acdream/tests/AcDream.Core.Tests
Erik d2ccc80e59 fix(#170): refresh remote body velocity from get_state_velocity (kill the attack glide)
Root cause (confirmed by a live ACDREAM_DUMP_MOTION capture of Mite Scamp
0x80000244 + the retail decomp): a chasing+attacking creature's attacks arrive
as the ForwardCommand of frequent mt-0 InterpretedMotionState UMs (66 attack UMs
0x62/63/64 vs 2 mt-6 chase MoveTos in the capture). Retail's get_state_velocity
(0x00527d50) computes the body's translation velocity from the current forward
command: WalkForward→3.12×spd, RunForward→4.0×spd, and 0 for everything else
(an attack) — so the creature plants its feet. acdream ALREADY has a faithful
get_state_velocity (returns 0 for a non-locomotion command; cross-checked vs
holtburger grounded_local_velocity's `_ => zero`), but it was never WIRED to the
remote body for entities with an animation sink: apply_current_movement's sink
path (all remotes have a DefaultSink) dispatches the animation and early-returns
BEFORE the set_local_velocity(get_state_velocity()) write, which lives only in
the no-sink fallback (MotionInterpreter ~1702). So a remote NPC's body.Velocity
was never recomputed from its motion state and kept the STALE run velocity from
the last chase — the body dead-reckoned forward at ~4 m/s while playing an
idle+attack pose ("glides after me").

Fix: after apply_current_movement in the grounded remote-NPC dead-reckon path
(GameWindow ~9992, restricted to remotes by serverGuid != player and to grounded
by OnWalkable), refresh rm.Body via set_local_velocity(get_state_velocity()) —
the exact write retail's apply_current_movement performs, reusing the verbatim
ported get_state_velocity. An attack forward command now resolves to 0, so the
creature stops and swings in place; RunForward still yields the run velocity.
Narrowest safe seam: the local player (which also has a sink) is excluded by the
loop's player guard, so its PlayerMovementController velocity path is untouched.

The earlier suspicion (#159 combat-command numbering) was a red herring — the
scamp's 0x62/63/64 were always in the correct block and the planner is unwired;
the wire even carries full attack variety, so "uniform" was the visual artifact
of rapid attacks over a gliding idle base, not a classification bug.

Tests: MotionVelocityPipelineTests.AttackForwardCommand_ZeroVelocity (4 cases)
pins get_state_velocity → 0 for the attack forward commands the fix depends on.
Core suite 2503 green. Visual gate pending (retail side-by-side: creature should
plant + step, not glide).

Ref: docs/research/named-retail get_state_velocity 0x00527d50; ISSUES #170.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 09:56:40 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat fix(combat): #159 — derive CombatAnimationMotionCommands from the DRW enum 2026-07-04 09:08:11 +02:00
Conformance chore: strip throwaway dense-town FPS profiling apparatus (plan Task 5) 2026-06-24 00:10:00 +02:00
Fixtures feat(L.2g-S2a): CMotionInterp inbound funnel in Core + live-retail conformance harness (DEV-1 core) 2026-07-02 18:50:09 +02:00
Input fix(R4): #161 remote landing stuck in falling pose - apply-pass params decode 2026-07-03 17:00:03 +02:00
Items fix(D.2b): wield is ContainerId-based — drop the WielderId write (code review) 2026-06-22 22:15:18 +02:00
Lighting test(lighting): lock the bake contract on golden torches (A7 Fix D oracle) 2026-06-18 17:26:52 +02:00
Meshing fix(render): hide editor-only placement markers in dungeons — port retail's degrade-to-nothing (#136) 2026-06-14 19:03:08 +02:00
Physics fix(#170): refresh remote body velocity from get_state_velocity (kill the attack glide) 2026-07-04 09:56:40 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost 2026-06-14 17:46:37 +02:00
Rendering refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision 2026-06-21 10:34:36 +02:00
Selection test(picker): Cluster A #86 — screen-rect cell-occlusion tests 2026-05-19 14:56:51 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming fix(streaming): recover the player from the pending bucket — invisible-player / world-not-loading bug 2026-07-03 22:03:44 +02:00
Terrain fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
Textures fix(textures): DecodeSolidColor null-safe against null ColorValue 2026-06-14 14:36:07 +02:00
Ui fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
Vfx fix(vfx #56): ParticleHookSink applies CreateParticleHook.PartIndex transform 2026-05-11 23:57:20 +02:00
World feat(streaming): PhysicsDatBundle on LoadedLandblock (datLock fix scaffold) 2026-06-23 09:31:26 +02:00
AcDream.Core.Tests.csproj test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
xunit.runner.json test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00