acdream/src/AcDream.Core
Erik 78aef6d575 refactor(anim): rewrite AnimationSequencer as faithful decompiled-client port
Complete ground-up rewrite of AnimationSequencer.cs using the retail AC client
pseudocode (docs/research/acclient_animation_pseudocode.md) as the direct
translation guide. Every key algorithmic difference from the previous patched
implementation is addressed:

1. _framePosition is now double (64-bit), matching Sequence+0x30 in the retail
   client binary. Previously float, which accumulated rounding error over long
   sessions.

2. FUN_005267E0 (multiply_framerate) is now correctly applied at node load time:
   negative speedScale swaps startFrame↔endFrame so the advance loop counts DOWN
   from (EndFrame+1)-epsilon toward EndFrame, exactly matching the retail layout.

3. update_internal (FUN_005261D0) is faithfully ported: one loop handles both
   forward and reverse; boundary detection uses EndFrame as the lower bound for
   reverse playback (matching the post-swap field semantics); remainder time
   propagates correctly across node boundaries for large dt values.

4. GetStartFramePosition (FUN_00526880) and GetEndFramePosition (FUN_005268B0)
   formulas are now correct: negative speed starts at (EndFrame+1)-epsilon,
   ends at StartFrame; positive speed starts at StartFrame, ends at (EndFrame+1)-epsilon.

5. advance_to_next_animation (FUN_00525EB0) wraps to _firstCyclic when the
   linked list is exhausted, matching the retail loop-forever semantics.

6. adjust_motion (ACE MotionInterp.cs:394-428) remapping is unchanged and
   correct: TurnLeft→TurnRight, SideStepLeft→SideStepRight (negate speed),
   WalkBackward→WalkForward (negate×0.65 BackwardsFactor).

7. SlerpRetailClient (FUN_005360d0) is unchanged — the pseudocode confirms the
   existing implementation is correct.

AnimationSequencerTests grows from 9 to 17 tests:
- Negative-speed playback: TurnLeft remaps and cursor initializes near EndFrame+1
- Reverse frame position decreases (not increases) over time
- Reverse wrap at start boundary recovers and loops
- advance_to_next_animation: link node drains then enters cycle
- Cycle loops repeatedly without crash or position drift

All 431 tests green (109 net + 322 core).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 12:59:32 +02:00
..
Meshing fix(core): ACME cross-check fixes — normals, placement, scenery 2026-04-12 22:52:08 +02:00
Physics refactor(anim): rewrite AnimationSequencer as faithful decompiled-client port 2026-04-13 12:59:32 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Terrain fix(core): AC2D render split formula + triangle-aware Z sampling 2026-04-12 22:08:42 +02:00
Textures feat(core): SurfaceDecoder — add PFID_P8, PFID_R8G8B8, and PFID_X8R8G8B8 2026-04-11 19:23:57 +02:00
World fix(core): ACME cross-check fixes — normals, placement, scenery 2026-04-12 22:52:08 +02:00
AcDream.Core.csproj chore(core): scaffold World/Meshing/Textures + add BCnEncoder.Net 2026-04-10 17:49:14 +02:00