feat(physics): R5-V1 — port PositionManager/Sticky/Constraint + TargetManager (Core, unwired)
The retail movement-manager family the R4 MoveToManager port left as do-not-invent seams (decomp §9f/§9g). Faithful C# ports of retail's PositionManager facade + StickyManager + ConstraintManager + the TargetManager voyeur system, with full conformance tests. NO wiring yet — purely additive, no behavior change. Wiring (retiring TS-39 sticky + AP-79 target adapter) is R5-V2/V3. New Core classes (src/AcDream.Core/Physics/Motion/): - StickyManager (0x00555400): follow-a-target steering. adjust_offset's dense x87 mush decoded via ACE (StickyRadius 0.3, StickyTime 1.0, follow speed ×5 / fallback 15) — speed-clamped signed-distance steer + bounded turn-to-face; 1 s watchdog; Ok→initialized / non-Ok→teardown. - ConstraintManager (0x00556090): the server-position rubber-band leash. 90% IsFullyConstrained jump gate + grounded linear brake taper. Structural only — acdream never ARMS it (retail arms from SmartBox::HandleReceivedPosition, which acdream lacks, with two x87 constants BN elided). IsFullyConstrained stays false = TS-35 behavior; leash-arming + the unknown constants are a deferred issue. - PositionManager facade (0x00555160): lazy Sticky/Constraint + fan-out. - TargetManager (0x0051a370) + TargettedVoyeurInfo: the peer-to-peer voyeur subscription system (0.5 s throttle, 10 s staleness, send-on-drift-past-radius, dead-reckon GetInterpolatedPosition). A faithful superset of the AP-79 adapter — SetTarget subscribes ON the target; the target's HandleTargetting pushes updates back. - IPhysicsObjHost: the CPhysicsObj back-pointer seam (position/velocity/ radius/contact/GetObjectA + target-tracking fan-out) the App wires per entity in V2/V3. MotionDeltaFrame: mutable retail-Frame delta accumulator. Supporting: - TargetInfo extended to the full retail 10-field struct (additive defaults keep the R4 4-arg call sites compiling). - MoveToMath: signed CylinderDistanceNoZ, NormalizeCheckSmall, GlobalToLocalVec. - Rename: the misnamed AcDream.Core.Physics.PositionManager (a remote anim+interp per-frame combiner, NOT the retail facade) → RemoteMotion Combiner, freeing the name and removing the ambiguity that breaks every file importing both Physics + Physics.Motion (GameWindow will in V2/V3). Tests: 42 new conformance cases (Sticky/Constraint/Position facade + TargetManager incl. the full cross-entity voyeur round-trip). Full suite 4006 green (+2 skipped), no regressions. Decomp + ACE cross-ref + port plan: docs/research/2026-07-03-r5-managers/. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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src/AcDream.Core/Physics/Motion/StickyManager.cs
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src/AcDream.Core/Physics/Motion/StickyManager.cs
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using System;
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using System.Numerics;
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namespace AcDream.Core.Physics.Motion;
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/// <summary>
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/// R5 — verbatim port of retail's <c>StickyManager</c> (acclient.h:31518,
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/// struct #3466; decomp block 0x00555400-0x00555866,
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/// <c>r5-positionmanager-sticky-decomp.md</c>). Makes the owning object
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/// FOLLOW a target object at a bounded gap: each tick
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/// <see cref="AdjustOffset"/> steers the mover horizontally toward the
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/// target's live (or last-known) position and turns it to face the target,
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/// speed- and turn-rate-limited. A 1-second watchdog (<see cref="UseTime"/>)
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/// drops the stick if no target-position update arrives.
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///
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/// <para>Owned by <see cref="PositionManager"/> (lazily created on first
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/// <see cref="PositionManager.StickTo"/>). Establishes its target-tracking
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/// subscription through the owning <see cref="IPhysicsObjHost"/>'s
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/// <c>set_target</c> (→ <see cref="TargetManager"/>); receives the target's
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/// live position back through <see cref="HandleUpdateTarget"/>, fanned out from
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/// <c>CPhysicsObj::HandleUpdateTarget</c> → <see cref="PositionManager"/>.</para>
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///
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/// <para>The dense x87 back half of retail's <c>adjust_offset</c> is decoded
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/// against ACE's <c>StickyManager.cs</c> (the two constants
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/// <see cref="StickyRadius"/>=0.3 and <see cref="StickyTime"/>=1.0 are ACE's,
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/// verified against the retail mush structure — see the port-plan §2a).</para>
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/// </summary>
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public sealed class StickyManager
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{
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/// <summary>Retail <c>StickyRadius</c> const (ACE: 0.3f) — the desired
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/// follow gap subtracted from the cylinder distance.</summary>
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public const float StickyRadius = 0.3f;
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/// <summary>Retail <c>StickyTime</c> const (ACE: 1.0f) — the one-shot grace
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/// window: if no target update refreshes the stick within this many
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/// seconds of <see cref="StickTo"/>, <see cref="UseTime"/> drops it.</summary>
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public const float StickyTime = 1.0f;
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/// <summary>Retail <c>get_max_speed</c> multiplier for the follow speed
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/// (ACE: ×5 — the follower catches up faster than a normal walk/run).</summary>
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private const float FollowSpeedFactor = 5.0f;
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/// <summary>Retail fallback follow speed when no motion interpreter exists
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/// (ACE: 15.0f, i.e. the <c>MAX_VELOCITY</c> constant the mush loads).</summary>
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private const float FallbackFollowSpeed = 15.0f;
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private readonly IPhysicsObjHost _host;
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/// <summary>+0x00 retail <c>target_id</c> — the object we are stuck to
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/// (0 = not stuck).</summary>
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public uint TargetId { get; private set; }
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/// <summary>+0x04 retail <c>target_radius</c> — the target's cylinder
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/// radius (from <c>CPartArray::GetRadius</c> of the stuck-to object).</summary>
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public float TargetRadius { get; private set; }
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/// <summary>+0x08 retail <c>target_position</c> — last-known target
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/// position (from <see cref="HandleUpdateTarget"/>), used when the live
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/// <c>GetObjectA</c> resolve fails.</summary>
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public Position TargetPosition { get; private set; }
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/// <summary>+0x54 retail <c>initialized</c> — false until the first
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/// <c>Ok</c> target update arrives (gates <see cref="AdjustOffset"/> and
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/// the <see cref="UseTime"/> timeout).</summary>
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public bool Initialized { get; private set; }
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/// <summary>+0x58 retail <c>sticky_timeout_time</c> — the wall-clock
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/// deadline set once at <see cref="StickTo"/> time (now + 1 s).</summary>
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public double StickyTimeoutTime { get; private set; }
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public StickyManager(IPhysicsObjHost host)
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=> _host = host ?? throw new ArgumentNullException(nameof(host));
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/// <summary>
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/// Retail <c>StickyManager::UnStick</c> (0x00555400). No-op if not stuck;
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/// otherwise the standard 4-step teardown: clear <see cref="TargetId"/> +
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/// <see cref="Initialized"/>, tell the host to <c>clear_target</c> (drop
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/// the voyeur subscription), then <c>interrupt_current_movement</c>.
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/// </summary>
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public void UnStick()
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{
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if (TargetId == 0)
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return;
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TargetId = 0;
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Initialized = false;
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_host.ClearTarget();
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_host.InterruptCurrentMovement();
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}
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/// <summary>
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/// Retail <c>StickyManager::StickTo</c> (0x00555710). Begin following
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/// <paramref name="objectId"/>. If already stuck, tears the old stick down
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/// first (same 4-step sequence as <see cref="UnStick"/>). Sets the 1 s
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/// timeout deadline and registers as a voyeur of the target via the host's
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/// <c>set_target(context=0, objectId, radius=0.5, quantum=0.5)</c> — the
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/// live target position then arrives asynchronously through
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/// <see cref="HandleUpdateTarget"/>.
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/// </summary>
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/// <param name="objectId">Retail <c>arg2</c> — target object id.</param>
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/// <param name="targetRadius">Retail <c>arg3</c> — the target's cylinder
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/// radius (feeds <see cref="AdjustOffset"/>'s distance math).</param>
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/// <param name="targetHeight">Retail <c>arg4</c> — accepted for call-shape
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/// parity but UNUSED in the body (matches retail + ACE; the height feeds
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/// the caller-side geometry only).</param>
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public void StickTo(uint objectId, float targetRadius, float targetHeight)
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{
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_ = targetHeight; // retail/ACE: arg4 is read nowhere in this body.
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if (TargetId != 0)
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{
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// Inlined 4-step teardown of the previous stick (retail 0x00555716).
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TargetId = 0;
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Initialized = false;
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_host.ClearTarget();
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_host.InterruptCurrentMovement();
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}
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TargetRadius = targetRadius;
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TargetId = objectId;
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Initialized = false;
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StickyTimeoutTime = _host.CurTime + StickyTime;
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// set_target(context_id=0, objectId, radius=0.5, quantum=0.5).
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_host.SetTarget(0, objectId, 0.5f, 0.5);
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}
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/// <summary>
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/// Retail <c>StickyManager::UseTime</c> (0x00555610). The 1 s watchdog: if
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/// <c>Timer::cur_time >= sticky_timeout_time</c>, force-unstick (same
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/// 4-step teardown). The deadline is set once in <see cref="StickTo"/> and
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/// NOT refreshed by <see cref="HandleUpdateTarget"/> (retail + ACE) — a
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/// stick survives at most 1 s of wall-clock unless re-issued.
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/// </summary>
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public void UseTime()
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{
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if (TargetId == 0)
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return;
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if (_host.CurTime >= StickyTimeoutTime)
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{
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TargetId = 0;
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Initialized = false;
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_host.ClearTarget();
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_host.InterruptCurrentMovement();
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}
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}
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/// <summary>
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/// Retail <c>StickyManager::HandleUpdateTarget</c> (0x00555780). The
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/// target-position callback (fanned out from
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/// <c>CPhysicsObj::HandleUpdateTarget</c> → <see cref="PositionManager"/>).
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/// Ignores updates whose <see cref="TargetInfo.ObjectId"/> doesn't match
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/// our <see cref="TargetId"/>. On <see cref="TargetStatus.Ok"/>: cache the
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/// target position and mark <see cref="Initialized"/>. On any other status
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/// (lost/exit/teleport): tear the stick down (4-step).
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/// </summary>
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public void HandleUpdateTarget(TargetInfo info)
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{
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if (info.ObjectId != TargetId)
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return;
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if (info.Status == TargetStatus.Ok)
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{
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Initialized = true;
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TargetPosition = info.TargetPosition;
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return;
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}
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if (TargetId != 0)
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{
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TargetId = 0;
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Initialized = false;
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_host.ClearTarget();
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_host.InterruptCurrentMovement();
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}
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}
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/// <summary>
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/// Retail <c>StickyManager::adjust_offset</c> (0x00555430). Writes this
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/// tick's follow steering into the shared <paramref name="offset"/>
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/// accumulator: a speed-clamped horizontal position delta toward the
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/// target plus a bounded turn to face it. No-op unless stuck AND
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/// initialized. See port-plan §2a for the x87-mush decode.
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/// </summary>
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/// <param name="offset">The per-tick delta frame
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/// (<see cref="PositionManager.AdjustOffset"/>'s shared accumulator).</param>
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/// <param name="quantum">Elapsed time this tick, seconds.</param>
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public void AdjustOffset(MotionDeltaFrame offset, double quantum)
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{
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if (TargetId == 0 || !Initialized)
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return;
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var self = _host.Position;
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var target = _host.GetObjectA(TargetId);
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var targetPos = target != null ? target.Position : TargetPosition;
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// offset = local-frame, Z-flattened vector from self to target.
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Vector3 worldOffset = targetPos.Frame.Origin - self.Frame.Origin; // Position::get_offset
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Vector3 local = MoveToMath.GlobalToLocalVec(self.Frame.Orientation, worldOffset);
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local.Z = 0f;
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offset.Origin = local;
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// Signed horizontal cylinder distance past the 0.3 m stick gap.
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float dist = MoveToMath.CylinderDistanceNoZ(
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_host.Radius, self.Frame.Origin, TargetRadius, targetPos.Frame.Origin) - StickyRadius;
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if (MoveToMath.NormalizeCheckSmall(ref offset.Origin))
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offset.Origin = Vector3.Zero;
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// Follow speed = 5× own max locomotion speed (catch up), fallback 15.
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float speed = 0f;
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float? maxSpeed = _host.MinterpMaxSpeed;
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if (maxSpeed.HasValue)
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speed = maxSpeed.Value * FollowSpeedFactor;
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if (speed < MoveToMath.Epsilon)
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speed = FallbackFollowSpeed;
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// Don't overshoot: clamp the per-tick step to the remaining (signed)
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// distance — a negative dist inverts the direction (back off).
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float delta = speed * (float)quantum;
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if (delta >= MathF.Abs(dist))
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delta = dist;
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offset.Origin *= delta;
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// Bounded turn to face the target (relative heading this tick).
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float curHeading = MoveToMath.GetHeading(self.Frame.Orientation);
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float targetHeading = MoveToMath.PositionHeading(self.Frame.Origin, targetPos.Frame.Origin);
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float heading = targetHeading - curHeading;
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if (MathF.Abs(heading) < MoveToMath.Epsilon)
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heading = 0f;
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if (heading < -MoveToMath.Epsilon)
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heading += 360f;
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offset.SetHeading(heading);
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}
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}
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