Prototype graphics-state world-worker walking - #21
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In-game locomotion validation — PASSTested on FS25 1.21.1.0 with Rhys (slot A), outdoors on level ground. Observed result:
Log validation:
Conclusion: the |
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Summary
Adds the first controlled locomotion experiment on top of the Alpha 4 movement telemetry probe.
What the probe established
PlayerMover -> PlayerGraphicsState -> HumanGraphicsComponentPlayerGraphicsStateis whereisIdling,isWalking, andisRunningactually transitionPrototype scope
This PR intentionally does not add pathfinding or target selection.
It adds one diagnostic command:
hpWorld walk [slot] [metres](default 5 m)hpWorld walkstop [slot]The selected placed worker:
During the test a
HumanGraphicsComponentStateownsabsSpeed, idle/walk/run flags, movement direction, grounded state and NPC state. The Alpha 3 FACE ME/root-yaw layer is suppressed for that worker while locomotion is active, so there is one graphics owner during the experiment.Test focus
[WorldLocomotion] Loaded ... prototype-1appears.hpWorld walk A 5.If straight walking is visually correct, the next experiment can add heading changes/curved movement. If it is not, the log will tell us whether the graphics-state route is being accepted before we invest in pathfinding.