acdream/tests/AcDream.Core.Tests/Physics/MotionInterpreterTests.cs
Erik af4764443f feat(R3-W3): verbatim jump family — charge gates, jump_is_allowed chain, epsilon fixes; StandingLongJump misattribution retired (closes J5, J6, J7-interp-side, J16-epsilons)
JumpChargeIsAllowed 0x00527a50 (CanJump→0x49 before posture; Fallen +
Crouch..Sleeping→0x48), ChargeJump 0x005281c0 — now the ONLY place
standing_longjump arms (grounded Contact+OnWalkable + forward Ready +
no sidestep/turn, raw @305453-305466); the S2a-flagged side effect
inside contact_allows_move is DELETED (J6) with regression pins that
contact checks never touch the flag (the funnel's StandingLongJump
branch is local-player scope; the controller wires ChargeJump in W4/W6
— remotes never charge client-side, no interim regression).

jump_is_allowed 0x005282b0 full chain replaces the 15-line
approximation: IsFullyConstrained→0x47 (new PhysicsBody stub, TS-35)
BEFORE the pending-head peek (A2 ordering, pinned); head peek fires
whenever the queue is non-empty (no ACE Count>1 gate; nonzero
jump_error_code short-circuits the whole chain — test proves
JumpStaminaCost is never consulted); retail entry shape verbatim
(non-creature-weenie and gravity-off skip the ground gate; null
physics obj → 0x24 NOT 8 per A10); charge → MotionAllowsJump(fwd)
double-check → JumpStaminaCost gate (new IWeenieObject member,
always-affordable PlayerWeenie stub — TS-5 extended).

GetJumpVZ/GetLeaveGroundVelocity: epsilon corrected to retail's
0.000199999995f (was 0.001 — regression-pinned at extent 0.0005);
A5 shape (clamp 1.0, weenie-null 10.0f); A6 momentum fallback fires
only when ALL THREE components are sub-epsilon and overwrites all
three with global→local(m_velocityVector).

Jump 0x00528780: InterruptCurrentMovement no-op seam (TS-36, →R4
cancel_moveto), fires unconditionally; standing_longjump cleared ONLY
on failure (success keeps it — pinned). IWeenieObject.IsThePlayer()
(PlayerWeenie true) lands for W4's A3 dispatch.

51 new tests + 1 re-pin; superseded pre-W3 jump tests removed. Full
suite: 3,623 passed. Registers: TS-5 extended, TS-35/36/37 added.

Implemented by a dedicated agent against the W0-pinned spec; arming
gates + entry shape verified against the quoted raw text.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 22:37:07 +02:00

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using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
// ─────────────────────────────────────────────────────────────────────────────
// MotionInterpreterTests — covers the 10 ported methods.
//
// Source addresses tested:
// FUN_00529a90 PerformMovement
// FUN_00529930 DoMotion
// FUN_00528a50 StopCompletely
// FUN_00528960 get_state_velocity
// FUN_00529390 jump
// FUN_005286b0 get_jump_v_z
// FUN_00528cd0 get_leave_ground_velocity
// FUN_00528ec0 jump_is_allowed
// FUN_00528dd0 contact_allows_move
// FUN_00529210 apply_current_movement
// ─────────────────────────────────────────────────────────────────────────────
/// <summary>
/// Fake WeenieObject for test isolation — all methods return configurable values.
/// </summary>
file sealed class FakeWeenie : IWeenieObject
{
public float RunRate = 1.0f;
public float JumpVz = 10.0f;
public bool CanJumpResult = true;
public bool InqRunRateResult = true;
public bool InqJumpVelocityResult = true;
public bool InqJumpVelocity(float extent, out float vz)
{
vz = JumpVz * extent;
return InqJumpVelocityResult;
}
public bool InqRunRate(out float rate)
{
rate = RunRate;
return InqRunRateResult;
}
public bool CanJump(float extent) => CanJumpResult;
}
public sealed class MotionInterpreterTests
{
// ── helpers ───────────────────────────────────────────────────────────────
private static PhysicsBody MakeGrounded()
{
var body = new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
body.TransientState = TransientStateFlags.Contact
| TransientStateFlags.OnWalkable
| TransientStateFlags.Active;
return body;
}
private static PhysicsBody MakeAirborne()
{
var body = new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
body.TransientState = TransientStateFlags.Active;
return body;
}
private static MotionInterpreter MakeInterp(PhysicsBody? body = null, IWeenieObject? weenie = null)
{
body ??= MakeGrounded();
return new MotionInterpreter(body, weenie);
}
// =========================================================================
// PerformMovement (FUN_00529a90) — dispatcher
// =========================================================================
[Theory]
[InlineData(MovementType.RawCommand)]
[InlineData(MovementType.InterpretedCommand)]
[InlineData(MovementType.StopRawCommand)]
[InlineData(MovementType.StopInterpretedCommand)]
[InlineData(MovementType.StopCompletely)]
public void PerformMovement_ValidTypes_ReturnNone(MovementType type)
{
var interp = MakeInterp();
var mvs = new MovementStruct
{
Type = type,
Motion = MotionCommand.WalkForward,
Speed = 1.0f,
ModifyInterpretedState = true,
ModifyRawState = false,
};
var result = interp.PerformMovement(mvs);
Assert.Equal(WeenieError.None, result);
}
[Fact]
public void PerformMovement_InvalidType_ReturnsGeneralFailure()
{
var interp = MakeInterp();
var mvs = new MovementStruct { Type = (MovementType)99, Motion = MotionCommand.WalkForward };
var result = interp.PerformMovement(mvs);
Assert.Equal(WeenieError.GeneralMovementFailure, result);
}
[Fact]
public void PerformMovement_StopCompletely_ResetsToReady()
{
var interp = MakeInterp();
interp.RawState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
var mvs = new MovementStruct { Type = MovementType.StopCompletely };
interp.PerformMovement(mvs);
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
}
[Fact]
public void PerformMovement_NullPhysicsObj_ReturnsNoPhysicsObject()
{
var interp = new MotionInterpreter(); // no PhysicsObj
var mvs = new MovementStruct { Type = MovementType.RawCommand, Motion = MotionCommand.WalkForward };
var result = interp.PerformMovement(mvs);
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
// =========================================================================
// DoMotion (FUN_00529930) — raw motion command sets RawState
// =========================================================================
[Fact]
public void DoMotion_WalkForward_SetsRawForwardCommand()
{
var interp = MakeInterp();
interp.DoMotion(MotionCommand.WalkForward, 0.8f);
Assert.Equal(MotionCommand.WalkForward, interp.RawState.ForwardCommand);
Assert.Equal(0.8f, interp.RawState.ForwardSpeed, precision: 5);
}
[Fact]
public void DoMotion_NullPhysicsObj_ReturnsNoPhysicsObject()
{
var interp = new MotionInterpreter();
var result = interp.DoMotion(MotionCommand.WalkForward);
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
// =========================================================================
// StopCompletely (FUN_00528a50)
// =========================================================================
[Fact]
public void StopCompletely_ResetsRawAndInterpretedToReady()
{
var interp = MakeInterp();
interp.RawState.ForwardCommand = MotionCommand.WalkForward;
interp.RawState.SidestepCommand = MotionCommand.SideStepRight;
interp.RawState.TurnCommand = MotionCommand.TurnRight;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.TurnCommand = MotionCommand.TurnLeft;
var result = interp.StopCompletely();
Assert.Equal(WeenieError.None, result);
Assert.Equal(MotionCommand.Ready, interp.RawState.ForwardCommand);
Assert.Equal(1.0f, interp.RawState.ForwardSpeed, precision: 5);
Assert.Equal(0u, interp.RawState.SidestepCommand);
Assert.Equal(0u, interp.RawState.TurnCommand);
Assert.Equal(MotionCommand.Ready, interp.InterpretedState.ForwardCommand);
Assert.Equal(1.0f, interp.InterpretedState.ForwardSpeed, precision: 5);
Assert.Equal(0u, interp.InterpretedState.SideStepCommand);
Assert.Equal(0u, interp.InterpretedState.TurnCommand);
}
[Fact]
public void StopCompletely_ZerosPhysicsBodyVelocity()
{
var body = MakeGrounded();
body.set_velocity(new Vector3(5f, 3f, 0f));
var interp = MakeInterp(body);
interp.StopCompletely();
Assert.Equal(Vector3.Zero, body.Velocity);
}
[Fact]
public void StopCompletely_NullPhysicsObj_ReturnsNoPhysicsObject()
{
var interp = new MotionInterpreter();
var result = interp.StopCompletely();
Assert.Equal(WeenieError.NoPhysicsObject, result);
}
// =========================================================================
// get_state_velocity (FUN_00528960)
// =========================================================================
[Fact]
public void GetStateVelocity_Idle_ReturnsZero()
{
var interp = MakeInterp();
// Default interpreted state = Ready, no sidestep, no turn
var vel = interp.get_state_velocity();
Assert.Equal(Vector3.Zero, vel);
}
[Fact]
public void GetStateVelocity_WalkForward_ReturnsWalkSpeed()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
var vel = interp.get_state_velocity();
// Y = WalkAnimSpeed * 1.0 = 3.12
Assert.Equal(0f, vel.X, precision: 5);
Assert.Equal(MotionInterpreter.WalkAnimSpeed, vel.Y, precision: 4);
Assert.Equal(0f, vel.Z, precision: 5);
}
[Fact]
public void GetStateVelocity_RunForward_ReturnsRunSpeed()
{
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
var vel = interp.get_state_velocity();
// Y = RunAnimSpeed * 1.0 = 4.0
Assert.Equal(MotionInterpreter.RunAnimSpeed, vel.Y, precision: 4);
}
[Fact]
public void GetStateVelocity_SidestepRight_ReturnsPositiveX()
{
var interp = MakeInterp();
interp.InterpretedState.SideStepCommand = MotionCommand.SideStepRight;
interp.InterpretedState.SideStepSpeed = 1.0f;
var vel = interp.get_state_velocity();
Assert.Equal(MotionInterpreter.SidestepAnimSpeed, vel.X, precision: 4);
Assert.Equal(0f, vel.Y, precision: 5);
}
[Fact]
public void GetStateVelocity_ClampsToMaxSpeed_WhenExceedRunRate()
{
// Speed=10 for walk would produce velocity.Y = 3.12*10 = 31.2, well over
// RunAnimSpeed * runRate = 4.0 * 1.0 = 4.0; must be clamped.
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardSpeed = 10.0f;
var vel = interp.get_state_velocity();
float maxSpeed = MotionInterpreter.RunAnimSpeed * interp.MyRunRate;
Assert.True(vel.Length() <= maxSpeed + 1e-4f, $"velocity {vel.Length()} exceeds maxSpeed {maxSpeed}");
}
[Fact]
public void GetStateVelocity_UsesWeenieRunRate()
{
var weenie = new FakeWeenie { RunRate = 2.0f };
var interp = MakeInterp(weenie: weenie);
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
var vel = interp.get_state_velocity();
// maxSpeed = 4.0 * 2.0 = 8.0; velocity.Y = RunAnimSpeed * 1.0 = 4.0 ≤ 8.0
Assert.Equal(MotionInterpreter.RunAnimSpeed, vel.Y, precision: 4);
}
// =========================================================================
// get_state_velocity + GetCycleVelocity accessor (Option B — r03 §1.3)
//
// When the accessor is wired (AnimationSequencer.CurrentVelocity =
// MotionData.Velocity * speedMod), get_state_velocity prefers that value
// over the decompiled constant path. Keeps legs-per-meter invariant.
// =========================================================================
[Fact]
public void GetStateVelocity_CycleAccessor_OverridesRunAnimSpeed()
{
// Sequencer's CurrentVelocity represents MotionData.Velocity * speedMod.
// With speedMod=2.0 and MotionData.Velocity.Y=3.0, the sequencer reports
// 6.0 — which should override the decompiled `RunAnimSpeed * ForwardSpeed`
// path (= 4.0 * 2.0 = 8.0).
//
// maxSpeed clamp (RunAnimSpeed * runRate = 4.0 * 2.0 = 8.0) allows 6.0.
var weenie = new FakeWeenie { RunRate = 2.0f };
var interp = MakeInterp(weenie: weenie);
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 2.0f;
interp.GetCycleVelocity = () => new Vector3(0f, 6.0f, 0f);
var vel = interp.get_state_velocity();
Assert.Equal(6.0f, vel.Y, precision: 4);
}
[Fact]
public void GetStateVelocity_CycleAccessor_OverridesWalkAnimSpeed()
{
// Walk with MotionData.Velocity.Y=2.5 + speedMod=1.0 → sequencer reports 2.5.
// Without accessor, get_state_velocity would return WalkAnimSpeed (3.12).
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.GetCycleVelocity = () => new Vector3(0f, 2.5f, 0f);
var vel = interp.get_state_velocity();
Assert.Equal(2.5f, vel.Y, precision: 4);
}
[Fact]
public void GetStateVelocity_CycleAccessor_ZeroY_FallsBackToConstant()
{
// During a zero-velocity link transition the sequencer's CurrentVelocity
// temporarily goes to (0,0,0). The constant path remains the safe default
// so the body keeps moving at ForwardSpeed's expected rate.
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.GetCycleVelocity = () => Vector3.Zero;
var vel = interp.get_state_velocity();
Assert.Equal(MotionInterpreter.RunAnimSpeed, vel.Y, precision: 4);
}
[Fact]
public void GetStateVelocity_CycleAccessor_ClampStillApplies()
{
// Runaway MotionData.Velocity (20 m/s) must still be clamped to
// RunAnimSpeed * runRate (4.0 * 1.0 = 4.0). This preserves the
// decompiled `if (|velocity| > maxSpeed)` guard at the bottom of
// FUN_00528960 — the accessor only replaces the *drive*, not the clamp.
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.GetCycleVelocity = () => new Vector3(0f, 20.0f, 0f);
var vel = interp.get_state_velocity();
float maxSpeed = MotionInterpreter.RunAnimSpeed * interp.MyRunRate;
Assert.True(vel.Length() <= maxSpeed + 1e-4f,
$"velocity {vel.Length()} exceeds maxSpeed {maxSpeed}");
}
[Fact]
public void GetStateVelocity_CycleAccessor_OnlyAffectsForwardAxis()
{
// Sidestep uses its own constant path — the sequencer only tracks the
// forward cycle's velocity, so strafe must ignore the accessor's X.
// Even if the accessor returned a bogus X, SideStepAnimSpeed wins.
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Ready;
interp.InterpretedState.SideStepCommand = MotionCommand.SideStepRight;
interp.InterpretedState.SideStepSpeed = 1.0f;
interp.GetCycleVelocity = () => new Vector3(99f, 0f, 0f);
var vel = interp.get_state_velocity();
// velocity.X must equal SidestepAnimSpeed (1.25), NOT 99.
Assert.Equal(MotionInterpreter.SidestepAnimSpeed, vel.X, precision: 4);
}
[Fact]
public void GetStateVelocity_CycleAccessor_NotCalledWhenIdle()
{
// When ForwardCommand == Ready, the decompiled path never reads the
// forward-axis; the accessor shouldn't be invoked either (avoid
// misleading zero readings when stationary).
int invocations = 0;
var interp = MakeInterp();
interp.InterpretedState.ForwardCommand = MotionCommand.Ready;
interp.GetCycleVelocity = () =>
{
invocations++;
return new Vector3(0f, 5f, 0f);
};
var vel = interp.get_state_velocity();
// Velocity must be zero; accessor must not have supplied the 5.0f.
Assert.Equal(0f, vel.Y, precision: 4);
// Implementation detail: it's OK to call the accessor once (we do),
// but it must never leak its value into velocity when ForwardCommand
// is Ready. The assertion above guarantees that without over-pinning
// the exact call count.
}
// =========================================================================
// jump (FUN_00529390) / get_jump_v_z (FUN_005286b0) /
// get_leave_ground_velocity (FUN_00528cd0) / jump_is_allowed (FUN_00528ec0)
//
// R3-W3 (closes J5, J6, J7-interp-side, J16-epsilons): the full jump
// family (jump/GetJumpVZ/GetLeaveGroundVelocity/jump_is_allowed) plus
// jump_charge_is_allowed/ChargeJump now live in
// MotionInterpreterJumpFamilyTests.cs, ported against the verbatim
// decomp (r3-motioninterp-decomp.md §3a-3h) and W0-pins.md (A2/A5/A6/A10)
// instead of this file's pre-W3 approximation-era pins (wrong 0.001
// epsilon, jump_is_allowed(extent, int) shape, no IsFullyConstrained /
// pending-head-peek / stamina chain). See that file for the full gate
// tables and epsilon-boundary pins.
// =========================================================================
// =========================================================================
// contact_allows_move (FUN_00528dd0)
// =========================================================================
[Fact]
public void ContactAllowsMove_Grounded_Ready_AllowsMove()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
// InterpretedState.ForwardCommand defaults to Ready
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
Assert.True(allowed);
}
[Fact]
public void ContactAllowsMove_Airborne_RejectsMove()
{
var body = MakeAirborne();
var interp = MakeInterp(body);
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
Assert.False(allowed);
}
[Fact]
public void ContactAllowsMove_TurnCommand_AlwaysAllowed_EvenAirborne()
{
var body = MakeAirborne();
var interp = MakeInterp(body);
// Turn commands bypass the ground-contact check.
bool allowRight = interp.contact_allows_move(MotionCommand.TurnRight);
bool allowLeft = interp.contact_allows_move(MotionCommand.TurnLeft);
Assert.True(allowRight);
Assert.True(allowLeft);
}
// L.2g S2 (2026-07-02): the posture-rejection tests that used to live
// here pinned a MISATTRIBUTED port — the Fallen/Dead/crouch-range checks
// belong to jump_charge_is_allowed (0x00527a50) / motion_allows_jump
// (0x005279e0), NOT to contact_allows_move. The real contact_allows_move
// (0x00528240, pseudo-C 305471) never reads the forward-command posture:
// a grounded creature in ANY posture may receive motion
// (GetObjectSequence handles the posture→locomotion transition via
// links). Verified against the live retail-observer trace
// (RetailObserverTraceConformanceTests, 183/183 dispatch conformant).
[Theory]
[InlineData(MotionCommand.Fallen)]
[InlineData(MotionCommand.Dead)]
[InlineData(MotionCommand.Crouch)]
[InlineData(MotionCommand.Sitting)]
[InlineData(MotionCommand.Sleeping)]
[InlineData(0x41000012u)] // inside the crouch range (0x41000011, 0x41000015)
public void ContactAllowsMove_GroundedPosture_StillAllowsMove(uint postureCommand)
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.InterpretedState.ForwardCommand = postureCommand;
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
Assert.True(allowed);
}
[Fact]
public void ContactAllowsMove_AirborneCreature_AcceptsFallingAndTurns_BlocksWalk()
{
// Verbatim 0x00528240: Falling (0x40000015) / Dead-class (0x40000011)
// and TurnLeft/TurnRight are ALWAYS allowed; a gravity-bound creature
// without Contact+OnWalkable is blocked for everything else
// (including the style command, which falls through to the gate).
var body = new PhysicsBody { State = PhysicsStateFlags.Gravity };
var interp = MakeInterp(body);
Assert.True(interp.contact_allows_move(MotionCommand.Falling));
Assert.True(interp.contact_allows_move(0x40000011u));
Assert.True(interp.contact_allows_move(MotionCommand.TurnRight));
Assert.True(interp.contact_allows_move(MotionCommand.TurnLeft));
Assert.False(interp.contact_allows_move(MotionCommand.WalkForward));
Assert.False(interp.contact_allows_move(0x8000003Du));
}
[Fact]
public void ContactAllowsMove_NoGravity_AlwaysAllows()
{
// E.g. flying or swimming object
var body = new PhysicsBody
{
State = PhysicsStateFlags.None,
TransientState = TransientStateFlags.None,
};
var interp = MakeInterp(body);
bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
Assert.True(allowed);
}
[Fact]
public void ContactAllowsMove_GroundedAndIdle_DoesNotSetStandingLongJump()
{
// R3-W3 (closes J6): the S2a-flagged misattribution is DELETED.
// Retail arms StandingLongJump ONLY in charge_jump (0x005281c0) —
// contact_allows_move (0x00528240) never reads or writes it. See
// MotionInterpreterJumpFamilyTests.ContactAllowsMove_GroundedAndIdle_DoesNotArmStandingLongJump
// for the full regression pin (both arm and no-clear directions)
// and ChargeJump_GroundedIdle_ArmsStandingLongJump for where the
// arming now actually happens.
var body = MakeGrounded();
var interp = MakeInterp(body);
// All interpreted commands at default (Ready, no sidestep, no turn)
interp.StandingLongJump = false;
interp.contact_allows_move(MotionCommand.WalkForward);
Assert.False(interp.StandingLongJump, "contact_allows_move must never touch StandingLongJump (J6)");
}
// =========================================================================
// apply_current_movement (FUN_00529210)
// =========================================================================
[Fact]
public void ApplyCurrentMovement_WalkForward_PushesNonZeroVelocity()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.InterpretedState.ForwardCommand = MotionCommand.WalkForward;
interp.InterpretedState.ForwardSpeed = 1.0f;
interp.apply_current_movement(cancelMoveTo: false, allowJump: false);
// The body's local-space velocity should have been set to some non-zero forward component.
// We can't easily test world-space (depends on orientation = Identity), but with
// Identity orientation the local Y becomes world Y.
Assert.True(body.Velocity.Length() > 0f, "Velocity should be non-zero when walking");
}
[Fact]
public void ApplyCurrentMovement_Idle_PushesZeroVelocity()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
// Default state = Ready
interp.apply_current_movement(cancelMoveTo: false, allowJump: false);
Assert.Equal(Vector3.Zero, body.Velocity);
}
[Fact]
public void ApplyCurrentMovement_Run_UpdatesMyRunRate()
{
var body = MakeGrounded();
var interp = MakeInterp(body);
interp.MyRunRate = 1.0f;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
interp.InterpretedState.ForwardSpeed = 2.0f; // e.g. speed-buff
interp.apply_current_movement(cancelMoveTo: false, allowJump: false);
Assert.Equal(2.0f, interp.MyRunRate, precision: 5);
}
[Fact]
public void ApplyCurrentMovement_RunForward_SetsMyRunRate()
{
// Verifies that wiring a server-echoed ForwardSpeed (from UpdateMotion
// 0xF74C InterpretedMotionState flag 0x10) into the MotionInterpreter
// produces the correct MyRunRate and get_state_velocity result.
var body = new PhysicsBody();
var mi = new MotionInterpreter(body);
mi.InterpretedState.ForwardCommand = MotionCommand.RunForward;
mi.InterpretedState.ForwardSpeed = 2.375f;
mi.apply_current_movement(cancelMoveTo: false, allowJump: true);
Assert.Equal(2.375f, mi.MyRunRate, precision: 3);
var vel = mi.get_state_velocity();
Assert.Equal(4.0f * 2.375f, vel.Y, precision: 2);
}
// =========================================================================
// GetMaxSpeed (CMotionInterp::get_max_speed @ 0x00527cb0)
// L.3.1 Task 2 — InterpolationManager catch-up speed source
// =========================================================================
[Fact]
public void GetMaxSpeed_RunForward_ReturnsRunAnimSpeedTimesRunRate()
{
// Retail: get_max_speed returns run rate from InqRunRate; callers
// multiply by 2 to get catch-up speed. For RunForward the per-m/s
// speed is RunAnimSpeed × rate = 4.0 × 1.5 = 6.0.
var weenie = new FakeWeenie { RunRate = 1.5f };
var interp = MakeInterp(weenie: weenie);
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
float speed = interp.GetMaxSpeed();
Assert.Equal(MotionInterpreter.RunAnimSpeed * 1.5f, speed, precision: 4); // 6.0
}
[Theory]
[InlineData(MotionCommand.WalkForward)]
[InlineData(MotionCommand.WalkBackward)]
[InlineData(MotionCommand.Ready)]
[InlineData(MotionCommand.RunForward)]
public void GetMaxSpeed_IgnoresForwardCommand_AlwaysReturnsRunRate(uint command)
{
// GetMaxSpeed is the InterpolationManager.AdjustOffset catch-up speed — it
// returns RunAnimSpeed × run-rate REGARDLESS of the current ForwardCommand
// (retail 0x00527cb0 never reads interpreted_state; UN-2 byte verification
// 2026-06-12, tools/verify_un2_fmul.py). These previously asserted a REMOVED
// command-branching design (WalkForward → WalkAnimSpeed, WalkBackward →
// ×0.65, Idle → 0); they PIN the no-branch contract across commands.
var weenie = new FakeWeenie { RunRate = 1.75f };
var interp = MakeInterp(weenie: weenie);
interp.InterpretedState.ForwardCommand = command;
float speed = interp.GetMaxSpeed();
Assert.Equal(MotionInterpreter.RunAnimSpeed * 1.75f, speed, precision: 4);
}
[Fact]
public void GetMaxSpeed_NoWeenie_ReturnsLiteralOneTimesRunAnimSpeed()
{
// Retail 0x00527cb0 weenie_obj == null path: fld 1.0 (.rdata 0x007928B0),
// fmul 4.0 (.rdata 0x007C8918) — the LITERAL 1.0, NOT my_run_rate (UN-2
// byte verification 2026-06-12). MyRunRate is set to a different value to
// prove it is not consulted on this path.
var interp = MakeInterp();
interp.MyRunRate = 1.75f;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
float speed = interp.GetMaxSpeed();
Assert.Equal(MotionInterpreter.RunAnimSpeed * 1.0f, speed, precision: 4);
}
[Fact]
public void GetMaxSpeed_InqRunRateFails_FallsBackToMyRunRate()
{
// Retail 0x00527cb0 InqRunRate-failure path: fld [esi+0x7c] (my_run_rate),
// fmul 4.0. The InqRunRate out-value is discarded on failure.
var weenie = new FakeWeenie { RunRate = 9.9f, InqRunRateResult = false };
var interp = MakeInterp(weenie: weenie);
interp.MyRunRate = 1.75f;
interp.InterpretedState.ForwardCommand = MotionCommand.RunForward;
float speed = interp.GetMaxSpeed();
Assert.Equal(MotionInterpreter.RunAnimSpeed * 1.75f, speed, precision: 4);
}
}