
|
return new LocomotionCycle(MotionCommand.WalkForward, speedMod, true);
|
|
}
|
|
|
|
return new LocomotionCycle(
|
|
MotionCommand.RunForward,
|
|
Math.Clamp(horizontalSpeed / MotionInterpreter.RunAnimSpeed, MinSpeedMod, MaxSpeedMod),
|
|
true);
|
|
}
|
|
|
|
public readonly record struct LocomotionCycle(
|
|
uint Motion,
|
|
float SpeedMod,
|
|
bool IsMoving);
|
|
|
|
private static float SanitizePositive(float value)
|
|
{
|
|
return float.IsFinite(value) && value > 0f ? value : 1f;
|
|
}
|
|
}
|