Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates. Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean. Co-authored-by: OpenAI Codex <codex@openai.com>
217 lines
10 KiB
C#
217 lines
10 KiB
C#
using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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// ─────────────────────────────────────────────────────────────────────────────
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// MotionVelocityPipelineTests — Phase D6.2: the full raw→interpreted→velocity
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// pipeline (apply_raw_movement 0x005287e0 → get_state_velocity 0x00527d50).
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//
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// These pin the retail-faithful LOCAL velocity for every direction — the exact
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// behavior the D6.2 controller integration now routes through, replacing the
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// hand-mirrored backward/strafe formulas (register TS-22). Golden values are
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// derived from the pseudocode doc
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// (docs/research/2026-07-01-d6-motion-interp-pseudocode.md) and the retail
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// constants on MotionInterpreter.
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//
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// Notable retail-faithful change vs the old hand-mirror: strafe is now
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// 1.25 × (0.5·WalkAnimSpeed/SidestepAnimSpeed) × runRate = ~1.56 × runRate,
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// clamped via SideStepSpeed ≤ 3.0 (so |v.X| ≤ 3.75). The old code used
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// 1.25 × runRate with no sidestep-scale and no clamp.
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// ─────────────────────────────────────────────────────────────────────────────
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file sealed class FakeRunRateWeenie : IWeenieObject
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{
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public float RunRate;
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public bool InqRunRateResult = true;
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public bool InqJumpVelocity(float extent, out float vz) { vz = 0f; return false; }
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public bool InqRunRate(out float rate) { rate = RunRate; return InqRunRateResult; }
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public bool CanJump(float extent) => true;
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}
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public sealed class MotionVelocityPipelineTests
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{
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private const float RunRate = 2.75f; // ≈ the +Acdream test char's run rate
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private const float WalkAnim = MotionInterpreter.WalkAnimSpeed; // 3.11999989
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private const float RunAnim = MotionInterpreter.RunAnimSpeed; // 4.0
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private const float SideAnim = MotionInterpreter.SidestepAnimSpeed; // 1.25
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private const float BackFac = MotionInterpreter.BackwardsFactor; // 0.649999976
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private const float MaxSide = MotionInterpreter.MaxSidestepAnimRate;// 3.0
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// adjust_motion sidestep scale: 0.5 * (WalkAnim / SideAnim) ≈ 1.24799995
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private const float SideScale = MotionInterpreter.SidestepFactor * (WalkAnim / SideAnim);
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private static MotionInterpreter MakeInterp(float runRate)
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=> new() { WeenieObj = new FakeRunRateWeenie { RunRate = runRate } };
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private static RawMotionState Raw(
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uint forward = MotionCommand.Ready, uint sidestep = 0u, uint turn = 0u,
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HoldKey hold = HoldKey.None)
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=> new()
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{
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CurrentHoldKey = hold,
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ForwardCommand = forward,
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ForwardHoldKey = forward != MotionCommand.Ready ? hold : HoldKey.Invalid,
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ForwardSpeed = 1.0f,
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SidestepCommand = sidestep,
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SidestepHoldKey = sidestep != 0u ? hold : HoldKey.Invalid,
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SidestepSpeed = 1.0f,
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TurnCommand = turn,
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TurnHoldKey = turn != 0u ? hold : HoldKey.Invalid,
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TurnSpeed = 1.0f,
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};
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// ── forward ──────────────────────────────────────────────────────────────
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[Fact]
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public void RunForward_VelocityIsRunAnimSpeedTimesRunRate()
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{
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var interp = MakeInterp(RunRate);
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interp.apply_raw_movement(Raw(forward: MotionCommand.WalkForward, hold: HoldKey.Run));
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// WalkForward + Run → RunForward @ runRate; v.Y = RunAnim * runRate (== maxSpeed, no clamp).
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var v = interp.get_state_velocity();
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Assert.Equal(RunAnim * RunRate, v.Y, 3);
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Assert.Equal(0f, v.X, 5);
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}
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[Fact]
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public void WalkForward_NoRun_VelocityIsWalkAnimSpeed()
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{
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var interp = MakeInterp(RunRate);
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interp.apply_raw_movement(Raw(forward: MotionCommand.WalkForward, hold: HoldKey.None));
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var v = interp.get_state_velocity();
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Assert.Equal(WalkAnim * 1.0f, v.Y, 3); // no run scaling; WalkForward @ 1.0
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}
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// ── backward (the TS-22 fix: no longer zero) ─────────────────────────────
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[Fact]
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public void RunBackward_VelocityIsNegativeWalkTimesBackwardFactorTimesRunRate()
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{
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var interp = MakeInterp(RunRate);
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interp.apply_raw_movement(Raw(forward: MotionCommand.WalkBackward, hold: HoldKey.Run));
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// WalkBackward → WalkForward, speed *= -0.65; Run → *= runRate (unconditional,
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// promotion sign-gated so it stays WalkForward). v.Y = WalkAnim * (-0.65 * runRate).
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var v = interp.get_state_velocity();
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Assert.Equal(-(WalkAnim * BackFac * RunRate), v.Y, 3);
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Assert.True(v.Y < 0f, "backward velocity must be negative");
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// Matches the OLD hand-mirror (WalkAnim * 0.65 * runMul) — backward is unchanged.
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}
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// ── strafe (retail-faithful magnitude + ±3.0 clamp) ──────────────────────
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[Fact]
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public void RunStrafeRight_ClampsSideStepSpeedToThree_VelocityIs3p75()
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{
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var interp = MakeInterp(RunRate); // 1.248*2.75 = 3.432 > 3.0 → clamps
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interp.apply_raw_movement(Raw(sidestep: MotionCommand.SideStepRight, hold: HoldKey.Run));
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var v = interp.get_state_velocity();
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Assert.Equal(SideAnim * MaxSide, v.X, 3); // 1.25 * 3.0 = 3.75
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Assert.Equal(3.75f, v.X, 3);
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Assert.Equal(0f, v.Y, 5);
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}
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[Fact]
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public void RunStrafeRight_BelowClamp_VelocityIsScaledSidestep()
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{
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const float lowRun = 2.0f; // 1.248*2.0 = 2.496 < 3.0 → no clamp
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var interp = MakeInterp(lowRun);
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interp.apply_raw_movement(Raw(sidestep: MotionCommand.SideStepRight, hold: HoldKey.Run));
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var v = interp.get_state_velocity();
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// v.X = SideAnim * (SideScale * lowRun) = 1.56 * lowRun ≈ 3.12
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Assert.Equal(SideAnim * SideScale * lowRun, v.X, 3);
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}
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[Fact]
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public void RunStrafeLeft_NegatedAndClamped_VelocityIsNeg3p75()
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{
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var interp = MakeInterp(RunRate);
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interp.apply_raw_movement(Raw(sidestep: MotionCommand.SideStepLeft, hold: HoldKey.Run));
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// SideStepLeft → SideStepRight, negated → -1.248; *runRate = -3.432; clamp → -3.0.
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var v = interp.get_state_velocity();
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Assert.Equal(-(SideAnim * MaxSide), v.X, 3); // -3.75
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Assert.True(v.X < 0f, "strafe-left velocity must be negative");
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}
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// ── turn normalization (the DAT MotionData supplies production omega) ────
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[Fact]
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public void RunTurnRight_InterpretedTurnSpeedIsPositiveRunTurnFactor()
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{
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var interp = MakeInterp(RunRate);
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interp.apply_raw_movement(Raw(turn: MotionCommand.TurnRight, hold: HoldKey.Run));
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Assert.Equal(MotionCommand.TurnRight, interp.InterpretedState.TurnCommand);
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Assert.Equal(MotionInterpreter.RunTurnFactor, interp.InterpretedState.TurnSpeed, 5); // +1.5
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}
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[Fact]
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public void RunTurnLeft_RemapsToTurnRightWithNegativeRunTurnFactor()
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{
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var interp = MakeInterp(RunRate);
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interp.apply_raw_movement(Raw(turn: MotionCommand.TurnLeft, hold: HoldKey.Run));
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// TurnLeft → TurnRight, speed *= -1; Run → *= 1.5 → -1.5.
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Assert.Equal(MotionCommand.TurnRight, interp.InterpretedState.TurnCommand);
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Assert.Equal(-MotionInterpreter.RunTurnFactor, interp.InterpretedState.TurnSpeed, 5); // -1.5
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}
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[Fact]
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public void WalkTurn_NoRun_TurnSpeedIsUnity()
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{
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var interp = MakeInterp(RunRate);
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interp.apply_raw_movement(Raw(turn: MotionCommand.TurnRight, hold: HoldKey.None));
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Assert.Equal(MotionCommand.TurnRight, interp.InterpretedState.TurnCommand);
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Assert.Equal(1.0f, interp.InterpretedState.TurnSpeed, 5); // no run factor
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}
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// ── idle ─────────────────────────────────────────────────────────────────
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[Fact]
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public void Idle_ReadyState_ZeroVelocity()
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{
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var interp = MakeInterp(RunRate);
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interp.apply_raw_movement(Raw()); // Ready, no sidestep/turn
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var v = interp.get_state_velocity();
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Assert.Equal(0f, v.X, 5);
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Assert.Equal(0f, v.Y, 5);
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}
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// ── attack / non-locomotion forward command (#170) ───────────────────────
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[Theory]
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[InlineData(0x10000062u)] // AttackHigh1
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[InlineData(0x10000063u)] // AttackMed1
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[InlineData(0x10000064u)] // AttackLow1
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[InlineData(0x10000186u)] // AttackHigh4 (shifted late block)
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public void AttackForwardCommand_ZeroVelocity(uint attackCommand)
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{
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// #170: an ATTACK forward command (action-class 0x1000006x/0x100001xx)
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// is neither WalkForward (0x45000005) nor RunForward (0x44000007), so
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// retail's get_state_velocity (0x00527d50) hits its `else → 0` branch —
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// the creature plants its feet instead of coasting at the last run
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// velocity. Cross-checked against holtburger grounded_local_velocity
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// (`_ => Vector3::zero()`) and the retail decomp. This is the invariant
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// the #170 glide fix relies on: GameWindow's remote dead-reckon now
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// refreshes the body velocity from get_state_velocity each tick, so a
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// creature that switches from a run-chase (ForwardCommand=RunForward)
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// to an attack (ForwardCommand=0x1000006x) resolves to zero velocity
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// and stops gliding.
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var interp = MakeInterp(RunRate);
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interp.InterpretedState.ForwardCommand = attackCommand;
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interp.InterpretedState.ForwardSpeed = 0.97f;
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var v = interp.get_state_velocity();
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Assert.Equal(0f, v.X, 5);
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Assert.Equal(0f, v.Y, 5);
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Assert.Equal(0f, v.Z, 5);
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}
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}
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