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>
224 lines
8.4 KiB
C#
224 lines
8.4 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 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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