acdream/tests/AcDream.Runtime.Tests/Gameplay
Erik 9910838fa4 test(physics): #265/#166 - Runtime-level walk-speed and landing-survival pins
Two new PlayerMovementController-level tests, exercising the real
production controller (not just the Core-level composed model in the
prior commit):

- Update_AnimationRootMotion_WalkSpeedUnaffectedByResidualVelocityFix:
  ordinary root-motion walking (no fall/collision in flight) advances by
  exactly the authored per-tick delta for 30 ticks with BodyVelocity
  staying exactly zero throughout - the fix is a complete no-op for the
  common case, pinning the L.3c hazard
  (claude-memory/project_physics_collision_digest.md's DO-NOT-RETRY
  table) at the Runtime level alongside the existing Core-level
  GroundedRootMotion_FrictionThreshold_DoesNotHammerLocomotionTests pin
  (unmodified, still green).

- Update_RunningJumpLandsOnFlatGround_ResidualVelocitySurvivesAndDecays_NotFrozen:
  a real charged running jump lands on flat ground and its residual
  horizontal speed survives the first post-landing tick, then measurably
  decays (dot(velocity, (0,0,1)) ~ 0 < 0.25, so friction engages here,
  unlike the sloped roof capture where it doesn't).

Building the second test surfaced two genuinely separate, already-
correctly-scoped mechanisms unrelated to #265/#166, requiring no
production change: MotionInterpreter.LeaveGround (CMotionInterp::
LeaveGround 0x00528b00, R3-W4/J7/J8) recomputes velocity from the
CURRENT interpreted command on the grounded->airborne edge tick, so the
test holds Forward for one extra tick before releasing it; and
MotionInterpreter.ApplyCurrentMovementInterpreted's AP-77 "animation-less
/headless movement fallback" (already correctly scoped in the
divergence register) independently rewrites grounded velocity when no
DefaultSink is wired, so the test wires a minimal
FakeAnimationDispatchSink to match production's always-wired sink.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 19:28:28 +02:00
..
InteractionStateTests.cs refactor(runtime): own canonical action state 2026-07-26 10:44:09 +02:00
LocalPlayerImmediatePositionTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
LocalPlayerOutboundCombatStyleTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
PlayerMouseLookMovementTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
PlayerMovementControllerTests.cs test(physics): #265/#166 - Runtime-level walk-speed and landing-survival pins 2026-07-30 19:28:28 +02:00
PlayerOutboundPositionTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
RuntimeActionStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeActionTestFactory.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCharacterStateTests.cs merge: #267 vitae character-panel display (attributes vitae-immune per retail; skill dual parentheticals) 2026-07-30 18:14:48 +02:00
RuntimeCombatAttackStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCombatModeStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCombatTargetStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCommunicationStateTests.cs refactor(runtime): expose canonical gameplay state 2026-07-26 09:12:30 +02:00
RuntimeGameplayOwnershipTests.cs refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
RuntimeHostileTargetQueryTests.cs feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
RuntimeInteractionTransactionStateTests.cs refactor(runtime): own interaction transactions 2026-07-26 11:13:09 +02:00
RuntimeInventoryStateTests.cs refactor(runtime): close canonical gameplay ownership 2026-07-26 09:48:51 +02:00
RuntimeLocalPlayerMovementStateTests.cs feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
RuntimeSpellCastStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00