Retail routes on-screen refusals ("You can't jump while in the air",
"You are too encumbered to carry that!") through a SEPARATE transient
screen surface (gmSpewBoxUI, ClientSystem::AddTextToScroll @0x00563C50)
that never touches the chat scroll — type 0x1A is exactly the bit every
ChatInterface window's default filter excludes
(ChatInterface::ChatInterface @0x004F4550). acdream had no such split:
every WeenieError rendered in chat at a single stand-in LogTextType
0x00 (CH1-era approximation, register AP-176), and locally-detected
jump refusals were silently discarded.
This slice ports the full mechanism per
docs/research/2026-08-09-chat-retail-interface-text.md:
CORE (AcDream.Core/Chat):
- WeenieErrorMessages.Resolve now returns (text, RetailLogTextType) from
a 338-row transcription of ClientCommunicationSystem::HandleFailureEvent
@0x00571990 (Appendix A's 339 cases minus one, 0x4F8, deliberately
excluded — its case body is a tangled decompiler artifact, not
resolvable with confidence). Spot-checked ~20 rows directly against
the raw decomp (case 0x2b/0x36/0x3a/0x4e/0x4ec/0x4f3/0x4f4 and the
jump family), beyond the ~10 the brief asked for, because the first
pass surfaced two transcription classes the research doc's markdown
silently ate: (1) 7 ids marked "shared string global" resolved by
reading the case bodies directly (0x24/0x48/0x49 reuse the jump-
refusal globals; 0x4DE/0x4DF/0x55A/0x55E are pure param passthrough);
(2) 19 "arg3 + literal" CONCATENATION ids whose leading space (and
therefore their %s marker) the markdown table's cell-trimming ate —
fixed by re-reading each case body, several requiring a SECOND
non-truncated data_XXXXXXXX dump elsewhere in the same oracle file to
recover text the ~33-char inline preview cut off. One retail typo is
preserved verbatim: 0x4F4's second placeholder is literal "$s", not
"%s" — only the first substitutes.
- ClientTextRefusals: the 11 process-lifetime string globals, all
byte-recovered from the PDB-paired C:\Users\erikn\Downloads\acclient.exe
(MATCH verified via check_exe_pdb.py) via raw UTF-16LE prefix search —
5 were truncated in the research doc's own transcription and all 5
turned out to end "...combat mode"/"...this position", not the
shorter "...combat" a truncated read would suggest.
- SpewBoxState: the gmSpewBoxUI pending/visible queue port (insert-at-0,
dedupe-against-index-0-only, MaxConcurrentItems overflow, per-entry
expiry, one-frame enqueue/drain decoupling). Placed in Core (not
Runtime as the brief's default) because AcDream.UI.Abstractions
references Core but not Runtime, and SpewBoxVM needs to wrap it
directly — the same constraint ChatVM already satisfies against
ChatLog.
- Folded the 4-entry WeenieErrorText.cs into the full table; deleted it.
RUNTIME (AcDream.Runtime):
- RuntimeCommunicationState.AddText(text, type, windowId): the
AddTextToScroll chokepoint. type == ClientLocal -> SpewBox only, never
chat; everything else -> the existing transcript, tagged with type.
- GameEventWiring gains an `onInterfaceText` delegate hole (Core.Net
cannot reference Runtime, so this follows the file's own established
pattern for every other Runtime-owned sink). Rewires 0x028A/0x028B/
UseDone through the full table + router; fixes 0x02EB
CommunicationTransientString's routing type from a CH1-era 0x00
guess to retail's hardcoded ClientLocal (Handle_Communication__
TransientString @0x0057D460).
- LiveSessionEventRouter's 0xF7E0 ServerMessage handler now routes
through AddText with the wire chatType verbatim instead of always
writing ChatLog directly.
- PlayerMovementController gains OnInterfaceText, applied by
RuntimeLocalPlayerMovementState to every controller it installs.
Reports ChargeJump/jump refusals exactly as ClientCombatSystem::
CommenceJump @0x0056AF90 / DoJump @0x0056B110 do — confirmed via
their compiled dispatch that ONLY 0x24/0x48/0x49 produce text;
0x47 (GeneralMovementFailure, fully-constrained/no-stamina) and any
other code are retail-SILENT (DoJump's jump table has exactly 4 real
targets), which contradicts this task's brief ("0x47 -> the
constrained/stamina row per §4.2") — the brief's reading of §4.2
described what jump_is_allowed COMPUTES, not what CommenceJump/DoJump
DISPLAY for it. Implemented the decomp-verified silent behavior.
APP (AcDream.App / AcDream.UI.Abstractions):
- The 5 composition sites that already used RetailLogTextType.ClientLocal
now call Communication.AddText instead of Chat.OnSystemMessage
directly, so they reach the SpewBox instead of the transcript.
- SpewBoxVM (UI.Abstractions) + SpewBoxController (App), modeled
directly on PortalWaitNoticeController. Position/font/colour/
MaxConcurrentItems are placeholders: SpewBoxLayoutDumpDiagnostic
exhaustively swept the installed client_portal.dat's entire LayoutDesc
id range (0x21000000-0x21000075, 101/118 ids populated, sanity-checked
against 3 known ids) and found ZERO elements of class 0x10000016 —
gmSpewBoxUI is mounted from C++ code, not any authored LayoutDesc, so
the dump cannot recover these values.
REGISTER: AP-176 retired (its WeenieError half is now the full table
port); its OnCombatLine half was never in this slice's scope and is
split out to AP-179 so that divergence keeps a row. AP-177 (invented
line lifetime) and AP-178 (invented position/font/colour/max-items)
filed for the presentation placeholders above. AP-175 (PopUpString ->
chat instead of modal) is untouched, not duplicated.
Suite: 11,890 passed / 4 skipped / 0 failed (was 11,835/4/0; +55 net
new tests, 0 regressions).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
1329 lines
59 KiB
C#
1329 lines
59 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Chat;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using AcDream.Runtime.Gameplay;
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using AcDream.Runtime.Physics;
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namespace AcDream.Runtime.Tests.Gameplay;
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public class PlayerMovementControllerTests
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{
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private static float ObjectTick => PhysicsBody.MinQuantum + 0.001f;
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private static PhysicsEngine MakeFlatEngine()
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{
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var engine = new PhysicsEngine();
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var heights = new byte[81];
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Array.Fill(heights, (byte)50);
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var heightTable = new float[256];
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for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
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var terrain = new TerrainSurface(heights, heightTable);
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
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return engine;
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}
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[Fact]
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public void PerformMovement_ReactivatesCanonicalClock_ExceptForStaticObject()
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{
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var clock = new RetailObjectQuantumClock();
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var controller = new PlayerMovementController(MakeFlatEngine(), clock);
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clock.Deactivate();
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controller.ApplyPhysicsState(PhysicsStateFlags.None);
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controller.Movement.PerformMovement(new MovementStruct
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{
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Type = (MovementType)99,
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});
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Assert.True(clock.IsActive);
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clock.Deactivate();
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controller.ApplyPhysicsState(PhysicsStateFlags.Static);
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controller.Movement.PerformMovement(new MovementStruct
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{
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Type = (MovementType)99,
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});
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Assert.False(clock.IsActive);
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}
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[Fact]
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public void Update_NoInput_PositionUnchanged()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
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var result = controller.Update(0.016f, new MovementInput());
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Assert.Equal(96f, result.Position.X, precision: 1);
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Assert.Equal(96f, result.Position.Y, precision: 1);
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}
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// ── Indoor-flap root cause: resting-body bit-stability ────────────────────
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//
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// The indoor render "flap" (textures battling at the cottage doorway) is
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// portal-flood membership instability. PortalVisibilityBuilder.Build is a
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// proven-deterministic pure function, so the membership can only flip if its
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// INPUT (the camera eye, derived from the player RenderPosition) varies.
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// Live 6-dp capture (pvinput.log:54) shows the player RenderPosition carries
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// a perpetual ~1-ULP flicker at rest (Z 94.000000 <-> 93.999992 — exactly one
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// float mantissa step). ComputeRenderPosition is Vector3.Lerp(_prevPhysicsPos,
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// _currPhysicsPos, alpha), and Lerp(a, a, t) == a exactly, so a jittering
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// RenderPosition at rest means the physics body's resting Position is NOT
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// bit-stable between ticks. Retail's authoritative local position is bit-stable
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// at rest (validate_transition -> kill_velocity on every grounded contact), so
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// retail never flaps.
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//
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// This test pins the physics-side invariant: a grounded body with no input
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// must hold a byte-identical position across many frames. It PASSES — which
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// is itself the evidence: the physics resting position is bit-stable, so the
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// doorway flap is NOT a physics-rest jitter. See
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// docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md
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// (the flap is render-side portal-flood membership instability at the grazing
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// doorway portal under a sweeping camera eye). Kept as a regression guard.
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[Fact]
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public void Update_AtRestNoInput_RenderPositionBitStableAcrossManyFrames()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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var rest = new Vector3(96f, 96f, 50f);
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controller.SeedPlacementForTest(rest, 0x0001, rest);
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// Settle one frame so the resolver establishes its rest state, then
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// capture the baseline the body must hold.
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var settled = controller.Update(1f / 60f, new MovementInput());
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Vector3 baselineRender = settled.RenderPosition;
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Vector3 baselinePhysics = settled.Position;
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// Hold still for ~10 s of 60 Hz frames (crosses MinQuantum every ~2
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// frames, so the 30 Hz physics tick fires throughout — same cadence as
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// live). Any deviation, even one ULP, is the flap's root cause.
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float maxRenderDev = 0f;
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float maxPhysicsDev = 0f;
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for (int i = 0; i < 600; i++)
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{
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var r = controller.Update(1f / 60f, new MovementInput());
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maxRenderDev = MathF.Max(maxRenderDev, (r.RenderPosition - baselineRender).Length());
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maxPhysicsDev = MathF.Max(maxPhysicsDev, (r.Position - baselinePhysics).Length());
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}
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Assert.True(
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maxRenderDev == 0f && maxPhysicsDev == 0f,
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$"resting body drifted: render={maxRenderDev * 1e6f:F3} µm, " +
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$"physics={maxPhysicsDev * 1e6f:F3} µm; expected byte-identical rest");
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}
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// After walking then releasing input, the body must SETTLE to a
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// byte-identical resting position — not keep blipping a residual velocity.
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// This models the live flap: the player walks to the cottage doorway and
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// stops, and the eye then carries a ~1-ULP jitter that flips portal-flood
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// membership. Flat-terrain variant: if even this drifts, the residual-after-
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// motion path is the root and it is not indoor-specific.
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[Fact]
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public void Update_WalkThenStop_SettlesToBitStableRest()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
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controller.Yaw = 0f;
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// Walk forward ~0.5 s, then release.
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for (int i = 0; i < 30; i++)
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controller.Update(1f / 60f, new MovementInput(Forward: true));
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// Let velocity decay / state settle.
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for (int i = 0; i < 30; i++)
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controller.Update(1f / 60f, new MovementInput());
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var settled = controller.Update(1f / 60f, new MovementInput());
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Vector3 basePos = settled.Position;
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Vector3 baseRender = settled.RenderPosition;
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float maxPos = 0f, maxRender = 0f;
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for (int i = 0; i < 600; i++)
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{
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var r = controller.Update(1f / 60f, new MovementInput());
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maxPos = MathF.Max(maxPos, (r.Position - basePos).Length());
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maxRender = MathF.Max(maxRender, (r.RenderPosition - baseRender).Length());
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}
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Assert.True(maxPos == 0f && maxRender == 0f,
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$"post-walk rest drifted: pos={maxPos * 1e6f:F3} µm, render={maxRender * 1e6f:F3} µm");
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}
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[Fact]
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public void Update_ForwardInput_MovesInFacingDirection()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
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controller.Yaw = 0f; // facing +X
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// L.5 physics-tick gate (235de33, 2026-04-30): Update() integrates
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// only one MinQuantum (~0.033s) per MaxQuantum (~0.1s) tick, matching
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// retail's 30Hz physics. A single Update(1.0f) only advances one
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// MaxQuantum step (~0.312m at walk speed 3.12 m/s). Drive the
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// controller one MaxQuantum at a time for ~1s to accumulate real
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// forward motion (8 × 0.1s = 0.8s × 3.12 m/s ≈ 2.5m).
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var input = new MovementInput { Forward = true };
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MovementResult result = default;
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int ticks = (int)MathF.Ceiling(1.0f / PhysicsBody.MaxQuantum) + 1; // ~11 ticks
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for (int i = 0; i < ticks; i++)
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result = controller.Update(PhysicsBody.MaxQuantum, input);
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// Should have moved >2 units in +X (walk speed over ~1s).
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Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward");
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}
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[Fact]
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public void Update_AttachedAnimationWithZeroRootDelta_DoesNotGlideOnForwardEdge()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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var start = new Vector3(96f, 96f, 50f);
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controller.SeedPlacementForTest(start, 0x0001, start);
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controller.Yaw = 0f;
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controller.AttachAnimationRootMotionSource((_, _) => { });
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MovementResult result = controller.Update(
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ObjectTick,
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new MovementInput(Forward: true));
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Assert.Equal(start, result.Position);
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Assert.Equal(0f, controller.BodyVelocity.X);
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Assert.Equal(0f, controller.BodyVelocity.Y);
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}
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[Fact]
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public void Update_AttachedAnimationRootDelta_DrivesGroundedBodyAtObjectScale()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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var start = new Vector3(96f, 96f, 50f);
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controller.SeedPlacementForTest(start, 0x0001, start);
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controller.Yaw = 0f;
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controller.ObjectScale = 2f;
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controller.AttachAnimationRootMotionSource((_, frame) =>
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frame.Origin = new Vector3(0f, 0.1f, 0f));
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MovementResult result = controller.Update(
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ObjectTick,
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new MovementInput(Forward: true));
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// Local +Y is forward. Yaw 0 maps it to world +X; m_scale doubles
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// the animation-authored 0.1 m displacement to 0.2 m.
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Assert.Equal(start.X + 0.2f, result.Position.X, precision: 3);
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Assert.Equal(start.Y, result.Position.Y, precision: 3);
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}
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[Fact]
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public void Update_SubQuantumFrames_AdvanceAnimationOnceAtObjectThreshold()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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var start = new Vector3(96f, 96f, 50f);
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controller.SeedPlacementForTest(start, 0x0001, start);
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controller.Yaw = 0f;
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int advances = 0;
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controller.AttachAnimationRootMotionSource((_, frame) =>
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{
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advances++;
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frame.Origin = new Vector3(0f, 0.1f, 0f);
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});
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MovementResult first = controller.Update(
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ObjectTick * 0.5f,
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new MovementInput(Forward: true));
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MovementResult second = controller.Update(
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ObjectTick * 0.5f,
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new MovementInput(Forward: true));
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Assert.Equal(start, first.Position);
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Assert.Equal(start.X + 0.1f, second.Position.X, precision: 3);
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Assert.Equal(start.Y, second.Position.Y, precision: 3);
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Assert.Equal(1, advances);
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}
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[Fact]
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public void Update_AttachedAnimationFrame_ComposesTranslationBeforeTurn()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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var start = new Vector3(96f, 96f, 50f);
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controller.SeedPlacementForTest(start, 0x0001, start);
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controller.Yaw = 0f; // body local +Y faces world +X
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controller.AttachAnimationRootMotionSource((_, frame) =>
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{
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frame.Origin = new Vector3(0f, 0.1f, 0f);
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frame.Orientation = Quaternion.CreateFromAxisAngle(
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Vector3.UnitZ,
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MathF.PI / 2f);
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});
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MovementResult result = controller.Update(
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ObjectTick,
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new MovementInput());
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// Retail Frame::combine transforms the delta origin by the OLD body
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// orientation, then composes the delta orientation. The body therefore
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// moves east before finishing the quarter-turn to north.
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Assert.Equal(start.X + 0.1f, result.Position.X, precision: 3);
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Assert.Equal(start.Y, result.Position.Y, precision: 3);
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Assert.Equal(MathF.PI / 2f, controller.Yaw, precision: 3);
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}
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[Fact]
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public void Update_AttachedAnimationFrame_PreservesCompleteNonCommutingOrientation()
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
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Quaternion initial = Quaternion.CreateFromAxisAngle(Vector3.UnitX, 1.1f);
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Quaternion delta = Quaternion.CreateFromAxisAngle(Vector3.UnitY, -0.9f);
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controller.SetBodyOrientation(initial);
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controller.AttachAnimationRootMotionSource((_, frame) =>
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frame.Orientation = delta);
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controller.Update(ObjectTick, new MovementInput());
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Quaternion expected = Quaternion.Normalize(initial * delta);
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float alignment = MathF.Abs(Quaternion.Dot(
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expected,
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Quaternion.Normalize(controller.BodyOrientation)));
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Assert.InRange(alignment, 0.99999f, 1.00001f);
|
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Assert.True(MathF.Abs(Quaternion.Dot(
|
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Quaternion.Normalize(delta * initial),
|
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Quaternion.Normalize(controller.BodyOrientation))) < 0.999f);
|
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}
|
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|
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[Fact]
|
||
public void Update_MultiQuantumAnimationFrames_ComposeInTemporalOrder()
|
||
{
|
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var controller = new PlayerMovementController(MakeFlatEngine());
|
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var start = new Vector3(96f, 96f, 50f);
|
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controller.SeedPlacementForTest(start, 0x0001, start);
|
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controller.Yaw = 0f;
|
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int sample = 0;
|
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controller.AttachAnimationRootMotionSource((_, frame) =>
|
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{
|
||
if (sample++ == 0)
|
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{
|
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frame.Orientation = Quaternion.CreateFromAxisAngle(
|
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Vector3.UnitZ,
|
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MathF.PI / 2f);
|
||
}
|
||
else
|
||
{
|
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frame.Origin = new Vector3(0f, 0.1f, 0f);
|
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}
|
||
});
|
||
|
||
MovementResult result = controller.Update(
|
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PhysicsBody.MaxQuantum * 2f,
|
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new MovementInput());
|
||
|
||
// The second local-forward displacement occurs after the first
|
||
// quarter-turn, so it moves north. Adding Origins as bare vectors
|
||
// would incorrectly move east.
|
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Assert.Equal(start.X, result.Position.X, precision: 3);
|
||
Assert.Equal(start.Y + 0.1f, result.Position.Y, precision: 3);
|
||
Assert.Equal(MathF.PI / 2f, controller.Yaw, precision: 3);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_ExactMinQuantum_RetainsTimeWithoutAdvancingObject()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
var start = new Vector3(96f, 96f, 50f);
|
||
controller.SeedPlacementForTest(start, 0x0001, start);
|
||
int advances = 0;
|
||
controller.AttachAnimationRootMotionSource((_, frame) =>
|
||
{
|
||
advances++;
|
||
frame.Origin = new Vector3(0f, 1f, 0f);
|
||
});
|
||
|
||
MovementResult atThreshold = controller.Update(
|
||
PhysicsBody.MinQuantum,
|
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new MovementInput());
|
||
|
||
Assert.Equal(start, atThreshold.Position);
|
||
Assert.Equal(0, advances);
|
||
|
||
controller.Update(0.001f, new MovementInput());
|
||
Assert.Equal(1, advances);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_LargeFrame_MatchesSeparateRetailObjectQuanta()
|
||
{
|
||
var combined = new PlayerMovementController(MakeFlatEngine());
|
||
var split = new PlayerMovementController(MakeFlatEngine());
|
||
var start = new Vector3(96f, 96f, 50f);
|
||
combined.SeedPlacementForTest(start, 0x0001, start);
|
||
split.SeedPlacementForTest(start, 0x0001, start);
|
||
int combinedHooks = 0;
|
||
int splitHooks = 0;
|
||
|
||
static void Advance(float dt, AcDream.Core.Physics.Motion.MotionDeltaFrame frame)
|
||
{
|
||
frame.Origin = new Vector3(0f, dt * 2f, 0f);
|
||
frame.Orientation = Quaternion.CreateFromAxisAngle(
|
||
Vector3.UnitZ,
|
||
dt * 0.7f);
|
||
}
|
||
|
||
combined.AttachAnimationRootMotionSource(Advance, () => combinedHooks++);
|
||
split.AttachAnimationRootMotionSource(Advance, () => splitHooks++);
|
||
|
||
combined.Update(PhysicsBody.MaxQuantum * 2f, new MovementInput());
|
||
split.Update(PhysicsBody.MaxQuantum, new MovementInput());
|
||
split.Update(PhysicsBody.MaxQuantum, new MovementInput());
|
||
|
||
Assert.Equal(split.Position.X, combined.Position.X, precision: 5);
|
||
Assert.Equal(split.Position.Y, combined.Position.Y, precision: 5);
|
||
Assert.Equal(split.Position.Z, combined.Position.Z, precision: 5);
|
||
float alignment = MathF.Abs(Quaternion.Dot(
|
||
Quaternion.Normalize(split.BodyOrientation),
|
||
Quaternion.Normalize(combined.BodyOrientation)));
|
||
Assert.InRange(alignment, 0.99999f, 1.00001f);
|
||
Assert.Equal(2, combinedHooks);
|
||
Assert.Equal(2, splitHooks);
|
||
}
|
||
|
||
[Fact]
|
||
public void TickHidden_DoesNotAdvancePartArrayButStillProcessesHooks()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
int advances = 0;
|
||
int hookPasses = 0;
|
||
controller.AttachAnimationRootMotionSource(
|
||
(_, frame) =>
|
||
{
|
||
advances++;
|
||
frame.Origin = new Vector3(0f, 1f, 0f);
|
||
},
|
||
() => hookPasses++);
|
||
|
||
controller.TickHidden(ObjectTick);
|
||
|
||
Assert.Equal(0, advances);
|
||
Assert.Equal(1, hookPasses);
|
||
}
|
||
|
||
[Fact]
|
||
public void InvalidElapsed_VisibleFrameIsPurePresentationRead()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
float initialTime = controller.SimTimeSeconds;
|
||
float initialYaw = controller.Yaw;
|
||
Vector3 initialPosition = controller.Position;
|
||
RawMotionState initialMotion = controller.Motion.RawState;
|
||
var hostileInput = new MovementInput(
|
||
Forward: true,
|
||
TurnLeft: true,
|
||
Jump: true,
|
||
Run: true);
|
||
|
||
foreach (float elapsed in new[]
|
||
{
|
||
float.NaN,
|
||
float.PositiveInfinity,
|
||
float.NegativeInfinity,
|
||
-0.1f,
|
||
0f,
|
||
})
|
||
{
|
||
MovementResult result = controller.Update(elapsed, hostileInput);
|
||
Assert.False(result.ShouldSendMovementEvent);
|
||
}
|
||
|
||
Assert.Equal(initialTime, controller.SimTimeSeconds);
|
||
Assert.Equal(initialYaw, controller.Yaw);
|
||
Assert.Equal(initialPosition, controller.Position);
|
||
Assert.Equal(initialMotion, controller.Motion.RawState);
|
||
|
||
controller.Update(ObjectTick, new MovementInput());
|
||
controller.Update(ObjectTick, new MovementInput());
|
||
Assert.True(controller.AdvancedObjectQuantumLastTick);
|
||
controller.Update(float.NaN, hostileInput);
|
||
Assert.False(controller.AdvancedObjectQuantumLastTick);
|
||
}
|
||
|
||
[Fact]
|
||
public void InvalidElapsed_HiddenFrameDoesNotAdvanceClockOrManagerTail()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
float initialTime = controller.SimTimeSeconds;
|
||
int targetPasses = 0;
|
||
|
||
controller.TickHidden(float.NaN, () => targetPasses++);
|
||
controller.TickHidden(float.PositiveInfinity, () => targetPasses++);
|
||
controller.TickHidden(-0.1f, () => targetPasses++);
|
||
|
||
Assert.Equal(initialTime, controller.SimTimeSeconds);
|
||
Assert.Equal(0, targetPasses);
|
||
Assert.False(controller.AdvancedObjectQuantumLastTick);
|
||
|
||
controller.TickHidden(ObjectTick);
|
||
controller.TickHidden(ObjectTick);
|
||
Assert.True(controller.AdvancedObjectQuantumLastTick);
|
||
controller.TickHidden(float.PositiveInfinity);
|
||
Assert.False(controller.AdvancedObjectQuantumLastTick);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_AirbornePartArrayFrame_SuppressesOriginButPreservesOrientation()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
controller.Update(1f, new MovementInput(Jump: true));
|
||
|
||
Vector3 beforeRelease = controller.Position;
|
||
Quaternion beforeOrientation = controller.BodyOrientation;
|
||
Quaternion delta = Quaternion.CreateFromAxisAngle(Vector3.UnitY, 0.4f);
|
||
int advances = 0;
|
||
controller.AttachAnimationRootMotionSource((_, frame) =>
|
||
{
|
||
advances++;
|
||
frame.Origin = new Vector3(0f, 10f, 0f);
|
||
frame.Orientation = delta;
|
||
});
|
||
|
||
controller.Update(ObjectTick, new MovementInput(Jump: false));
|
||
|
||
Assert.True(controller.IsAirborne);
|
||
Assert.Equal(beforeRelease.X, controller.Position.X, precision: 5);
|
||
Assert.Equal(beforeRelease.Y, controller.Position.Y, precision: 5);
|
||
Quaternion expected = Quaternion.Normalize(beforeOrientation * delta);
|
||
float alignment = MathF.Abs(Quaternion.Dot(
|
||
expected,
|
||
Quaternion.Normalize(controller.BodyOrientation)));
|
||
Assert.InRange(alignment, 0.99999f, 1.00001f);
|
||
Assert.Equal(1, advances);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_AttachedAnimationTurn_IsNotAppliedByASecondYawIntegrator()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
controller.Yaw = 0f;
|
||
controller.AttachAnimationRootMotionSource((dt, frame) =>
|
||
{
|
||
frame.Orientation = Quaternion.CreateFromAxisAngle(
|
||
Vector3.UnitZ,
|
||
-(MathF.PI / 2f) * dt);
|
||
});
|
||
|
||
controller.Update(
|
||
ObjectTick,
|
||
new MovementInput(TurnRight: true));
|
||
|
||
Assert.Equal(
|
||
-(MathF.PI / 2f) * ObjectTick,
|
||
controller.Yaw,
|
||
precision: 4);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_SubQuantumFrame_InterpolatesRenderPositionWithoutAdvancingPhysicsPosition()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
var start = new Vector3(96f, 96f, 50f);
|
||
controller.SeedPlacementForTest(start, 0x0001, start);
|
||
controller.Yaw = 0f;
|
||
|
||
var firstTick = controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||
Assert.True(firstTick.Position.X > start.X, "Physics tick should advance the authoritative body position");
|
||
Assert.Equal(start.X, firstTick.RenderPosition.X, precision: 4);
|
||
|
||
var halfFrame = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true));
|
||
|
||
Assert.Equal(firstTick.Position.X, halfFrame.Position.X, precision: 4);
|
||
Assert.True(halfFrame.RenderPosition.X > start.X, "Render position should move between physics ticks");
|
||
Assert.True(halfFrame.RenderPosition.X < firstTick.Position.X,
|
||
$"Render X={halfFrame.RenderPosition.X} should stay between {start.X} and {firstTick.Position.X}");
|
||
|
||
float expectedMidpoint = start.X + ((firstTick.Position.X - start.X) * 0.5f);
|
||
Assert.Equal(expectedMidpoint, halfFrame.RenderPosition.X, precision: 3);
|
||
}
|
||
|
||
[Fact]
|
||
public void SetPosition_ResnapsRenderInterpolationEndpoints()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
controller.Yaw = 0f;
|
||
|
||
controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||
controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true));
|
||
|
||
var snapped = new Vector3(120f, 80f, 50f);
|
||
controller.SeedPlacementForTest(snapped, 0x0001, snapped);
|
||
var result = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput());
|
||
|
||
Assert.Equal(snapped, result.Position);
|
||
Assert.Equal(snapped, result.RenderPosition);
|
||
}
|
||
|
||
[Fact]
|
||
public void CommitCanonicalForcePositionFrame_ReconcilesPoseWithoutStoppingActiveMotion()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
controller.Yaw = 0f;
|
||
controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||
Vector3 velocity = controller.BodyVelocity;
|
||
Assert.True(velocity.LengthSquared() > 0f);
|
||
|
||
var corrected = new Vector3(100f, 98f, 50f);
|
||
// C4 route 2: simulates Runtime's canonical SetPosition commit
|
||
// (RuntimeSetPositionState.CommitCanonical:4459-4462), which snaps
|
||
// the SAME PhysicsBody directly BEFORE the controller reconciles
|
||
// its render-lerp/cell state. The deleted BlipPosition used to do
|
||
// both steps itself; CommitCanonicalForcePositionFrame only does the
|
||
// second.
|
||
controller.PhysicsBody.SnapToCell(0x0001, corrected, corrected);
|
||
controller.CommitCanonicalForcePositionFrame();
|
||
|
||
Assert.Equal(corrected, controller.Position);
|
||
Assert.Equal(corrected, controller.RenderPosition);
|
||
Assert.Equal(velocity, controller.BodyVelocity);
|
||
}
|
||
|
||
[Fact]
|
||
public void CommitCanonicalForcePositionFrame_PublishesCanonicalOutdoorCellAndLocalFrame()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
var world = new Vector3(150f, 193f, 50f);
|
||
var wireLocal = new Vector3(150f, 193f, 50f);
|
||
|
||
controller.PhysicsBody.SnapToCell(0xA9B30038u, world, wireLocal);
|
||
controller.CommitCanonicalForcePositionFrame();
|
||
|
||
Assert.Equal(0xA9B40031u, controller.CellId);
|
||
Assert.Equal(controller.CellId, controller.CellPosition.ObjCellId);
|
||
Assert.Equal(new Vector3(150f, 1f, 50f), controller.CellPosition.Frame.Origin);
|
||
Assert.Equal(world, controller.Position);
|
||
}
|
||
|
||
[Fact]
|
||
public void TeleportPosition_PublishesCanonicalOutdoorCellAndLocalFrame()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
var world = new Vector3(12f, 12f, 50f);
|
||
var wireLocal = new Vector3(12f, 12f, 50f);
|
||
|
||
controller.SeedPlacementForTest(world, 0xA9B40031u, wireLocal);
|
||
|
||
Assert.Equal(0xA9B40001u, controller.CellId);
|
||
Assert.Equal(controller.CellId, controller.CellPosition.ObjCellId);
|
||
Assert.Equal(wireLocal, controller.CellPosition.Frame.Origin);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_HugeQuantumDiscard_ResnapsRenderInterpolationEndpoints()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
controller.Yaw = 0f;
|
||
int animationAdvances = 0;
|
||
int hookPasses = 0;
|
||
controller.AttachAnimationRootMotionSource(
|
||
(_, frame) =>
|
||
{
|
||
animationAdvances++;
|
||
frame.Origin = new Vector3(0f, 0.1f, 0f);
|
||
},
|
||
() => hookPasses++);
|
||
|
||
var moved = controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||
int advancesBeforeDiscard = animationAdvances;
|
||
int hooksBeforeDiscard = hookPasses;
|
||
var stale = controller.Update(PhysicsBody.HugeQuantum + 0.1f, new MovementInput(Forward: true));
|
||
|
||
Assert.Equal(moved.Position.X, stale.Position.X, precision: 4);
|
||
Assert.Equal(stale.Position, stale.RenderPosition);
|
||
Assert.Equal(advancesBeforeDiscard, animationAdvances);
|
||
Assert.Equal(hooksBeforeDiscard, hookPasses);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_LeftoverAboveMinQuantum_ClampsRenderAlphaToCurrentPhysicsPosition()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
controller.Yaw = 0f;
|
||
|
||
var result = controller.Update(
|
||
PhysicsBody.MaxQuantum + PhysicsBody.MinQuantum,
|
||
new MovementInput(Forward: true));
|
||
|
||
// Tolerance, not decimal `precision:` — the AP-7 friction port (P2)
|
||
// shifts the velocity-fallback trajectory by micrometers, and
|
||
// Math.Round-based precision comparison fails when two essentially
|
||
// equal values straddle a 5e-5 rounding boundary (observed: X
|
||
// 96.3427505 vs 96.3427429 — a 7.6 µm gap rounding to 96.3428 vs
|
||
// 96.3427). The clamp contract is "render == physics for
|
||
// presentation"; 1 mm is far below visibility and boundary-immune.
|
||
Assert.Equal(result.Position.X, result.RenderPosition.X, tolerance: 1e-3f);
|
||
Assert.Equal(result.Position.Y, result.RenderPosition.Y, tolerance: 1e-3f);
|
||
Assert.Equal(result.Position.Z, result.RenderPosition.Z, tolerance: 1e-3f);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_RunForward_MoveFasterThanWalk()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
controller.Yaw = 0f;
|
||
|
||
var walkInput = new MovementInput { Forward = true };
|
||
var walkResult = controller.Update(1.0f, walkInput);
|
||
float walkDist = walkResult.Position.X - 96f;
|
||
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
|
||
var runInput = new MovementInput { Forward = true, Run = true };
|
||
var runResult = controller.Update(1.0f, runInput);
|
||
float runDist = runResult.Position.X - 96f;
|
||
|
||
Assert.True(runDist > walkDist, $"Run ({runDist}) should be faster than walk ({walkDist})");
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_TurnInput_ChangesYaw()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
float initialYaw = controller.Yaw;
|
||
|
||
var input = new MovementInput { TurnRight = true };
|
||
controller.Update(0.5f, input);
|
||
|
||
Assert.NotEqual(initialYaw, controller.Yaw);
|
||
}
|
||
|
||
[Fact]
|
||
public void MotionStateChanged_WhenStartingToWalk()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
|
||
// First frame: idle (no input).
|
||
controller.Update(0.016f, new MovementInput());
|
||
|
||
// Second frame: start walking.
|
||
var input = new MovementInput { Forward = true };
|
||
var result = controller.Update(0.016f, input);
|
||
|
||
Assert.True(result.MotionStateChanged);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_JumpOnFlatTerrain_BecomesAirborne()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
|
||
// Charged jump: hold for a full charge (1s dt), then release to fire.
|
||
// A full charge gives enough Vz that the player clears the 0.05-unit
|
||
// ground-snap threshold within the same integration frame.
|
||
controller.Update(1.0f, new MovementInput(Jump: true)); // full charge
|
||
controller.Update(0.016f, new MovementInput(Jump: false)); // release → jump fires
|
||
|
||
Assert.True(controller.IsAirborne);
|
||
Assert.True(controller.VerticalVelocity > 0f);
|
||
}
|
||
|
||
[Fact]
|
||
public void PositionEventGateRequiresContactAndWalkable()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
|
||
Assert.True(controller.CanSendPositionEvent);
|
||
|
||
controller.Update(1.0f, new MovementInput(Jump: true));
|
||
controller.Update(0.016f, new MovementInput(Jump: false));
|
||
|
||
Assert.True(controller.IsAirborne);
|
||
Assert.False(controller.CanSendPositionEvent);
|
||
}
|
||
|
||
[Fact]
|
||
public void JumpChargeSnapshot_TracksHeldChargeAndResetsOnRelease()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
|
||
Assert.Equal(default, controller.JumpCharge);
|
||
|
||
controller.Update(0.25f, new MovementInput(Jump: true));
|
||
Assert.True(controller.JumpCharge.IsCharging);
|
||
Assert.Equal(0.25f, controller.JumpCharge.Power, precision: 3);
|
||
|
||
controller.Update(0.016f, new MovementInput(Jump: false));
|
||
Assert.False(controller.JumpCharge.IsCharging);
|
||
Assert.Equal(0f, controller.JumpCharge.Power);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_AirborneFrames_ZRiseThenFalls()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
|
||
// Charged jump: hold for a full charge, then release.
|
||
controller.Update(1.0f, new MovementInput(Jump: true)); // full charge
|
||
controller.Update(0.016f, new MovementInput(Jump: false)); // release → jump fires
|
||
float z1 = controller.Position.Z;
|
||
|
||
// A few frames of rising
|
||
controller.Update(0.1f, new MovementInput());
|
||
float z2 = controller.Position.Z;
|
||
Assert.True(z2 > z1, "Should be rising");
|
||
|
||
// Many frames — should come back down.
|
||
// DefaultJumpVz = 10 m/s → full flight time ≈ 2.04s, so run 50 × 50ms = 2.5s
|
||
// to ensure the player has definitely landed.
|
||
for (int i = 0; i < 50; i++)
|
||
controller.Update(0.05f, new MovementInput());
|
||
|
||
Assert.False(controller.IsAirborne, "Should have landed");
|
||
Assert.Equal(50f, controller.Position.Z, precision: 1);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_WalkOffLedge_BecomesFalling()
|
||
{
|
||
// Build terrain with a sharp cliff: grid x<5 = Z50, grid x>=5 = Z20.
|
||
// heights[x*9+y] is indexed x-major; heightTable[i]=i*1f so
|
||
// byte value == Z value directly.
|
||
var heights = new byte[81];
|
||
for (int x = 0; x < 9; x++)
|
||
for (int y = 0; y < 9; y++)
|
||
heights[x * 9 + y] = (byte)(x < 5 ? 50 : 20);
|
||
|
||
var heightTable = new float[256];
|
||
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
|
||
|
||
var engine = new PhysicsEngine();
|
||
var terrain = new TerrainSurface(heights, heightTable);
|
||
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
|
||
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
|
||
|
||
// Position the player just before the cliff edge (localX=118 ≈ grid x=4.92).
|
||
// At this point terrain Z is ~51.7 (bilinear interpolation near the high side).
|
||
// One step at walk speed will cross into the low region where terrain drops
|
||
// ~28 units — more than StepUpHeight=5, triggering the ledge-fall.
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(118f, 96f, 50f), 0x0001, new Vector3(118f, 96f, 50f));
|
||
controller.Yaw = 0f; // facing +X
|
||
|
||
// Single step — should trigger airborne state because terrain drops sharply.
|
||
controller.Update(0.05f, new MovementInput(Forward: true));
|
||
|
||
Assert.True(controller.IsAirborne, "Player should be airborne after stepping off the cliff");
|
||
|
||
// Simulate enough frames to fall and land on the Z=20 floor.
|
||
for (int i = 0; i < 60; i++)
|
||
controller.Update(0.05f, new MovementInput(Forward: true));
|
||
|
||
Assert.False(controller.IsAirborne, "Player should have landed");
|
||
Assert.Equal(20f, controller.Position.Z, precision: 1);
|
||
}
|
||
|
||
// ── Campaign P Slice P1 (2026-07-30): burden/stamina push ──────────────
|
||
|
||
[Fact]
|
||
public void SetCharacterBurden_PropagatesToTheWeenieAndGatesCanJump()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
IWeenieObject weenie = controller.Motion.WeenieObj!;
|
||
|
||
Assert.True(weenie.CanJump(1.0f));
|
||
|
||
controller.SetCharacterBurden(2.5f);
|
||
Assert.False(weenie.CanJump(1.0f));
|
||
|
||
controller.SetCharacterBurden(0.5f);
|
||
Assert.True(weenie.CanJump(1.0f));
|
||
}
|
||
|
||
[Fact]
|
||
public void SetCharacterStamina_ZeroesEffectiveSkillOnTheWeenie()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
controller.SetCharacterSkills(runSkill: 200, jumpSkill: 100);
|
||
IWeenieObject weenie = controller.Motion.WeenieObj!;
|
||
|
||
Assert.True(weenie.InqRunRate(out float baseline));
|
||
|
||
controller.SetCharacterStamina(0);
|
||
Assert.True(weenie.InqRunRate(out float exhausted));
|
||
Assert.True(exhausted < baseline);
|
||
|
||
controller.SetCharacterStamina(-1);
|
||
Assert.True(weenie.InqRunRate(out float restored));
|
||
Assert.Equal(baseline, restored, precision: 4);
|
||
}
|
||
|
||
// ── Campaign CH slice CH2: local jump refusals reach the SpewBox ───────
|
||
|
||
[Fact]
|
||
public void ChargeJump_RefusedByOverBurden_ReportsCantJumpLoadedDown()
|
||
{
|
||
// CACQualities::CanJump refuses past 200% load (PlayerWeenie.CanJump,
|
||
// CanJumpLoadThreshold = 2.0f) — a real, production-reachable refusal,
|
||
// not a fake. Retail: ClientCombatSystem::CommenceJump @0x0056AF90's
|
||
// eax_3 == 0x49 branch -> cant_jump_load.
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
controller.SetCharacterBurden(2.5f);
|
||
|
||
var reported = new List<(string Text, AcDream.Core.Chat.RetailLogTextType Type)>();
|
||
controller.OnInterfaceText = (text, type) => reported.Add((text, type));
|
||
|
||
controller.Update(0.016f, new MovementInput(Jump: true));
|
||
|
||
var report = Assert.Single(reported);
|
||
Assert.Equal(ClientTextRefusals.CantJumpLoad, report.Text);
|
||
Assert.Equal(AcDream.Core.Chat.RetailLogTextType.ClientLocal, report.Type);
|
||
Assert.False(controller.IsAirborne, "a refused charge must not launch the player");
|
||
}
|
||
|
||
[Fact]
|
||
public void ChargeJump_Succeeds_ReportsNothing()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
|
||
var reported = new List<string>();
|
||
controller.OnInterfaceText = (text, _) => reported.Add(text);
|
||
|
||
controller.Update(1.0f, new MovementInput(Jump: true)); // full charge
|
||
controller.Update(0.016f, new MovementInput(Jump: false)); // release -> jump fires
|
||
|
||
Assert.Empty(reported);
|
||
Assert.True(controller.IsAirborne);
|
||
}
|
||
|
||
[Fact]
|
||
public void ChargeJump_RefusalWithNoObserverWired_DoesNotThrow()
|
||
{
|
||
// OnInterfaceText defaults to null (no production wiring in a bare
|
||
// test controller) — the refusal path must be a safe no-op, not a
|
||
// NullReferenceException.
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
controller.SetCharacterBurden(2.5f);
|
||
|
||
var exception = Record.Exception(() =>
|
||
controller.Update(0.016f, new MovementInput(Jump: true)));
|
||
|
||
Assert.Null(exception);
|
||
}
|
||
|
||
// ── Campaign P Slice P5 (2026-07-30): ConstraintManager leash arming (#167) ──
|
||
//
|
||
// docs/research/2026-07-30-constraint-leash-constants.md. The player's
|
||
// PositionManager is handed in by EnterPlayerModeNow in production; these
|
||
// tests wire an EntityPhysicsHost the same way so SetPosition/BlipPosition's
|
||
// new ConstrainTo/UnConstrain calls have somewhere real to land.
|
||
|
||
private static (PlayerMovementController Controller, EntityPhysicsHost Host)
|
||
MakeControllerWithHost()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
var hosts = new Dictionary<uint, IPhysicsObjHost>();
|
||
const uint selfGuid = 0x5000000Au;
|
||
var host = new EntityPhysicsHost(
|
||
selfGuid,
|
||
getPosition: () => controller.CellPosition,
|
||
getVelocity: () => controller.BodyVelocity,
|
||
getRadius: () => 0.5f,
|
||
inContact: () => controller.BodyInContact,
|
||
minterpMaxSpeed: () => controller.Motion.GetMaxSpeed(),
|
||
curTime: () => 0.0,
|
||
physicsTimerTime: () => 0.0,
|
||
getObjectA: id => hosts.TryGetValue(id, out var h) ? h : null,
|
||
handleUpdateTarget: _ => { },
|
||
interruptCurrentMovement: () => { });
|
||
hosts[selfGuid] = host;
|
||
controller.PositionManager = host.PositionManager;
|
||
return (controller, host);
|
||
}
|
||
|
||
[Fact]
|
||
public void SetPosition_Teleport_ArmsConstraintAnchoredToReceivedPositionOutdoor()
|
||
{
|
||
var (controller, _) = MakeControllerWithHost();
|
||
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f)); // low16 < 0x0100 -> outdoor
|
||
|
||
ConstraintManager cm = controller.PositionManager!.Constraint!;
|
||
Assert.True(cm.IsConstrained);
|
||
Assert.Equal(10.0f, cm.ConstraintDistanceStart); // ACE-inversion pin: NOT 5
|
||
Assert.Equal(50.0f, cm.ConstraintDistanceMax);
|
||
Assert.Equal(controller.Position, cm.ConstraintPos.Frame.Origin);
|
||
// Anchored to self (the just-received position) -> zero offset at arm time.
|
||
Assert.Equal(0f, cm.ConstraintPosOffset, 3);
|
||
// R3-W6's teleport idle (StopCompletelyAtPhysicsObjectBoundary) still
|
||
// zeroes velocity — the new UnConstrain/ConstrainTo calls compose with
|
||
// it rather than replacing it.
|
||
Assert.Equal(Vector3.Zero, controller.BodyVelocity);
|
||
}
|
||
|
||
[Fact]
|
||
public void SetPosition_Teleport_IndoorCellUsesTheTighterBand()
|
||
{
|
||
var (controller, _) = MakeControllerWithHost();
|
||
|
||
controller.SeedPlacementForTest(
|
||
new Vector3(10f, 10f, 5f),
|
||
0x01000105u, new Vector3(10f, 10f, 5f)); // low16 = 0x0105 >= 0x0100 -> indoor (verbatim, no outdoor canonicalization)
|
||
|
||
ConstraintManager cm = controller.PositionManager!.Constraint!;
|
||
Assert.Equal(5.0f, cm.ConstraintDistanceStart);
|
||
Assert.Equal(20.0f, cm.ConstraintDistanceMax);
|
||
}
|
||
|
||
[Fact]
|
||
public void SetPosition_Teleport_TearsDownAndRearmsAPreviouslyFullyConstrainedLeash()
|
||
{
|
||
var (controller, _) = MakeControllerWithHost();
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
ConstraintManager cm = controller.PositionManager!.Constraint!;
|
||
|
||
// Synthetically over-strain the leash with a tight band (production
|
||
// arming uses the real 10/50 m band; a tight synthetic band here just
|
||
// makes "was fully constrained before this teleport" cheap to reach).
|
||
cm.ConstrainTo(controller.CellPosition, startDistance: 0.1f, maxDistance: 0.2f);
|
||
cm.AdjustOffset(new MotionDeltaFrame { Origin = new Vector3(5f, 0f, 0f) }, quantum: 0.1);
|
||
Assert.True(controller.PositionManager.IsFullyConstrained());
|
||
|
||
controller.SeedPlacementForTest(new Vector3(150f, 150f, 50f), 0x0001, new Vector3(150f, 150f, 50f));
|
||
|
||
// retail teleport_hook's UnConstrain, followed by the fresh re-arm at
|
||
// the new position, clears the stale over-strained state.
|
||
Assert.False(controller.PositionManager.IsFullyConstrained());
|
||
Assert.Equal(0f, cm.ConstraintPosOffset, 3);
|
||
}
|
||
|
||
[Fact]
|
||
public void CommitCanonicalForcePositionFrame_DoesNotRearmConstraintLeashOrTouchVelocity()
|
||
{
|
||
var (controller, _) = MakeControllerWithHost();
|
||
var initial = new Vector3(96f, 96f, 50f);
|
||
controller.SeedPlacementForTest(initial, 0x0001, initial);
|
||
controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||
Vector3 velocityBeforeCommit = controller.BodyVelocity;
|
||
Assert.NotEqual(Vector3.Zero, velocityBeforeCommit); // sanity: actually moving
|
||
ConstraintManager cm = controller.PositionManager!.Constraint!;
|
||
Vector3 leashAnchorBeforeCommit = cm.ConstraintPos.Frame.Origin;
|
||
|
||
var corrected = new Vector3(150f, 150f, 50f);
|
||
// Simulates Runtime's canonical SetPosition commit writing the SAME
|
||
// PhysicsBody directly, exactly as CommitCanonicalForcePositionFrame
|
||
// expects to find it.
|
||
controller.PhysicsBody.SnapToCell(0x0001, corrected, corrected);
|
||
controller.CommitCanonicalForcePositionFrame();
|
||
|
||
// C4 route 2 (2026-08-03): retail's FORCE_POSITION branch of
|
||
// SmartBox::HandleReceivedPosition (0x00453FD0) returns at
|
||
// 0x0045409D, before every CPhysicsObj::ConstrainTo call
|
||
// (0x00454272/0x0045418A/0x004541EC) — the branch BlipPlayer runs
|
||
// on is not one of them. Unlike the deleted BlipPosition (which
|
||
// re-armed the leash to the corrected position — an unbacked
|
||
// deviation), this method must leave the leash anchored exactly
|
||
// where it already was. Motion/velocity are untouched either way.
|
||
Assert.Equal(velocityBeforeCommit, controller.BodyVelocity);
|
||
Assert.Equal(leashAnchorBeforeCommit, cm.ConstraintPos.Frame.Origin);
|
||
Assert.NotEqual(corrected, cm.ConstraintPos.Frame.Origin);
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_ConstraintArmedInBand_TapersALargeRootMotionOffsetOnTheSecondTick()
|
||
{
|
||
var (controller, _) = MakeControllerWithHost();
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
ConstraintManager cm = controller.PositionManager!.Constraint!;
|
||
cm.ConstrainTo(controller.CellPosition, startDistance: 1f, maxDistance: 10f);
|
||
|
||
controller.AttachAnimationRootMotionSource((dt, frame) =>
|
||
{
|
||
frame.Origin = new Vector3(5f, 0f, 0f); // wildly large per-tick root motion, on purpose
|
||
});
|
||
|
||
// Tick 1: the gate reads the OFFSET RECORDED BEFORE this tick (0, from
|
||
// ConstrainTo, below start) -- passes through close to the raw 5 m.
|
||
Vector3 beforeTick1 = controller.Position;
|
||
controller.Update(ObjectTick, new MovementInput());
|
||
float displacement1 = (controller.Position - beforeTick1).Length();
|
||
Assert.True(displacement1 > 4.0f,
|
||
$"first tick should pass through near-unscaled, got {displacement1}");
|
||
|
||
// Tick 2: ConstraintPosOffset is now ~5 (recorded from tick 1), inside
|
||
// the (1,10) band -- the linear taper now visibly brakes the SAME 5 m
|
||
// raw input.
|
||
Vector3 beforeTick2 = controller.Position;
|
||
controller.Update(ObjectTick, new MovementInput());
|
||
float displacement2 = (controller.Position - beforeTick2).Length();
|
||
Assert.True(displacement2 > 0f);
|
||
Assert.True(displacement2 < 4.0f,
|
||
$"second tick should be tapered well below the raw 5 m input, got {displacement2}");
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_ConstraintOverstrained_PushesIsFullyConstrainedOntoBodyAndBlocksJump()
|
||
{
|
||
var (controller, _) = MakeControllerWithHost();
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
ConstraintManager cm = controller.PositionManager!.Constraint!;
|
||
cm.ConstrainTo(controller.CellPosition, startDistance: 1f, maxDistance: 2f);
|
||
|
||
controller.AttachAnimationRootMotionSource((dt, frame) =>
|
||
{
|
||
frame.Origin = new Vector3(10f, 0f, 0f); // one huge tick, past max
|
||
});
|
||
|
||
controller.Update(ObjectTick, new MovementInput());
|
||
|
||
Assert.True(controller.PositionManager!.IsFullyConstrained());
|
||
WeenieError result = controller.Motion.jump_is_allowed(1.0f, out _);
|
||
Assert.Equal(WeenieError.GeneralMovementFailure, result); // 0x47
|
||
}
|
||
|
||
// ════════════════════════════════════════════════════════════════════
|
||
// #265/#166 (2026-07-30): grounded residual-velocity fix.
|
||
// docs/research/2026-07-30-265-capture-bisect.md §4 traced the mined
|
||
// freeze to this file's grounded-tick block hand-zeroing Velocity.X/Y
|
||
// to exactly zero every tick once OnWalkable, whenever
|
||
// AttachAnimationRootMotionSource is wired (the production graphical
|
||
// local-player path). The fix removed that zero for the root-motion
|
||
// case; these tests pin (a) ordinary walking is unaffected (Velocity
|
||
// is already ~0 with no fall/collision in flight, so removing the zero
|
||
// is a no-op) and (b) a genuine landing with residual horizontal
|
||
// velocity now survives the contact commit and decays instead of
|
||
// freezing solid the very next tick.
|
||
// ════════════════════════════════════════════════════════════════════
|
||
|
||
[Fact]
|
||
public void Update_AnimationRootMotion_WalkSpeedUnaffectedByResidualVelocityFix()
|
||
{
|
||
var controller = new PlayerMovementController(MakeFlatEngine());
|
||
var start = new Vector3(96f, 96f, 50f);
|
||
controller.SeedPlacementForTest(start, 0x0001, start);
|
||
controller.Yaw = 0f;
|
||
// Fixed per-tick local-forward delta, matching
|
||
// Update_AttachedAnimationRootDelta_DrivesGroundedBodyAtObjectScale's
|
||
// established pattern: root motion alone drives displacement.
|
||
controller.AttachAnimationRootMotionSource((_, frame) =>
|
||
frame.Origin = new Vector3(0f, 0.1f, 0f));
|
||
|
||
// SetPosition zeros Velocity and there is no fall/jump in this
|
||
// scenario, so Velocity must stay exactly zero for the whole walk --
|
||
// the #265/#166 fix (no longer reconstructing Velocity here) is a
|
||
// complete no-op on this path. Each admitted quantum must advance by
|
||
// exactly the authored root-motion delta, unperturbed by friction
|
||
// acting on a (zero) Velocity.
|
||
Vector3 prevPos = controller.Position;
|
||
for (int i = 0; i < 30; i++)
|
||
{
|
||
var result = controller.Update(ObjectTick, new MovementInput(Forward: true));
|
||
float advance = Vector3.Distance(result.Position, prevPos);
|
||
Assert.Equal(0.1f, advance, precision: 4);
|
||
prevPos = result.Position;
|
||
}
|
||
|
||
Assert.Equal(0f, controller.BodyVelocity.X, precision: 5);
|
||
Assert.Equal(0f, controller.BodyVelocity.Y, precision: 5);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Minimal <see cref="IInterpretedMotionSink"/> so
|
||
/// <c>MotionInterpreter.ApplyCurrentMovementInterpreted</c> takes its
|
||
/// real dispatch branch (<c>DefaultSink is not null</c>) instead of the
|
||
/// AP-77 animation-less/headless fallback, which independently rewrites
|
||
/// grounded <c>PhysicsObj.Velocity</c> from <c>get_state_velocity()</c>
|
||
/// on every <c>HitGround</c>/<c>LeaveGround</c> re-apply -- a SEPARATE,
|
||
/// already-registered, out-of-scope mechanism (register row AP-77) that
|
||
/// would otherwise erase the #265/#166 residual velocity this test
|
||
/// targets purely because no sink was wired, not because of anything
|
||
/// this change touches. Production (<c>GameWindow</c>) always wires a
|
||
/// real sink, so this fake sink is what makes the test representative
|
||
/// of the production graphical path instead of the headless fallback.
|
||
/// </summary>
|
||
private sealed class FakeAnimationDispatchSink : IInterpretedMotionSink
|
||
{
|
||
public bool ApplyMotion(uint motion, float speed) => true;
|
||
public bool StopMotion(uint motion) => true;
|
||
}
|
||
|
||
[Fact]
|
||
public void PublicationLifecycleRequiresExplicitActivationAfterOwnershipCommit()
|
||
{
|
||
var candidate = PlayerMovementController.CreatePublicationCandidate(
|
||
new PhysicsEngine(),
|
||
PlayerMovementConstructionOptions.Fallback);
|
||
candidate.LocalEntityId = 0x70004001u;
|
||
candidate.StepUpHeight = 0.4f;
|
||
candidate.StepDownHeight = 0.4f;
|
||
candidate.ObjectScale = 1f;
|
||
candidate.PreparePositionForCommit(
|
||
new Vector3(1f, 2f, 3f),
|
||
0xA9B40021u,
|
||
new Vector3(1f, 2f, 3f));
|
||
candidate.SetBodyOrientation(Quaternion.Identity);
|
||
candidate.ApplyPhysicsState(PhysicsStateFlags.Gravity);
|
||
PhysicsBody body = candidate.PhysicsBody;
|
||
body.InWorld = false;
|
||
body.TransientState &= ~TransientStateFlags.Active;
|
||
Assert.False(body.InWorld);
|
||
|
||
candidate.SealPublicationCandidate();
|
||
|
||
Assert.True(candidate.IsSealedPublicationCandidate);
|
||
Assert.Throws<InvalidOperationException>(() => candidate.Update(
|
||
1f / 60f,
|
||
default));
|
||
Assert.Throws<InvalidOperationException>(() => candidate.TickHidden(
|
||
1f / 60f));
|
||
Assert.Throws<InvalidOperationException>(() => candidate.SeedPlacementForTest(
|
||
Vector3.One,
|
||
0xA9B40021u,
|
||
Vector3.One));
|
||
Assert.Throws<InvalidOperationException>(() =>
|
||
candidate.CommitCanonicalForcePositionFrame());
|
||
Assert.Throws<InvalidOperationException>(() =>
|
||
candidate.CaptureMovementResult(mouseLookEvent: false));
|
||
Assert.Throws<InvalidOperationException>(() =>
|
||
candidate.NoteMovementSent(1f));
|
||
// C5a (2026-08-05): CommitPreparedPosition is deleted (zero production
|
||
// callers); ArmConstraintLeashAtCommittedPlacement is its production
|
||
// replacement and carries the SAME EnsurePublishedForRuntimeOperation
|
||
// guard at its own entry, so this re-points rather than drops.
|
||
Assert.Throws<InvalidOperationException>(
|
||
candidate.ArmConstraintLeashAtCommittedPlacement);
|
||
Assert.Throws<InvalidOperationException>(() =>
|
||
candidate.ApplyPhysicsState(PhysicsStateFlags.Frozen));
|
||
Assert.Throws<InvalidOperationException>(() => candidate.LocalEntityId = 2u);
|
||
Assert.Throws<InvalidOperationException>(() => _ = candidate.Movement);
|
||
|
||
var canonicalClock = new RetailObjectQuantumClock();
|
||
candidate.CommitRuntimeOwnership(canonicalClock);
|
||
Assert.Throws<InvalidOperationException>(() => candidate.Update(
|
||
1f / 60f,
|
||
default));
|
||
Assert.Throws<InvalidOperationException>(() =>
|
||
candidate.CaptureMovementResult(mouseLookEvent: false));
|
||
Assert.Throws<InvalidOperationException>(() => _ = candidate.PhysicsBody);
|
||
|
||
candidate.BeginDormantSetPositionGroundPhase();
|
||
Assert.Throws<InvalidOperationException>(
|
||
candidate.CommitRuntimeActivationFrame);
|
||
Assert.Throws<InvalidOperationException>(
|
||
candidate.ActivateRuntimePublication);
|
||
candidate.EndDormantSetPositionGroundPhase();
|
||
|
||
candidate.ActivateRuntimePublication();
|
||
Assert.Same(body, candidate.PhysicsBody);
|
||
_ = candidate.CaptureMovementResult(mouseLookEvent: false);
|
||
_ = candidate.Update(0f, default);
|
||
candidate.ApplyPhysicsState(PhysicsStateFlags.Gravity);
|
||
|
||
candidate.RetireRuntimePublication();
|
||
Assert.Throws<InvalidOperationException>(() => candidate.Update(
|
||
1f / 60f,
|
||
default));
|
||
}
|
||
|
||
[Fact]
|
||
public void Update_RunningJumpLandsOnFlatGround_ResidualVelocitySurvivesAndDecays_NotFrozen()
|
||
{
|
||
var engine = MakeFlatEngine();
|
||
var controller = new PlayerMovementController(engine);
|
||
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
|
||
controller.Yaw = 0f;
|
||
controller.Motion.DefaultSink = new FakeAnimationDispatchSink();
|
||
// No root-motion displacement contributed -- isolates the residual
|
||
// Velocity channel exactly like the mined #265 capture (no key held
|
||
// once airborne / at the instant of landing).
|
||
controller.AttachAnimationRootMotionSource((_, _) => { });
|
||
|
||
// Charged running jump: forward + full jump charge, then release.
|
||
controller.Update(1.0f, new MovementInput(Forward: true, Jump: true));
|
||
controller.Update(0.016f, new MovementInput(Forward: true, Jump: false));
|
||
|
||
// `jump()` clears OnWalkable immediately (section 1, above), but the
|
||
// ONE-TIME `MotionInterpreter.LeaveGround()` recompute-and-overwrite
|
||
// (retail CMotionInterp::LeaveGround 0x00528b00, R3-W4/J7/J8 --
|
||
// unrelated to #265/#166, not touched by this change) only fires on
|
||
// the grounded->airborne EDGE inside the FIRST admitted quantum tick
|
||
// afterward, and it reads whatever forward command is interpreted
|
||
// AT THAT MOMENT. Keep Forward held for that one tick so
|
||
// GetLeaveGroundVelocity() captures the real running-jump velocity;
|
||
// only release it afterward, isolating the #265/#166 residual-
|
||
// velocity question from this separate, pre-existing edge timing.
|
||
controller.Update(0.05f, new MovementInput(Forward: true));
|
||
|
||
Assert.True(controller.IsAirborne);
|
||
float horizSpeedAtLaunch =
|
||
new Vector2(controller.BodyVelocity.X, controller.BodyVelocity.Y).Length();
|
||
Assert.True(horizSpeedAtLaunch > 0.5f,
|
||
$"Expected a running jump to carry forward horizontal velocity, got {horizSpeedAtLaunch}");
|
||
|
||
// Release the forward key for the rest of the flight (matching the
|
||
// real capture's "no key held" freeze scenario) and fall back to the
|
||
// ground (DefaultJumpVz flight time ~2s at 50ms steps).
|
||
for (int i = 0; i < 50 && controller.IsAirborne; i++)
|
||
controller.Update(0.05f, new MovementInput());
|
||
|
||
Assert.False(controller.IsAirborne, "Should have landed");
|
||
|
||
// THE #265/#166 ACCEPTANCE BAR: the tick immediately after landing
|
||
// must NOT be hand-zeroed to exactly (0,0,0) -- the old bug. The
|
||
// landing-bounce rework (2026-07-30,
|
||
// docs/research/2026-07-30-landing-bounce-family.md) restores retail
|
||
// handle_all_collisions' reflect (v += -(v·n)(elasticity+1)·n,
|
||
// elasticity 0.05), so the first post-landing ticks are a micro-hop
|
||
// CHAIN: each ground contact reverses 5% of the impact's normal
|
||
// component and keeps the tangential -- the residual speed survives,
|
||
// and calc_friction engages once a hop's contact dot falls under the
|
||
// 0.25 AP-7 gate. "Survives, then decays" therefore measures a few
|
||
// ticks after touchdown, not the very first one (friction cannot run
|
||
// during the reflected rise -- that IS retail's landing bounce).
|
||
controller.Update(ObjectTick, new MovementInput());
|
||
float horizSpeedAfterLanding =
|
||
new Vector2(controller.BodyVelocity.X, controller.BodyVelocity.Y).Length();
|
||
Assert.True(horizSpeedAfterLanding > 0.01f,
|
||
$"Expected residual horizontal speed to survive the first post-landing tick; " +
|
||
$"got {horizSpeedAfterLanding} (launch speed was {horizSpeedAtLaunch})");
|
||
|
||
// Let the 5%-elasticity hop chain settle (v_z decays geometrically;
|
||
// a handful of ObjectTicks covers several hops), then require decay.
|
||
for (int i = 0; i < 12; i++)
|
||
controller.Update(ObjectTick, new MovementInput());
|
||
float horizSpeedSettled =
|
||
new Vector2(controller.BodyVelocity.X, controller.BodyVelocity.Y).Length();
|
||
Assert.True(horizSpeedSettled < horizSpeedAtLaunch,
|
||
$"Expected friction to decay the residual speed once the bounce chain settles; " +
|
||
$"got {horizSpeedSettled} vs launch {horizSpeedAtLaunch}");
|
||
}
|
||
}
|