acdream/tests
Erik f794832ebc fix(anim): Phase L.1c clear MoveTo state + bulk-copy ForwardCommand on overlay UMs
User-observed regression on commit d247aef: creature reaches melee
range and "just runs" instead of stopping to attack. Two independent
research subagents converged on the same root cause.

When ACE broadcasts a melee swing, it sends an mt=0 UpdateMotion with
ForwardCommand=AttackHigh1 (Action class, 0x10000062), motion_flags
=StickToObject, and a trailing 4-byte sticky-target guid — there is
NO preceding cmd=Ready. The swing UM IS the stop signal.

Retail's CMotionInterp::move_to_interpreted_state
(acclient_2013_pseudo_c.txt:305936-305992) bulk-copies forward_command
from the wire into InterpretedState UNCONDITIONALLY, regardless of
motion class. With forward_command=AttackHigh1, get_state_velocity
(:305172-305180) returns velocity.Y=0 because its gate is
RunForward||WalkForward — body stops moving forward. The animation
overlay (the swing) is appended on top of whatever cyclic tail is
active.

Acdream's overlay branch in GameWindow.OnLiveMotionUpdated routed
Action-class commands through PlayAction (animation overlay only) and
SKIPPED:
  - ServerMoveToActive flag update — stale RunForward MoveTo state
    persisted, the per-tick driver kept steering toward the prior
    Origin and calling apply_current_movement.
  - InterpretedState.ForwardCommand bulk-copy — even if the flag had
    been cleared, the body's InterpretedState.ForwardCommand stayed
    at RunForward from the prior MoveTo cycle, so
    apply_current_movement kept producing forward velocity.
  - MoveToPath capture — staleness-timeout band-aid masked this.

Fix: lift the _remoteDeadReckon state-update block out of the
substate-only `else` branch so it runs for both overlay and substate
paths. For non-MoveTo packets, write fullMotion + speedMod directly to
InterpretedState.ForwardCommand/ForwardSpeed (bypassing
ApplyMotionToInterpretedState, which is a heuristic helper that
silently no-ops for Action class — see MotionInterpreter.cs:941-970).
This matches retail's copy_movement_from
(acclient_2013_pseudo_c.txt:293301-293311) bulk-copy semantics.

Also corrected RemoteMoveToDriver arrival predicate to retail-faithful:
chase = dist <= DistanceToObject; flee = dist >= MinDistance. The
prior max(MinDistance, DistanceToObject) defensive port happened to
compute the right value for ACE's wire defaults but had wrong
semantics (would have failed for any retail config with MinDistance >
DistanceToObject).

Tests: 1414 → 1416. New parser test for the AttackHigh1 wire layout;
new driver tests for retail-faithful chase/flee arrival.

Defers: target-guid live resolution for type 6 packets (chase-lag
mitigation, symptom #3), StickToObject sticky-target guid trailing
field, full MoveToManager port (CheckProgressMade, pending_actions
queue, Sticky/StickTo, use_final_heading).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 10:02:53 +02:00
..
AcDream.Core.Net.Tests fix(anim): Phase L.1c clear MoveTo state + bulk-copy ForwardCommand on overlay UMs 2026-04-29 10:02:53 +02:00
AcDream.Core.Tests fix(anim): Phase L.1c clear MoveTo state + bulk-copy ForwardCommand on overlay UMs 2026-04-29 10:02:53 +02:00
AcDream.Core.Tests.Fixtures.HelloPlugin feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
AcDream.UI.Abstractions.Tests fix(ui): pre-merge code review — apply persisted settings without devtools, hide inert sliders 2026-04-27 06:22:35 +02:00