User-observed residual after f794832: creature stops to attack but
still runs slightly through the player before stopping.
Cause: at 4 m/s body velocity (RunAnimSpeed × ~1.0 speedMod) and a
60 fps tick (~16 ms), the body advances ~6.4 cm per tick. When dist
falls just below the 0.6 m DistanceToObject arrival threshold, the
arrival predicate fires and zeroes velocity — but the body has
already advanced one full tick INTO the threshold zone. That last
tick is the "running through" the user sees, especially when
combined with a player visual radius of ~0.5 m.
Fix: cap horizontal velocity in the steering branch so the body lands
EXACTLY at the arrival threshold instead of overshooting it. Pure
function in RemoteMoveToDriver (ClampApproachVelocity) so it's
testable; called from GameWindow.cs after apply_current_movement
sets RunForward velocity from the active cycle.
The clamp is a strict scale-down of the X/Y components; Z is left
to gravity / terrain handling. No-op for the flee branch — fleeing
has no overshoot risk by definition.
Tests: 1416 → 1420. Four new clamp scenarios: exact-landing (FP
tolerance), would-overshoot scale-down, already-at-threshold zeroing,
flee no-op.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
296 lines
11 KiB
C#
296 lines
11 KiB
C#
using System;
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using System.Numerics;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Phase L.1c (2026-04-28). Covers <see cref="RemoteMoveToDriver"/> — the
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/// per-tick steering port of retail
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/// <c>MoveToManager::HandleMoveToPosition</c> for server-controlled remote
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/// creatures.
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/// </summary>
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public class RemoteMoveToDriverTests
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{
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private const float Epsilon = 1e-3f;
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private static float Yaw(Quaternion q)
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{
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var fwd = Vector3.Transform(new Vector3(0, 1, 0), q);
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return MathF.Atan2(-fwd.X, fwd.Y);
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}
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[Fact]
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public void Drive_AlreadyAtTarget_ReportsArrived()
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{
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var bodyPos = new Vector3(10f, 20f, 0f);
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var bodyRot = Quaternion.Identity;
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var dest = new Vector3(10f, 20.3f, 0f);
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var result = RemoteMoveToDriver.Drive(
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bodyPos, bodyRot, dest,
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minDistance: 0.5f, distanceToObject: 0.6f,
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dt: 0.016f, moveTowards: true,
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out var newOrient);
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Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
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Assert.Equal(bodyRot, newOrient); // orientation untouched
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}
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[Fact]
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public void Drive_AceMeleePacket_UsesDistanceToObjectAsArrival()
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{
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// ACE chase packet: MinDistance=0, DistanceToObject=0.6 (melee).
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// Body at 0.5m from target should ARRIVE — not keep oscillating
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// around the target the way it did pre-fix when only MinDistance
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// was the gate. This is the "monster keeps running in different
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// directions when it should be attacking" regression fix.
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var bodyPos = new Vector3(0f, 0f, 0f);
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var bodyRot = Quaternion.Identity;
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var dest = new Vector3(0f, 0.5f, 0f);
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var result = RemoteMoveToDriver.Drive(
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bodyPos, bodyRot, dest,
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minDistance: 0f, distanceToObject: 0.6f,
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dt: 0.016f, moveTowards: true,
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out _);
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Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
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}
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[Fact]
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public void Drive_FleeArrival_UsesMinDistance()
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{
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// Flee branch (moveTowards=false): arrival when dist >= MinDistance.
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// Retail / ACE both use MinDistance for the flee-arrival threshold.
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var bodyPos = new Vector3(0f, 0f, 0f);
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var bodyRot = Quaternion.Identity;
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var dest = new Vector3(0f, 6f, 0f);
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var result = RemoteMoveToDriver.Drive(
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bodyPos, bodyRot, dest,
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minDistance: 5.0f, distanceToObject: 0.6f,
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dt: 0.016f, moveTowards: false,
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out _);
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Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
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}
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[Fact]
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public void Drive_ChaseDoesNotArriveAtMinDistanceFloor()
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{
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// Regression: my earlier max(MinDistance, DistanceToObject) port
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// would have arrived here because dist (1.5) <= MinDistance (2.0).
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// Retail uses DistanceToObject for chase arrival, so a chase at
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// dist=1.5 with DistanceToObject=0.6 should still STEER, not arrive.
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var bodyPos = new Vector3(0f, 0f, 0f);
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var bodyRot = Quaternion.Identity;
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var dest = new Vector3(0f, 1.5f, 0f);
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var result = RemoteMoveToDriver.Drive(
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bodyPos, bodyRot, dest,
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minDistance: 2.0f, distanceToObject: 0.6f,
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dt: 0.016f, moveTowards: true,
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out _);
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Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
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}
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[Fact]
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public void Drive_ChasingButNotInRange_ReportsSteering()
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{
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var bodyPos = new Vector3(0f, 0f, 0f);
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var bodyRot = Quaternion.Identity; // facing +Y
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var dest = new Vector3(0f, 50f, 0f); // straight ahead
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var result = RemoteMoveToDriver.Drive(
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bodyPos, bodyRot, dest,
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minDistance: 0f, distanceToObject: 0f,
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dt: 0.016f, moveTowards: true,
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out var newOrient);
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Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
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// Already facing target → snap branch keeps yaw at 0.
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Assert.InRange(Yaw(newOrient), -Epsilon, Epsilon);
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}
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[Fact]
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public void Drive_TargetSlightlyOffAxis_SnapsWithinTolerance()
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{
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// Body facing +Y; target at (1, 10, 0) — that's a small angle
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// (about 5.7°), well within the 20° snap tolerance.
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var bodyPos = Vector3.Zero;
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var bodyRot = Quaternion.Identity;
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var dest = new Vector3(1f, 10f, 0f);
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var result = RemoteMoveToDriver.Drive(
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bodyPos, bodyRot, dest,
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minDistance: 0f, distanceToObject: 0f,
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dt: 0.016f, moveTowards: true,
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out var newOrient);
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Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
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// Snap should land us pointing at (1, 10): yaw = atan2(-1, 10) ≈ -0.0997 rad.
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float expectedYaw = MathF.Atan2(-1f, 10f);
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Assert.InRange(Yaw(newOrient), expectedYaw - Epsilon, expectedYaw + Epsilon);
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// Verify orientation actually transforms +Y onto the (1,10) line.
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var worldFwd = Vector3.Transform(new Vector3(0, 1, 0), newOrient);
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Assert.InRange(worldFwd.X / worldFwd.Y, 0.1f - 1e-3f, 0.1f + 1e-3f);
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}
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[Fact]
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public void Drive_TargetBeyondTolerance_RotatesByLimitedStep()
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{
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// Body facing +Y; target at (-10, 0) — that's 90° to the left
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// (well beyond the 20° snap tolerance), so we turn by at most
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// TurnRateRadPerSec * dt this tick rather than snapping.
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var bodyPos = Vector3.Zero;
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var bodyRot = Quaternion.Identity; // yaw = 0
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var dest = new Vector3(-10f, 0f, 0f); // yaw = +π/2 (left)
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const float dt = 0.1f;
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var result = RemoteMoveToDriver.Drive(
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bodyPos, bodyRot, dest,
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minDistance: 0f, distanceToObject: 0f,
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dt: dt, moveTowards: true,
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out var newOrient);
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Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
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float expectedStep = RemoteMoveToDriver.TurnRateRadPerSec * dt;
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// We should turn LEFT (positive yaw) toward the target.
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Assert.InRange(Yaw(newOrient), expectedStep - Epsilon, expectedStep + Epsilon);
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}
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[Fact]
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public void Drive_TargetBehind_TurnsRightOrLeftViaShortestPath()
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{
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// Body facing +Y; target directly behind at (0, -10, 0).
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// |delta| = π, equally close either way; the implementation
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// picks one (sign depends on float wobble) — just assert
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// we made progress (yaw changed by exactly TurnRate * dt).
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var bodyPos = Vector3.Zero;
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var bodyRot = Quaternion.Identity;
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var dest = new Vector3(0f, -10f, 0f);
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const float dt = 0.1f;
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var result = RemoteMoveToDriver.Drive(
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bodyPos, bodyRot, dest,
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minDistance: 0f, distanceToObject: 0f,
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dt: dt, moveTowards: true,
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out var newOrient);
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Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
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float expectedStep = RemoteMoveToDriver.TurnRateRadPerSec * dt;
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Assert.InRange(MathF.Abs(Yaw(newOrient)), expectedStep - Epsilon, expectedStep + Epsilon);
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}
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[Fact]
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public void Drive_PreservesOrientationAtArrival()
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{
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var bodyPos = new Vector3(5f, 5f, 0f);
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var bodyRot = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 1.234f);
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var dest = new Vector3(5.01f, 5.01f, 0f);
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var result = RemoteMoveToDriver.Drive(
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bodyPos, bodyRot, dest,
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minDistance: 0.5f, distanceToObject: 0.6f,
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dt: 0.016f, moveTowards: true,
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out var newOrient);
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Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
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// Caller would zero velocity; orientation should be untouched
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// so the body settles facing whatever direction it was already.
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Assert.Equal(bodyRot, newOrient);
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}
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[Fact]
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public void ClampApproachVelocity_NoOverShoot_LandsExactlyAtThreshold()
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{
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// Body 1 m from destination, running at 4 m/s, dt = 0.1 s.
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// Naive advance = 0.4 m → would end at 0.6 m from dest, exactly
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// on the threshold. With threshold=0.6 and remaining=0.4, the
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// clamp should let the full velocity through (advance == remaining).
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var bodyPos = new Vector3(0f, 0f, 0f);
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var dest = new Vector3(0f, 1f, 0f);
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var vel = new Vector3(0f, 4f, 0f);
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var clamped = RemoteMoveToDriver.ClampApproachVelocity(
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bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.1f, moveTowards: true);
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// Within float-precision: 4 m/s × 0.1 s = 0.4 m, exactly the
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// remaining distance. The clamp may apply a 0.99999×-style
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// tiny scale due to FP rounding — accept anything ≥ 99.9% of
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// the input as "no meaningful overshoot prevention applied."
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Assert.InRange(clamped.Y, 4f * 0.999f, 4f);
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Assert.Equal(0f, clamped.X);
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Assert.Equal(0f, clamped.Z);
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}
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[Fact]
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public void ClampApproachVelocity_WouldOverShoot_ScalesDownToExactLanding()
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{
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// Body 1 m from destination, running at 4 m/s, dt = 0.2 s.
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// Naive advance = 0.8 m → would overshoot 0.6 m threshold by 0.4 m.
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// remaining = 0.4 m, advance = 0.8 m → scale = 0.5.
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// Velocity should be halved → 2 m/s.
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var bodyPos = new Vector3(0f, 0f, 0f);
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var dest = new Vector3(0f, 1f, 0f);
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var vel = new Vector3(0f, 4f, 0f);
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var clamped = RemoteMoveToDriver.ClampApproachVelocity(
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bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.2f, moveTowards: true);
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Assert.InRange(clamped.Y, 2f - Epsilon, 2f + Epsilon);
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Assert.Equal(0f, clamped.X);
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}
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[Fact]
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public void ClampApproachVelocity_AlreadyAtThreshold_ZeroesHorizontal()
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{
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// Body exactly 0.6 m from dest with threshold 0.6 → remaining ≈ 0.
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// Any horizontal velocity would overshoot; clamp must zero it.
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var bodyPos = new Vector3(0f, 0f, 0f);
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var dest = new Vector3(0f, 0.6f, 0f);
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var vel = new Vector3(0f, 4f, 0.5f); // some Z to confirm Z is preserved
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var clamped = RemoteMoveToDriver.ClampApproachVelocity(
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bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.016f, moveTowards: true);
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Assert.Equal(0f, clamped.X);
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Assert.Equal(0f, clamped.Y);
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Assert.Equal(0.5f, clamped.Z); // gravity / Z handling unaffected
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}
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[Fact]
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public void ClampApproachVelocity_FleeBranch_NoOp()
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{
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// moveTowards=false (flee): no overshoot risk, return velocity unchanged.
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var bodyPos = Vector3.Zero;
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var dest = new Vector3(0f, 1f, 0f);
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var vel = new Vector3(0f, -4f, 0f);
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var clamped = RemoteMoveToDriver.ClampApproachVelocity(
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bodyPos, vel, dest, arrivalThreshold: 5f, dt: 0.5f, moveTowards: false);
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Assert.Equal(vel, clamped);
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}
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[Fact]
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public void OriginToWorld_AppliesLandblockGridShift()
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{
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// Cell ID 0xA8B4000E → landblock x=0xA8, y=0xB4. With live center
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// at (0xA9, 0xB4), that's one landblock west and zero north,
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// so origin (10, 20, 0) inside that landblock should map to
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// (10 - 192, 20 + 0, 0) = (-182, 20, 0) in render-world space.
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var w = RemoteMoveToDriver.OriginToWorld(
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originCellId: 0xA8B4000Eu,
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originX: 10f, originY: 20f, originZ: 0f,
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liveCenterLandblockX: 0xA9, liveCenterLandblockY: 0xB4);
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Assert.Equal(-182f, w.X);
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Assert.Equal(20f, w.Y);
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Assert.Equal(0f, w.Z);
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}
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}
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