diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md
index d7451a1b..d294e6c6 100644
--- a/docs/architecture/retail-divergence-register.md
+++ b/docs/architecture/retail-divergence-register.md
@@ -60,7 +60,7 @@ accepted-divergence entries (#96, #49, #50).
---
-## 2. Adaptation (AD) — 35 rows
+## 2. Adaptation (AD) — 33 rows
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
@@ -70,8 +70,6 @@ accepted-divergence entries (#96, #49, #50).
| AD-4 | `point_in_cell` against an unhydrated CellBSP returns false (skip) rather than the null-node "inside" default; retail never queries unloaded cells | `src/AcDream.Core/Physics/CellTransit.cs:588` | The null-node default would make an unhydrated cell spuriously claim every point; skipping is the conservative streaming-safe choice | During hydration, a point genuinely inside a not-yet-loaded cell resolves outdoor/stale — transient membership misclassification driving wrong collision set and render root | `CEnvCell::find_visible_child_cell` :311397; cell-BSP vtable[0x84] |
| AD-5 | Outdoor `point_in_cell` is an identity compare against the global XY-column cell from `LandDefs.AdjustToOutside` (no per-cell containment test) | `src/AcDream.Core/Physics/CellTransit.cs:865` | Landcells are disjoint 24 m columns — identity-compare against the column under the sphere centre is exactly equivalent to retail's per-candidate test | If block-origin/lcoord math is wrong at a landblock seam, the compare silently never matches — outdoor membership freezes at boundaries (the pre-#106 symptom) | `find_cell_list` pick pc:308788-308825; `CLandCell::point_in_cell` (get_block_offset pc:308804) |
| AD-6 | Per-LANDBLOCK shadow re-flood on hydration vs retail per-CELL `recalc_cross_cells` | `src/AcDream.Core/Physics/ShadowObjectRegistry.cs:339` | The streaming unit IS the landblock; one hook per hydration event covers both race directions (entity-before-cells, cells-after-spawn) | Any cell-hydration path that doesn't raise the landblock hook leaves an entity's shadow set stale — walk-through / missing collisions in just-streamed cells | `CObjCell::init_objects` → `recalc_cross_cells`, 0x0052b420 / 0x00515a30 |
-| AD-8 | MoveTo arrival gate `max(minDistance, distanceToObject)`; retail tests `dist <= min_distance` only | `src/AcDream.Core/Physics/RemoteMoveToDriver.cs:161` | ACE ships the threshold in `distance_to_object` with `min_distance == 0`; without the max, monsters never "arrive" and oscillate at melee range (user-reported 2026-04-28) | A server using both wire fields with retail semantics + large `distance_to_object` makes remotes stop short of the retail arrival point | `MoveToManager::HandleMoveToPosition` chase-arrival |
-| AD-9 | 1.5 s stale-destination give-up timer on remote MoveTo (retail's MoveToManager runs until cancelled) | `src/AcDream.Core/Physics/RemoteMoveToDriver.cs:136` | Liveness guard sized to ACE's ~1 Hz re-emit cadence; prevents steering toward a stale destination after a missed cancel (the run-in-place symptom) | A server emitting MoveTo slower than ~1.5 s makes remotes freeze mid-chase and snap later instead of steering continuously | MoveToManager (no equivalent timeout) |
| AD-10 | Remote slope projection relocated to the queue-empty/head-reached combiner boundary; retail projects inside `CTransition::adjust_offset` during the sweep | `src/AcDream.Core/Physics/PositionManager.cs:47` | Remote bodies don't run a full local transition sweep; boundary projection removes the ~5 Hz Z staircase on slopes, no-op on flat ground | The single-point terrain-normal sample can differ from the sweep's contact plane (cell boundaries, props underfoot) — remote Z drift / stair-stepping | `CTransition::adjust_offset` pc:272296-272346 |
| AD-11 | Useability fallback: retail blocks Use entirely on null/zero useability; we allow it (behavioral fallback in the `IsUseableTarget` caller; justification recorded here) | `src/AcDream.Core/Physics/PhysicsDiagnostics.cs:163` | ACE's seed DB ships many weenies with `_useability` unset; without the fallback doors/lifestones/creatures are un-Useable on ACE | Objects a retail-faithful server intentionally marks non-useable become useable in acdream — wrong interaction gating when the ACE-ships-null assumption stops holding | `ItemHolder::UseObject` pc:402923 |
| AD-12 | SecondaryAttributeTable coefficients hardcoded (Health=End×0.5, Stam=End×1.0, Mana=Self×1.0) instead of dat-read; unknown attributes contribute 0 | `src/AcDream.Core/Player/LocalPlayerState.cs:279` | Coefficients never vary across retail dat versions; re-confirmed by ACE AttributeFormula.cs + holtburger; dat port can replace later | A customized portal.dat with modified vital formulas silently yields wrong max-vitals; a missing attribute snapshot underestimates max | SecondaryAttributeTable portal.dat 0x0E0..0x0E2; `CreatureVital::GetMaxValue` 0x0058F2DD |
@@ -113,8 +111,6 @@ accepted-divergence entries (#96, #49, #50).
| AP-5 | Step-down skips Placement validation for the contact-maintenance call (`runPlacement=false`); ACE/retail run it unconditionally (kept for DoStepUp) | `src/AcDream.Core/Physics/TransitionTypes.cs:3393` | Residual wall-slide artifacts made Placement misfire, leaving players stuck near walls; the skip was the targeted L.2.3h fix | Step-down can settle into positions Placement would reject — slight wall embedding, or accepting a step-down through overlap geometry retail catches | `CTransition::step_down` pc:272952; ACE Transition.cs:731-741 |
| AP-6 | Analytic swept-sphere cylinder collision (XY overlap + step-over + wall-slide) instead of retail CylSphere functions via the 6-path dispatcher; A6.P6 step-over branch ports `step_sphere_up`'s clearance check | `src/AcDream.Core/Physics/TransitionTypes.cs:2601` | Claimed to match retail for the exercised cases (trunks, NPC bodies, door foot-colliders); step-over and step_up_slide fallback retro-fitted from retail when the door phantom surfaced | Unported branches (push direction, interpenetration resolution) differ from retail against cylinder entities — the phantom-collision / sticky-NPC family | `CCylSphere::step_sphere_up` pc:324516-324538 |
| AP-7 | `calc_friction` threshold 0.0 with retail's state gate missing; retail uses 0.25 gated by an undecoded state check | `src/AcDream.Core/Physics/PhysicsBody.cs:307` | Bumping the threshold without the gate hammered normal walking (3 → 0.16 m/s); as-read 0.0 kept; locomotion probably state-exempted in retail. Filed L.3c-followup | Friction engages under different conditions — post-landing slides, knockback decay, sledding speeds mismatch retail's deceleration | pc:276702-276705 (state gate + 0.25) |
-| AP-8 | Remote MoveTo driver is a minimum viable subset: no target re-tracking, no sticky/StickTo, no fail-distance detector, no sphere-cylinder distance variant | `src/AcDream.Core/Physics/RemoteMoveToDriver.cs:44` | All server-side concerns the local body needn't model; ACE re-emits MoveTo ~1 Hz with refreshed origins, substituting for re-tracking | If the re-emit cadence assumption breaks (or sticky-follow packets appear), chase/flee motion visibly diverges — orbiting, overshoot, giving up where retail tracks | `MoveToManager::HandleMoveToPosition` 0x00529d80 |
-| AP-9 | Fixed π/2 rad/s in-motion turn rate; per-creature TurnSpeed unwired | `src/AcDream.Core/Physics/RemoteMoveToDriver.cs:77` | Matches ACE's monster TurnSpeed default; field hook documented for the future port | Creatures with non-default turn speeds rotate at the wrong rate — facing-correction mismatch vs retail observers | run_turn_factor 0x007c8914; `apply_run_to_command` 0x00527be0 |
| AP-10 | Dry-corner water depth: retail's 0.1 m allowed sink-in collapsed to 0 | `src/AcDream.Core/Physics/TerrainSurface.cs:481` | The 0.1 offset destabilizes the feet-exactly-on-plane contact-touch check (dist > EPSILON → SetContactPlane never fires → float/fall); retail's ~10 cm sink-in is visually indistinguishable | Masks a contact-touch epsilon fragility — other water-depth values exercising the same instability could oscillate shoreline walkable validation; retail's wet/dry corner sink-in visual absent | `ObjCell.get_water_depth` / `calc_water_depth` (via ACE port) |
| AP-11 | Hand-authored 4-keyframe fallback sky set (sunrise/noon/sunset, fog ~80–350 m) when the Region dat isn't loaded yet | `src/AcDream.Core/World/SkyState.cs:167` | A renderable sky is needed during boot before the Region dat parses; safety net on region-load failure | Any window where the fallback is active shows sky/fog lighting only roughly resembling retail's dat-driven values | SkyTimeOfDay keyframes, Region dat 0x13000000 |
| AP-12 | Enchantment family-stacking tiebreak by largest SpellId; retail picks highest Generation, tie-broken by latest cast | `src/AcDream.Core/Spells/EnchantmentMath.cs:89` | `ActiveEnchantmentRecord` doesn't carry Generation; SpellId correlates with generation level in practice | Where spell ids don't track power within a family (or same-generation re-cast), the wrong buff wins — vital-max / stat values diverge from retail | `CEnchantmentRegistry::EnchantAttribute` 0x00594570 (pc:416110) |
@@ -182,6 +178,8 @@ accepted-divergence entries (#96, #49, #50).
| AP-75 | **Adapter-boundary `adjust_motion` + locomotion velocity/omega synthesis**: `SetCycle` still (a) remaps TurnLeft/SideStepLeft/WalkBackward to their mirrors with negated speed BEFORE dispatch (retail adjusts in `CMotionInterp` — R3 scope; GameWindow's local-player path passes raw ids), and (b) post-dispatch overwrites sequence velocity (low-bytes 05/06/07/0F/10) and omega (0D/0E, only when dat-silent) with the retail locomotion constants — retail drives BODY velocity from `get_state_velocity`, not the sequence accumulators (R2-Q4 carry-over of the pre-Q4 adapter tail) | `src/AcDream.Core/Physics/AnimationSequencer.cs` (`SetCycle` head remap + tail synthesis) | (a) preserves unadjusted GameWindow callers until R3-W6 unifies the local player onto MotionInterpreter; (b) preserves the remote-DR and local Option-B velocity consumers until R6 root motion drives the body (sibling of IA-3) | (a) none while callers stay in the known set; (b) a dat whose locomotion MotionData carries a REAL velocity different from the constants gets overwritten — exotic-creature speed skew (same class as IA-3's risk) | `CMotionInterp::adjust_motion` @305343; `get_state_velocity` 0x00528960; retire (a) R3-W6, (b) R6 |
| AP-76 | **Remote rotation from the ObservedOmega side-channel**: the R2-Q5 sink callbacks (`MotionTableDispatchSink.TurnApplied/TurnStopped`) seed `RemoteMotion.ObservedOmega = (0,0,-(pi/2)*signedTurnSpeed)` on wire turns and zero it on turn-stops; GameWindow's per-tick step applies ObservedOmega (preferring it over sequence omega) to the remote body's orientation. Retail rotates the body from the SEQUENCE omega inside the per-tick apply_physics chain (CSequence::apply_physics -> CPhysicsObj omega integration) (carried verbatim from the deleted RemoteMotionSink; H17) | `src/AcDream.App/Rendering/GameWindow.cs` (sink callbacks in OnLiveMotionUpdated + the omegaToApply step in TickAnimations) | Same angular rate retail derives (pi/2 rad/s x turn speed); starts rotation the same tick as the wire turn without waiting for R6's per-tick order; UpdatePosition orientation snaps bound any drift | If the dat's turn modifier omega differs from the pi/2 constant, remote rotation rate diverges until an orientation snap; double-application risk if R6 lands apply_physics-driven rotation without deleting this seam | retire in R6 (retail per-tick order: apply_physics drives remote rotation) |
| AP-77 | **`apply_current_movement`'s interpreted-branch tail (`ApplyCurrentMovementInterpreted`) writes body velocity DIRECTLY via `get_state_velocity`/`set_local_velocity` when grounded, instead of dispatching through an `IInterpretedMotionSink`** — retail's real `apply_interpreted_movement` (0x00528600) drives velocity indirectly through `DoInterpretedMotion`'s animation-table backend (the SAME function the funnel's `ApplyInterpretedMovement` already uses WITH a sink); this dual-dispatch call site (`HitGround`/`LeaveGround`/`ReportExhaustion`/hold-key toggles/`SetWeenieObject`/`SetPhysicsObject`) has no sink threaded through it | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`ApplyCurrentMovementInterpreted`) | Direct continuation of the pre-R3-W4 `apply_current_movement` approximation (R3-W4 plan explicitly keeps this shape rather than relocating it — "the direct grounded-velocity write MOVES to the controller-side call site unchanged"); correct for the grounded, no-animation-table-yet state acdream is in today | A MotionTable whose locomotion cycle bakes a DIFFERENT velocity than `get_state_velocity`'s constants would silently diverge from what the animation actually plays, since this path never touches the animation backend at all | `CMotionInterp::apply_interpreted_movement` 0x00528600; retire when a sink is threaded through `apply_current_movement`'s callers (R6 root motion) |
+| AP-79 | **P4 TargetTracker minimal adapter**: MoveToManager's setTarget/clearTarget seams store the tracked guid on RemoteMotion; GameWindow's per-tick block feeds `HandleUpdateTarget(Ok)` from the live entity table whenever the target moved beyond the set_target radius (and `ExitWorld` when the entity despawns) — retail's TargetManager is a full subscription system with per-target quantums and callback scheduling (R4-V4, 2026-07-03) | `src/AcDream.App/Rendering/GameWindow.cs` (the tracker block in TickAnimations + the setTarget seam in EnsureRemoteMotionBindings) | The manager's deferred-start/retarget lifecycle only needs position deltas at the tracked radius; the adapter delivers exactly that from data the client already holds | Update cadence is frame-quantized rather than quantum-scheduled; a target moving sub-radius never re-fires (retail same); multi-listener semantics absent until R5's TargetManager port | `TargetManager::ReceiveUpdate` chain (r4-moveto-decomp.md); retire in R5 |
+| AP-80 | **PlanFromVelocity survives for velocity-only NPC cycles** (M16): UpdatePosition-derived speed picks Ready/Walk/Run cycles for server-controlled creatures whose UMs never arrive (scripted-path NPCs); retail derives every cycle from motion messages through the motion tables (R4-V4 note; pre-existing mechanism, row added per the V4 plan) | `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` (`PlanFromVelocity`); consumer `GameWindow.ApplyServerControlledVelocityCycle` | Some ACE entities move by position updates alone — without this, they slide in T-pose; constants (StopSpeed 0.2, RunThreshold 1.25) tuned against live ACE traffic | Cycle-pick thresholds are acdream inventions — a creature intended to walk fast may show run legs near the threshold | retire in R6 (root motion + full per-tick order) |
## 4. Temporary stopgap (TS) — 36 rows (TS-37 is a retired-row historical note, not an active count)
diff --git a/src/AcDream.App/Input/PlayerMovementController.cs b/src/AcDream.App/Input/PlayerMovementController.cs
index 880d2bbf..be458af6 100644
--- a/src/AcDream.App/Input/PlayerMovementController.cs
+++ b/src/AcDream.App/Input/PlayerMovementController.cs
@@ -200,6 +200,12 @@ public sealed class PlayerMovementController
private bool _prevRunHeld;
private int _prevAutoWalkTurnDir;
+ // R4-V4: relocated from the DELETED RemoteMoveToDriver — B.6 auto-walk's
+ // last two dependencies on it. Both die with auto-walk in R4-V5.
+ private const float AutoWalkArrivalEpsilon = 0.05f;
+ private static float AutoWalkTurnRateFor(bool running)
+ => running ? (MathF.PI / 2.0f) * 1.5f : (MathF.PI / 2.0f); // BaseTurnRate x RunTurnFactor
+
// Heartbeat timer.
// Cadence is 1.0 sec to match holtburger's
// AUTONOMOUS_POSITION_HEARTBEAT_INTERVAL and the retail trace
@@ -533,10 +539,10 @@ public sealed class PlayerMovementController
/// for the rest of to consume.
///
///
- /// Heading correction matches
- /// — ±
+ /// Heading correction matches the deleted RemoteMoveToDriver.Drive
+ /// — ±its 20-degree HeadingSnapTolerance
/// snap-on-aligned, otherwise rotate at
- /// . Arrival
+ /// pi/2 rad/s. Arrival
/// predicate matches retail's
/// MoveToManager::HandleMoveToPosition: chase arrives at
/// distanceToObject; flee arrives at minDistance.
@@ -618,7 +624,7 @@ public sealed class PlayerMovementController
(_autoWalkMoveTowards
&& dist <= arrivalThreshold)
|| (!_autoWalkMoveTowards
- && dist >= arrivalThreshold + RemoteMoveToDriver.ArrivalEpsilon);
+ && dist >= arrivalThreshold + AutoWalkArrivalEpsilon);
// Step Yaw toward target. Convention from Update line 364:
// _body.Orientation = Quaternion.CreateFromAxisAngle(Z, Yaw - π/2),
@@ -655,7 +661,7 @@ public sealed class PlayerMovementController
// run/walk decision (one-shot at chain start) drives the
// turn rate: running rotation is 50% faster per
// run_turn_factor at retail 0x007c8914.
- float maxStep = RemoteMoveToDriver.TurnRateFor(_autoWalkInitiallyRunning) * dt;
+ float maxStep = AutoWalkTurnRateFor(_autoWalkInitiallyRunning) * dt;
float yawStep = MathF.Sign(delta) * MathF.Min(MathF.Abs(delta), maxStep);
Yaw += yawStep;
while (Yaw > MathF.PI) Yaw -= 2f * MathF.PI;
@@ -1011,7 +1017,7 @@ public sealed class PlayerMovementController
if (!autoWalkConsumedMotion
&& _motion.InterpretedState.TurnCommand == MotionCommand.TurnRight)
{
- Yaw -= RemoteMoveToDriver.BaseTurnRateRadPerSec
+ Yaw -= (MathF.PI / 2.0f) // BaseTurnRateRadPerSec (AP-9), ex-RemoteMoveToDriver
* _motion.InterpretedState.TurnSpeed * dt;
}
Yaw -= input.MouseDeltaX * MouseTurnSensitivity;
diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index 4c1c114f..5c187026 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -429,6 +429,21 @@ public sealed class GameWindow : IDisposable
///
public System.Numerics.Vector3 ServerVelocity;
public bool HasServerVelocity;
+
+ /// R4-V4: the entity's verbatim retail MoveToManager
+ /// (server-directed movement), constructed + seam-bound by
+ /// EnsureRemoteMotionBindings beside the R2-Q5/R3 binds.
+ public AcDream.Core.Physics.Motion.MoveToManager? MoveTo;
+
+ // R4-V4 (pin P4): the minimal TargetTracker adapter state — the
+ // manager's setTarget/clearTarget seams store the tracked guid here;
+ // the per-tick block feeds HandleUpdateTarget(Ok/ExitWorld) from the
+ // live entity table. Full TargetManager port is R5 (register row).
+ public uint TrackedTargetGuid;
+ public float TrackedTargetRadius;
+ public System.Numerics.Vector3 TrackedTargetLastFedPos;
+ public bool TrackedTargetFedOnce;
+ public double TargetQuantum;
///
/// True while a server MoveToObject/MoveToPosition packet is the
/// active locomotion source. Retail runs these through MoveToManager
@@ -4191,7 +4206,7 @@ public sealed class GameWindow : IDisposable
/// the VectorUpdate path regardless of arrival order.
///
private AcDream.Core.Physics.Motion.MotionTableDispatchSink? EnsureRemoteMotionBindings(
- RemoteMotion rm, AnimatedEntity ae)
+ RemoteMotion rm, AnimatedEntity ae, uint serverGuid)
{
if (ae.Sequencer is null)
return rm.Sink;
@@ -4218,6 +4233,44 @@ public sealed class GameWindow : IDisposable
// R3-W5: the per-op zero-tick flush (CPhysicsObj::CheckForCompletedMotions
// 0x0050fe30 -> MotionTableManager.CheckForCompletedMotions).
rm.Motion.CheckForCompletedMotions = ae.Sequencer.Manager.CheckForCompletedMotions;
+
+ // R4-V4: the verbatim MoveToManager, seam-bound per the V2 harness
+ // wiring (the conformance-tested reference). Positions are WORLD
+ // space on both sides (getPosition + the MovementStruct positions
+ // the UM router builds) — one consistent space, so the manager's
+ // distance/heading math matches the harness exactly.
+ var rmT = rm;
+ var mtBody = rm.Body;
+ rm.MoveTo = new AcDream.Core.Physics.Motion.MoveToManager(
+ rm.Motion,
+ stopCompletely: () => rmT.Motion.StopCompletely(),
+ getPosition: () => new AcDream.Core.Physics.Position(
+ rmT.CellId, mtBody.Position, mtBody.Orientation),
+ getHeading: () => AcDream.Core.Physics.Motion.MoveToMath.GetHeading(
+ mtBody.Orientation),
+ setHeading: (h, _) => mtBody.Orientation =
+ AcDream.Core.Physics.Motion.MoveToMath.SetHeading(mtBody.Orientation, h),
+ getOwnRadius: () => 0f, // pin P4 note: setup cylsphere radius lands with R5's TargetManager port
+ getOwnHeight: () => 0f,
+ contact: () => mtBody.OnWalkable,
+ isInterpolating: () => rmT.Interp.IsActive,
+ getVelocity: () => mtBody.Velocity,
+ getSelfId: () => serverGuid,
+ setTarget: (_, tlid, radius, _) =>
+ {
+ rmT.TrackedTargetGuid = tlid;
+ rmT.TrackedTargetRadius = radius;
+ rmT.TrackedTargetFedOnce = false;
+ },
+ clearTarget: () => rmT.TrackedTargetGuid = 0,
+ getTargetQuantum: () => rmT.TargetQuantum,
+ setTargetQuantum: q => rmT.TargetQuantum = q);
+ // TS-36 (remote side): the interp's interrupt seam is retail's
+ // interrupt_current_movement → MovementManager::CancelMoveTo(0x36)
+ // chain (V2's reentrancy tests prove the wiring is inert-safe).
+ rm.Motion.InterruptCurrentMovement =
+ () => rmT.MoveTo?.CancelMoveTo(
+ AcDream.Core.Physics.WeenieError.ActionCancelled);
return rm.Sink;
}
@@ -4400,24 +4453,13 @@ public sealed class GameWindow : IDisposable
// otherwise → resolve class byte and use full cmd
float speedMod = update.MotionState.ForwardSpeed ?? 1f;
uint fullMotion;
- if ((!command.HasValue || command.Value == 0)
- && update.MotionState.IsServerControlledMoveTo)
- {
- // Retail MoveToManager::BeginMoveForward calls
- // MovementParameters::get_command (0x0052AA00), then
- // _DoMotion -> adjust_motion. With CanRun and enough
- // distance, WalkForward + HoldKey_Run becomes RunForward,
- // and CMotionInterp::apply_run_to_command (0x00527BE0)
- // multiplies speed by the packet's runRate.
- var seed = AcDream.Core.Physics.ServerControlledLocomotion
- .PlanMoveToStart(
- update.MotionState.MoveToSpeed ?? 1f,
- update.MotionState.MoveToRunRate ?? 1f,
- update.MotionState.MoveToCanRun);
- fullMotion = seed.Motion;
- speedMod = seed.SpeedMod;
- }
- else if (!command.HasValue || command.Value == 0)
+ // R4-V4: the PlanMoveToStart seed is DELETED — MoveTo UMs no
+ // longer flow through the interpreted funnel at all (retail
+ // unpack_movement routes types 6-9 to MoveToManager; only type
+ // 0 does the interpreted-state copy). The manager's own
+ // BeginMoveForward -> get_command -> _DoMotion produces the
+ // cycle through the same sink every other motion uses.
+ if (!command.HasValue || command.Value == 0)
{
fullMotion = 0x41000003u;
}
@@ -4510,7 +4552,7 @@ public sealed class GameWindow : IDisposable
&& update.MotionState.MoveToPath is { } pathData)
{
// Translate landblock-local origin → world space.
- var destWorld = AcDream.Core.Physics.RemoteMoveToDriver
+ var destWorld = AcDream.Core.Physics.Motion.MoveToMath
.OriginToWorld(
pathData.OriginCellId,
pathData.OriginX,
@@ -4563,13 +4605,97 @@ public sealed class GameWindow : IDisposable
// contact_allows_move gate, the retail mechanism behind the
// old K-fix17 guard).
//
- // MoveTo packets (mt 6/7) reuse the PlanMoveToStart seed as
- // the funnel's forward command (fullMotion/speedMod computed
- // above) and additionally capture the path for the per-tick
- // remote driver.
+ // R4-V4: retail unpack_movement dispatch (0x00524440) — the
+ // head-interrupt fires for EVERY movement type, then types
+ // 6/7/8/9 route to MoveToManager.PerformMovement (which
+ // cancels again itself — retail does both) while ONLY type 0
+ // flows through the interpreted-state funnel below.
if (_remoteDeadReckon.TryGetValue(update.Guid, out var remoteMot))
{
- remoteMot.ServerMoveToActive = update.MotionState.IsServerControlledMoveTo;
+ var sink = EnsureRemoteMotionBindings(remoteMot, ae, update.Guid);
+
+ // unpack_movement head (@300566): interrupt + unstick.
+ remoteMot.Motion.InterruptCurrentMovement?.Invoke();
+ remoteMot.Motion.UnstickFromObject?.Invoke();
+
+ if (update.MotionState.IsServerControlledMoveTo
+ && update.MotionState.MoveToPath is { } path
+ && remoteMot.MoveTo is { } moveMgr)
+ {
+ // my_run_rate write (unpack_movement @300603).
+ if (update.MotionState.MoveToRunRate is { } mtRunRate)
+ remoteMot.Motion.MyRunRate = mtRunRate;
+
+ var destWorld = AcDream.Core.Physics.Motion.MoveToMath
+ .OriginToWorld(
+ path.OriginCellId, path.OriginX, path.OriginY, path.OriginZ,
+ _liveCenterX, _liveCenterY);
+ var mp = AcDream.Core.Physics.Motion.MovementParameters.FromWire(
+ path.Bitfield,
+ path.DistanceToObject,
+ path.MinDistance,
+ path.FailDistance,
+ update.MotionState.MoveToSpeed ?? 1f,
+ path.WalkRunThreshold,
+ path.DesiredHeading);
+
+ var ms = new AcDream.Core.Physics.MovementStruct
+ {
+ Params = mp,
+ };
+ // mt 6 with a resolvable target → MoveToObject (the
+ // P4 tracker feeds position updates per tick); else
+ // degrade to MoveToPosition at the wire origin (§2f).
+ if (update.MotionState.MovementType == 6
+ && path.TargetGuid is { } tgtGuid
+ && _entitiesByServerGuid.TryGetValue(tgtGuid, out var tgtEnt))
+ {
+ ms.Type = AcDream.Core.Physics.MovementType.MoveToObject;
+ ms.ObjectId = tgtGuid;
+ ms.TopLevelId = tgtGuid;
+ ms.Pos = new AcDream.Core.Physics.Position(
+ remoteMot.CellId, tgtEnt.Position,
+ System.Numerics.Quaternion.Identity);
+ }
+ else
+ {
+ ms.Type = AcDream.Core.Physics.MovementType.MoveToPosition;
+ ms.Pos = new AcDream.Core.Physics.Position(
+ remoteMot.CellId, destWorld,
+ System.Numerics.Quaternion.Identity);
+ }
+ moveMgr.PerformMovement(ms);
+ return;
+ }
+
+ if (update.MotionState.IsServerControlledTurnTo
+ && update.MotionState.TurnToPath is { } turnPath
+ && remoteMot.MoveTo is { } turnMgr)
+ {
+ var mp = AcDream.Core.Physics.Motion.MovementParameters.FromWireTurnTo(
+ turnPath.Bitfield,
+ turnPath.Speed,
+ turnPath.DesiredHeading);
+
+ var ms = new AcDream.Core.Physics.MovementStruct { Params = mp };
+ if (update.MotionState.MovementType == 8
+ && turnPath.TargetGuid is { } turnTgt
+ && _entitiesByServerGuid.TryGetValue(turnTgt, out var turnEnt))
+ {
+ ms.Type = AcDream.Core.Physics.MovementType.TurnToObject;
+ ms.ObjectId = turnTgt;
+ ms.TopLevelId = turnTgt;
+ ms.Pos = new AcDream.Core.Physics.Position(
+ remoteMot.CellId, turnEnt.Position,
+ System.Numerics.Quaternion.Identity);
+ }
+ else
+ {
+ ms.Type = AcDream.Core.Physics.MovementType.TurnToHeading;
+ }
+ turnMgr.PerformMovement(ms);
+ return;
+ }
// [FWD_WIRE] + observed-velocity history invalidation on
// a forward-command change (pre-S2 behavior, unchanged:
@@ -4588,30 +4714,9 @@ public sealed class GameWindow : IDisposable
remoteMot.PrevServerPosTime = 0.0;
}
- if (update.MotionState.IsServerControlledMoveTo
- && update.MotionState.MoveToPath is { } path)
- {
- remoteMot.MoveToDestinationWorld = AcDream.Core.Physics.RemoteMoveToDriver
- .OriginToWorld(
- path.OriginCellId, path.OriginX, path.OriginY, path.OriginZ,
- _liveCenterX, _liveCenterY);
- remoteMot.MoveToMinDistance = path.MinDistance;
- remoteMot.MoveToDistanceToObject = path.DistanceToObject;
- remoteMot.MoveToMoveTowards = update.MotionState.MoveTowards;
- remoteMot.HasMoveToDestination = true;
- remoteMot.LastMoveToPacketTime =
- (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
- }
- else if (!update.MotionState.IsServerControlledMoveTo)
- {
- // Off MoveTo — clear stale destination so the
- // per-tick driver doesn't keep steering.
- remoteMot.HasMoveToDestination = false;
- }
-
// Build the funnel input. fullMotion/speedMod already
// encode retail's absent-field forward defaults (null/0
- // → Ready; MoveTo → PlanMoveToStart seed). Style:
+ // → Ready; mt 6-9 never reach here post-V4). Style:
// retail's InterpretedMotionState::UnPack (0x0051f400)
// defaults an absent stance to NonCombat 0x8000003D —
// NOT keep-current (S0 trace: every empty UM applied
@@ -4670,11 +4775,7 @@ public sealed class GameWindow : IDisposable
// R2-Q5/R3-W4: funnel dispatches go STRAIGHT into the
// motion-table stack (GetObjectSequence + is_allowed
- // decide). The sink is PERSISTENT per remote and also
- // bound as Motion.DefaultSink + the RemoveLink/InitTables
- // seams (EnsureRemoteMotionBindings) so LeaveGround/
- // HitGround dispatch through the same backend.
- var sink = EnsureRemoteMotionBindings(remoteMot, ae);
+ // decide) — mt-0 only post-V4 (types 6-9 returned above).
remoteMot.Motion.MoveToInterpretedState(ims, sink);
}
}
@@ -4854,7 +4955,7 @@ public sealed class GameWindow : IDisposable
&& _animatedEntities.TryGetValue(ent.Id, out var ae)
&& ae.Sequencer is not null)
{
- EnsureRemoteMotionBindings(rm, ae);
+ EnsureRemoteMotionBindings(rm, ae, update.Guid);
rm.Motion.LeaveGround();
rm.Body.Velocity = update.Velocity;
rm.Body.Omega = update.Omega;
@@ -4910,11 +5011,10 @@ public sealed class GameWindow : IDisposable
{
if (rm.Airborne) return;
if (ae.Sequencer is null) return;
- // MoveTo packets already seeded the retail speed/runRate cycle.
- // Keep UpdatePosition-derived velocity for render position only;
- // using it to choose the cycle reverts fast chases back to slow
- // velocity-estimated animation.
- if (rm.ServerMoveToActive) return;
+ // R4-V4: an active MoveToManager owns the cycle (BeginMoveForward's
+ // get_command dispatch). Velocity-estimated cycle planning would
+ // fight it — same rationale as the pre-V4 ServerMoveToActive guard.
+ if (rm.MoveTo is { MovementTypeState: not AcDream.Core.Physics.MovementType.Invalid }) return;
if (IsPlayerGuid(serverGuid))
{
@@ -4960,7 +5060,7 @@ public sealed class GameWindow : IDisposable
+ $"|v|={velocity.Length():F2} "
+ $"-> motion=0x{plan.Motion:X8} speedMod={plan.SpeedMod:F2} "
+ $"prev=0x{currentMotion:X8} "
- + $"airborne={rm.Airborne} moveTo={rm.ServerMoveToActive}");
+ + $"airborne={rm.Airborne} moveTo={rm.MoveTo?.MovementTypeState ?? AcDream.Core.Physics.MovementType.Invalid}");
}
ae.Sequencer.SetCycle(style, plan.Motion, plan.SpeedMod);
}
@@ -5326,7 +5426,6 @@ public sealed class GameWindow : IDisposable
// carries no stop information for our ACE.
if (svel.LengthSquared() < 0.04f)
{
- rmState.ServerMoveToActive = false;
rmState.Motion.StopCompletely();
if (_animatedEntities.TryGetValue(entity.Id, out var aeForStop)
&& aeForStop.Sequencer is not null)
@@ -9591,93 +9690,52 @@ public sealed class GameWindow : IDisposable
rm.Body.Velocity = rm.ServerVelocity;
}
}
- else if (!IsPlayerGuid(serverGuid) && rm.ServerMoveToActive
- && rm.HasMoveToDestination)
- {
- // Phase L.1c port of retail MoveToManager per-tick
- // steering (HandleMoveToPosition @ 0x00529d80).
- // Steer body orientation toward the latest
- // server-supplied destination, then let
- // apply_current_movement set Velocity from the
- // RunForward cycle through the now-correct heading.
-
- // Stale-destination guard (2026-04-28): if no
- // MoveTo packet has refreshed the destination
- // recently, the entity has likely left our
- // streaming view or the server cancelled the
- // move without us seeing the cancel UM. Continuing
- // to steer toward a stale point produces the
- // "monster runs in place after popping back into
- // view" symptom. Clear and stand down.
- double moveToAge = nowSec - rm.LastMoveToPacketTime;
- if (moveToAge > AcDream.Core.Physics.RemoteMoveToDriver.StaleDestinationSeconds)
- {
- rm.HasMoveToDestination = false;
- rm.Body.Velocity = System.Numerics.Vector3.Zero;
- }
- else
- {
- var driveResult = AcDream.Core.Physics.RemoteMoveToDriver
- .Drive(
- rm.Body.Position,
- rm.Body.Orientation,
- rm.MoveToDestinationWorld,
- rm.MoveToMinDistance,
- rm.MoveToDistanceToObject,
- (float)dt,
- rm.MoveToMoveTowards,
- out var steeredOrientation);
- rm.Body.Orientation = steeredOrientation;
-
- if (driveResult == AcDream.Core.Physics.RemoteMoveToDriver
- .DriveResult.Arrived)
- {
- // Within arrival window — zero velocity until the
- // next MoveTo packet refreshes the destination
- // (or the server explicitly stops us with an
- // interpreted-motion UM cmd=Ready).
- rm.Body.Velocity = System.Numerics.Vector3.Zero;
- }
- else
- {
- // Steering active — apply_current_movement reads
- // InterpretedState.ForwardCommand=RunForward (set
- // when the MoveTo packet arrived) and emits
- // velocity along +Y in body local space. Our
- // updated orientation rotates that into the right
- // world direction toward the target.
- rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
-
- // Clamp horizontal velocity so we don't overshoot
- // the arrival threshold during the final tick of
- // approach. Without this, a 4 m/s body advances
- // ~6 cm/tick and visibly runs slightly through
- // the target before the swing UM lands.
- float arrivalThreshold = rm.MoveToMoveTowards
- ? rm.MoveToDistanceToObject
- : rm.MoveToMinDistance;
- rm.Body.Velocity = AcDream.Core.Physics.RemoteMoveToDriver
- .ClampApproachVelocity(
- rm.Body.Position,
- rm.Body.Velocity,
- rm.MoveToDestinationWorld,
- arrivalThreshold,
- (float)dt,
- rm.MoveToMoveTowards);
- }
- }
- }
- else if (!IsPlayerGuid(serverGuid) && rm.ServerMoveToActive)
- {
- // MoveTo flag set but we haven't seen a path payload
- // yet (e.g. truncated packet, or a brand-new entity
- // whose first cycle UM is still in flight). Hold
- // velocity at zero — same conservative stance as the
- // 882a07c stabilizer for incomplete state.
- rm.Body.Velocity = System.Numerics.Vector3.Zero;
- }
else
{
+ // R4-V4: the retail MoveToManager drives
+ // server-directed movement per tick — the P4
+ // TargetTracker adapter feeds HandleUpdateTarget
+ // from the live entity table (full TargetManager
+ // port is R5; register row), then UseTime runs
+ // HandleMoveToPosition/HandleTurnToHeading
+ // (steering + arrival + fail-distance), and
+ // apply_current_movement recomputes velocity from
+ // whatever the manager dispatched — the same
+ // per-tick shape ordinary locomotion uses.
+ if (!IsPlayerGuid(serverGuid) && rm.MoveTo is { } mtm)
+ {
+ if (rm.TrackedTargetGuid != 0)
+ {
+ if (_entitiesByServerGuid.TryGetValue(rm.TrackedTargetGuid, out var trackedEnt))
+ {
+ var tpos = trackedEnt.Position;
+ if (!rm.TrackedTargetFedOnce
+ || System.Numerics.Vector3.Distance(tpos, rm.TrackedTargetLastFedPos)
+ > rm.TrackedTargetRadius)
+ {
+ rm.TrackedTargetFedOnce = true;
+ rm.TrackedTargetLastFedPos = tpos;
+ var tp = new AcDream.Core.Physics.Position(
+ rm.CellId, tpos, System.Numerics.Quaternion.Identity);
+ mtm.HandleUpdateTarget(new AcDream.Core.Physics.Motion.TargetInfo(
+ rm.TrackedTargetGuid,
+ AcDream.Core.Physics.Motion.TargetStatus.Ok,
+ tp, tp));
+ }
+ }
+ else
+ {
+ var lp = new AcDream.Core.Physics.Position(
+ rm.CellId, rm.TrackedTargetLastFedPos,
+ System.Numerics.Quaternion.Identity);
+ mtm.HandleUpdateTarget(new AcDream.Core.Physics.Motion.TargetInfo(
+ rm.TrackedTargetGuid,
+ AcDream.Core.Physics.Motion.TargetStatus.ExitWorld,
+ lp, lp));
+ }
+ }
+ mtm.UseTime();
+ }
rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
}
}
diff --git a/src/AcDream.Core.Net/Messages/CreateObject.cs b/src/AcDream.Core.Net/Messages/CreateObject.cs
index 3f4caacc..24e7bdb3 100644
--- a/src/AcDream.Core.Net/Messages/CreateObject.cs
+++ b/src/AcDream.Core.Net/Messages/CreateObject.cs
@@ -338,7 +338,8 @@ public static class CreateObject
float MinDistance,
float FailDistance,
float WalkRunThreshold,
- float DesiredHeading);
+ float DesiredHeading,
+ uint Bitfield = 0); // R4-V4: the raw UnPackNet flags dword, feeds MovementParameters.FromWire
///
/// R4-V3 (closes M7) — path-control payload of a server-controlled
diff --git a/src/AcDream.Core.Net/Messages/UpdateMotion.cs b/src/AcDream.Core.Net/Messages/UpdateMotion.cs
index e061b4da..2040484e 100644
--- a/src/AcDream.Core.Net/Messages/UpdateMotion.cs
+++ b/src/AcDream.Core.Net/Messages/UpdateMotion.cs
@@ -406,7 +406,8 @@ public static class UpdateMotion
minDistance,
failDistance,
walkRunThreshold,
- desiredHeading);
+ desiredHeading,
+ movementParameters ?? 0u); // R4-V4: the raw flags dword -> FromWire
return true;
}
diff --git a/src/AcDream.Core/Physics/Motion/MoveToMath.cs b/src/AcDream.Core/Physics/Motion/MoveToMath.cs
index ab30efaa..9dac5942 100644
--- a/src/AcDream.Core/Physics/Motion/MoveToMath.cs
+++ b/src/AcDream.Core/Physics/Motion/MoveToMath.cs
@@ -198,4 +198,26 @@ public static class MoveToMath
float edgeDist = centerDist - ownRadius - targetRadius;
return edgeDist > 0f ? edgeDist : 0f;
}
+
+ ///
+ /// Landblock-local wire origin → world space (verbatim relocation from
+ /// the deleted RemoteMoveToDriver.OriginToWorld, R4-V4): MoveTo /
+ /// TurnTo packets carry positions block-local; acdream's streaming world
+ /// re-centers on a live-center landblock grid.
+ ///
+ public static Vector3 OriginToWorld(
+ uint originCellId,
+ float originX,
+ float originY,
+ float originZ,
+ int liveCenterLandblockX,
+ int liveCenterLandblockY)
+ {
+ int lbX = (int)((originCellId >> 24) & 0xFFu);
+ int lbY = (int)((originCellId >> 16) & 0xFFu);
+ return new Vector3(
+ originX + (lbX - liveCenterLandblockX) * 192f,
+ originY + (lbY - liveCenterLandblockY) * 192f,
+ originZ);
+ }
}
diff --git a/src/AcDream.Core/Physics/RemoteMoveToDriver.cs b/src/AcDream.Core/Physics/RemoteMoveToDriver.cs
deleted file mode 100644
index 68f337ae..00000000
--- a/src/AcDream.Core/Physics/RemoteMoveToDriver.cs
+++ /dev/null
@@ -1,344 +0,0 @@
-using System;
-using System.Numerics;
-
-namespace AcDream.Core.Physics;
-
-///
-/// Per-tick steering for server-controlled remote creatures while a
-/// MoveToObject (movementType 6) or MoveToPosition (movementType 7) packet
-/// is the active locomotion source.
-///
-///
-/// Replaces the 882a07c-era "hold body Velocity at zero during MoveTo"
-/// stabilizer. With the full MoveTo path payload now captured on
-/// ,
-/// the body solver has the destination + heading + thresholds it needs to
-/// run the retail per-tick loop instead of waiting for sparse
-/// UpdatePosition snap corrections.
-///
-///
-///
-/// Retail references:
-///
-/// -
-/// MoveToManager::HandleMoveToPosition (0x00529d80) — the
-/// per-tick driver. Computes heading-to-target, fires an aux
-/// TurnLeft/TurnRight command when |delta| > 20°, snaps
-/// orientation when within tolerance, and tests arrival via
-/// dist <= min_distance (chase) or
-/// dist >= distance_to_object (flee).
-///
-/// -
-/// MoveToManager::_DoMotion / _StopMotion route turn
-/// commands through CMotionInterp::DoInterpretedMotion — i.e.
-/// MoveToManager itself does NOT touch the body. The body's actual
-/// velocity comes from CMotionInterp::apply_current_movement
-/// reading InterpretedState.ForwardCommand = RunForward and
-/// emitting velocity.Y = RunAnimSpeed × speedMod, transformed by
-/// the body's orientation.
-///
-///
-///
-///
-///
-/// Acdream port scope: minimum viable subset. We skip target re-tracking
-/// (server re-emits MoveTo every ~1 s with refreshed Origin), sticky/
-/// StickTo, fail-distance progress detector, and the sphere-cylinder
-/// distance variant — all server-side concerns the local body doesn't need
-/// to model. We DO port heading-to-target, the ±20° aux-turn tolerance
-/// (with ACE's set_heading(true) snap-on-aligned fudge), and
-/// arrival detection via min_distance.
-///
-///
-///
-/// Arrival predicates: retail and ACE AGREE — chase arrives at
-/// dist <= distance_to_object, flee arrives at
-/// dist >= min_distance (adjudicated in
-/// docs/research/2026-07-03-r4-moveto/r4-ace-moveto.md §1; see the
-/// arrival comment in ). An earlier revision of this doc
-/// claimed ACE swapped the two predicates — that was wrong; do not port
-/// against it.
-///
-///
-public static class RemoteMoveToDriver
-{
- ///
- /// Heading tolerance below which we snap orientation directly to the
- /// target heading (ACE's set_heading(target, true)
- /// server-tic-rate fudge). Above tolerance we rotate at
- /// . Retail value (line 307251 of
- /// acclient_2013_pseudo_c.txt) is 20°.
- ///
- public const float HeadingSnapToleranceRad = 20.0f * MathF.PI / 180.0f;
-
- ///
- /// Default angular rate for in-motion heading correction when delta
- /// exceeds . Picked to match
- /// ACE's TurnSpeed default of π/2 rad/s for monsters;
- /// when the per-creature value differs, the future port can wire it
- /// in via the TurnSpeed field on InterpretedMotionState.
- ///
- public const float TurnRateRadPerSec = MathF.PI / 2.0f;
-
- ///
- /// Retail base turn rate for the player Humanoid when turn_speed
- /// scalar = 1.0. Convention default omega.z = ±π/2 rad/s
- /// derived from add_motion at 0x005224b0 + the
- /// HasOmega-cleared MotionData fallback documented in
- /// AnimationSequencer.cs:734-741. ~90°/s.
- ///
- public const float BaseTurnRateRadPerSec = MathF.PI / 2.0f;
-
- ///
- /// Retail's run_turn_factor constant at 0x007c8914
- /// (PDB-named). CMotionInterp::apply_run_to_command
- /// equivalent (decomp 0x00527be0, line 305098 of
- /// acclient_2013_pseudo_c.txt) multiplies turn_speed
- /// by 1.5 when HoldKey.Run is active on a TurnRight/TurnLeft
- /// command. Effect: running rotation is 50 % faster than walking.
- ///
- public const float RunTurnFactor = 1.5f;
-
- ///
- /// Retail-faithful local-player turn rate.
- ///
- /// - Walking: BaseTurnRateRadPerSec ≈ 90°/s.
- /// - Running: BaseTurnRateRadPerSec × RunTurnFactor
- /// ≈ 135°/s.
- ///
- /// Replaces the fixed TurnRateRadPerSec for paths that have
- /// access to the player's run/walk state (keyboard A/D, auto-walk
- /// overlay turn-first). NPC/monster remotes that lack the
- /// information continue to use the constant which equals
- /// BaseTurnRateRadPerSec.
- ///
- public static float TurnRateFor(bool running)
- => running ? BaseTurnRateRadPerSec * RunTurnFactor
- : BaseTurnRateRadPerSec;
-
- ///
- /// Float-comparison slack for the arrival predicate. With
- /// min_distance == 0 in a chase packet, exact equality is
- /// unreachable due to integration wobble; this epsilon prevents the
- /// driver from over-shooting by a sub-meter and snap-flipping back.
- ///
- public const float ArrivalEpsilon = 0.05f;
-
- ///
- /// Maximum staleness (seconds) of the most recent MoveTo packet
- /// before the driver gives up steering. ACE re-emits MoveTo at ~1 Hz
- /// during active chase; if no fresh packet arrives for this long,
- /// the entity has likely either left our streaming view, switched
- /// to a non-MoveTo motion the server's broadcast didn't reach us
- /// for, or had its move cancelled server-side without our seeing
- /// the cancel UM. In any of those cases, continuing to drive the
- /// body toward a stale destination produces the "monster runs in
- /// place after popping back into view" symptom (2026-04-28).
- /// 1.5 s gives us comfortable margin over the ~1 s emit cadence
- /// while still failing fast on real loss-of-state.
- ///
- public const double StaleDestinationSeconds = 1.5;
-
- public enum DriveResult
- {
- /// Within arrival window — caller should zero velocity.
- Arrived,
- /// Steering active — caller should let
- /// apply_current_movement set body velocity from the cycle.
- Steering,
- }
-
- ///
- /// Steer body orientation toward
- /// and report whether the body has arrived or should keep running.
- /// Pure function — emits the updated orientation via
- /// (the input is not mutated; the
- /// caller assigns the new value back to its body).
- ///
- ///
- /// min_distance from the wire's MovementParameters block —
- /// retail's HandleMoveToPosition chase-arrival threshold.
- ///
- ///
- /// distance_to_object from the wire — ACE's chase-arrival
- /// threshold (default 0.6 m, the melee range). The actual arrival
- /// gate is max(minDistance, distanceToObject): retail-faithful
- /// when retail sends min_distance > 0, ACE-compatible when
- /// ACE puts the value in distance_to_object with
- /// min_distance == 0. Without this, ACE's min_distance==0
- /// chase packets never arrive — the body keeps re-targeting around
- /// the player at melee range and visibly oscillates between facings,
- /// which is the user-reported "monster keeps running in different
- /// directions when it should be attacking" symptom (2026-04-28).
- ///
- public static DriveResult Drive(
- Vector3 bodyPosition,
- Quaternion bodyOrientation,
- Vector3 destinationWorld,
- float minDistance,
- float distanceToObject,
- float dt,
- bool moveTowards,
- out Quaternion newOrientation)
- {
- // Horizontal distance only — server owns Z, our body Z is
- // hard-snapped to the latest UpdatePosition.
- float dx = destinationWorld.X - bodyPosition.X;
- float dy = destinationWorld.Y - bodyPosition.Y;
- float dist = MathF.Sqrt(dx * dx + dy * dy);
-
- // Arrival predicate per retail MoveToManager::HandleMoveToPosition
- // (acclient_2013_pseudo_c.txt:307289-307320) and ACE
- // MoveToManager.cs:476:
- //
- // chase (MoveTowards): dist <= distance_to_object
- // flee (MoveAway): dist >= min_distance
- //
- // (My earlier max(MinDistance, DistanceToObject) was a
- // defensive guess; cross-checked with two independent research
- // agents against the named retail decomp + ACE port + holtburger,
- // the chase threshold is unambiguously DistanceToObject —
- // MinDistance is the FLEE arrival threshold. ACE's wire defaults
- // give MinDistance=0, DistanceToObject=0.6 — the body should stop
- // at melee range, not run to zero.)
- float arrivalThreshold = moveTowards ? distanceToObject : minDistance;
- if (moveTowards && dist <= arrivalThreshold + ArrivalEpsilon)
- {
- newOrientation = bodyOrientation;
- return DriveResult.Arrived;
- }
- if (!moveTowards && dist >= arrivalThreshold - ArrivalEpsilon)
- {
- newOrientation = bodyOrientation;
- return DriveResult.Arrived;
- }
-
- // Degenerate — already on target horizontally; preserve heading.
- if (dist < 1e-4f)
- {
- newOrientation = bodyOrientation;
- return DriveResult.Steering;
- }
-
- // Body's local-forward is +Y (see MotionInterpreter.get_state_velocity
- // at line 605-616: velocity.Y = (Walk/Run)AnimSpeed × ForwardSpeed).
- // World forward = Transform((0,1,0), orientation). Yaw extracted
- // via atan2(-worldFwd.X, worldFwd.Y) so yaw = 0 ↔ orientation = Identity.
- var localForward = new Vector3(0f, 1f, 0f);
- var worldForward = Vector3.Transform(localForward, bodyOrientation);
- float currentYaw = MathF.Atan2(-worldForward.X, worldForward.Y);
-
- // Desired heading: face the target. (dx, dy) is the world-space
- // offset to the target. With local-forward=+Y we want yaw such
- // that Transform((0,1,0), R_Z(yaw)) = (dx, dy)/dist; that solves
- // to yaw = atan2(-dx, dy).
- float desiredYaw = MathF.Atan2(-dx, dy);
- float delta = WrapPi(desiredYaw - currentYaw);
-
- if (MathF.Abs(delta) <= HeadingSnapToleranceRad)
- {
- // ACE's set_heading(target, true) — sync to server-tic-rate.
- // We have the same sparse-UP problem ACE does, so the same
- // fudge applies.
- newOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, desiredYaw);
- }
- else
- {
- // Retail BeginTurnToHeading / HandleMoveToPosition aux turn:
- // rotate at TurnRate clamped to dt, in the shorter direction.
- float maxStep = TurnRateRadPerSec * dt;
- float step = MathF.Sign(delta) * MathF.Min(MathF.Abs(delta), maxStep);
- // Apply incremental yaw around world +Z (preserving any
- // server-supplied pitch/roll from the latest UpdatePosition).
- var deltaQuat = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, step);
- newOrientation = Quaternion.Normalize(deltaQuat * bodyOrientation);
- }
-
- return DriveResult.Steering;
- }
-
- ///
- /// Convert a landblock-local Origin from a MoveTo packet
- /// ()
- /// into acdream's render world space using the same arithmetic as
- /// OnLivePositionUpdated: shift by the landblock-grid offset
- /// from the live-mode center.
- ///
- public static Vector3 OriginToWorld(
- uint originCellId,
- float originX,
- float originY,
- float originZ,
- int liveCenterLandblockX,
- int liveCenterLandblockY)
- {
- int lbX = (int)((originCellId >> 24) & 0xFFu);
- int lbY = (int)((originCellId >> 16) & 0xFFu);
- return new Vector3(
- originX + (lbX - liveCenterLandblockX) * 192f,
- originY + (lbY - liveCenterLandblockY) * 192f,
- originZ);
- }
-
- ///
- /// Cap horizontal velocity so the body lands exactly at
- /// rather than overshooting past
- /// it during the final tick of approach. Without this clamp, a body
- /// running at RunAnimSpeed × speedMod ≈ 4 m/s can overshoot
- /// the 0.6 m arrival window by up to one tick's advance (~6 cm at
- /// 60 fps) — visible as the creature "running slightly through" the
- /// player it's about to attack (user-reported 2026-04-28).
- ///
- ///
- /// The clamp is a strict scale-down of the horizontal component
- /// (X/Y); the vertical component (Z) is left to gravity / terrain
- /// handling. false (flee branch) is a
- /// no-op since fleeing has no overshoot risk — the body wants to
- /// move AWAY from the destination.
- ///
- ///
- public static Vector3 ClampApproachVelocity(
- Vector3 bodyPosition,
- Vector3 currentVelocity,
- Vector3 destinationWorld,
- float arrivalThreshold,
- float dt,
- bool moveTowards)
- {
- if (!moveTowards || dt <= 0f) return currentVelocity;
-
- float dx = destinationWorld.X - bodyPosition.X;
- float dy = destinationWorld.Y - bodyPosition.Y;
- float dist = MathF.Sqrt(dx * dx + dy * dy);
- float remaining = MathF.Max(0f, dist - arrivalThreshold);
-
- float vxy = MathF.Sqrt(currentVelocity.X * currentVelocity.X
- + currentVelocity.Y * currentVelocity.Y);
- if (vxy < 1e-3f) return currentVelocity;
-
- float advance = vxy * dt;
- if (advance <= remaining) return currentVelocity;
-
- // Already inside or right at the threshold: zero horizontal
- // velocity, keep Z. (The arrival predicate in Drive() should
- // have fired this tick, but this is the belt-and-braces guard.)
- if (remaining < 1e-3f)
- return new Vector3(0f, 0f, currentVelocity.Z);
-
- float scale = remaining / advance;
- return new Vector3(
- currentVelocity.X * scale,
- currentVelocity.Y * scale,
- currentVelocity.Z);
- }
-
- /// Wrap an angle in radians to [-π, π].
- private static float WrapPi(float r)
- {
- const float TwoPi = MathF.PI * 2f;
- r %= TwoPi;
- if (r > MathF.PI) r -= TwoPi;
- if (r < -MathF.PI) r += TwoPi;
- return r;
- }
-}
diff --git a/src/AcDream.Core/Physics/ServerControlledLocomotion.cs b/src/AcDream.Core/Physics/ServerControlledLocomotion.cs
index af4d14dd..6444b3da 100644
--- a/src/AcDream.Core/Physics/ServerControlledLocomotion.cs
+++ b/src/AcDream.Core/Physics/ServerControlledLocomotion.cs
@@ -32,24 +32,10 @@ public static class ServerControlledLocomotion
public const float MinSpeedMod = 0.25f;
public const float MaxSpeedMod = 3.00f;
- // Retail MoveToManager::BeginMoveForward -> MovementParameters::get_command
- // (0x0052AA00) seeds forward motion before the next position update.
- public static LocomotionCycle PlanMoveToStart(
- float moveToSpeed = 1f,
- float runRate = 1f,
- bool canRun = true)
- {
- moveToSpeed = SanitizePositive(moveToSpeed);
- runRate = SanitizePositive(runRate);
-
- if (!canRun)
- return new LocomotionCycle(MotionCommand.WalkForward, moveToSpeed, true);
-
- return new LocomotionCycle(
- MotionCommand.RunForward,
- moveToSpeed * runRate,
- true);
- }
+ // R4-V4: PlanMoveToStart DELETED - MoveTo UMs route to the verbatim
+ // MoveToManager (BeginMoveForward -> get_command -> _DoMotion produces
+ // the cycle through the same sink every other motion uses).
+ // PlanFromVelocity below survives (M16 register row, retires in R6).
public static LocomotionCycle PlanFromVelocity(Vector3 worldVelocity)
{
diff --git a/tests/AcDream.Core.Tests/Physics/RemoteMoveToDriverTests.cs b/tests/AcDream.Core.Tests/Physics/RemoteMoveToDriverTests.cs
deleted file mode 100644
index 659452a6..00000000
--- a/tests/AcDream.Core.Tests/Physics/RemoteMoveToDriverTests.cs
+++ /dev/null
@@ -1,330 +0,0 @@
-using System;
-using System.Numerics;
-using AcDream.Core.Physics;
-using Xunit;
-
-namespace AcDream.Core.Tests.Physics;
-
-///
-/// Phase L.1c (2026-04-28). Covers — the
-/// per-tick steering port of retail
-/// MoveToManager::HandleMoveToPosition for server-controlled remote
-/// creatures.
-///
-public class RemoteMoveToDriverTests
-{
- private const float Epsilon = 1e-3f;
-
- private static float Yaw(Quaternion q)
- {
- var fwd = Vector3.Transform(new Vector3(0, 1, 0), q);
- return MathF.Atan2(-fwd.X, fwd.Y);
- }
-
- [Fact]
- public void Drive_AlreadyAtTarget_ReportsArrived()
- {
- var bodyPos = new Vector3(10f, 20f, 0f);
- var bodyRot = Quaternion.Identity;
- var dest = new Vector3(10f, 20.3f, 0f);
-
- var result = RemoteMoveToDriver.Drive(
- bodyPos, bodyRot, dest,
- minDistance: 0.5f, distanceToObject: 0.6f,
- dt: 0.016f, moveTowards: true,
- out var newOrient);
-
- Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
- Assert.Equal(bodyRot, newOrient); // orientation untouched
- }
-
- [Fact]
- public void Drive_AceMeleePacket_UsesDistanceToObjectAsArrival()
- {
- // ACE chase packet: MinDistance=0, DistanceToObject=0.6 (melee).
- // Body at 0.5m from target should ARRIVE — not keep oscillating
- // around the target the way it did pre-fix when only MinDistance
- // was the gate. This is the "monster keeps running in different
- // directions when it should be attacking" regression fix.
- var bodyPos = new Vector3(0f, 0f, 0f);
- var bodyRot = Quaternion.Identity;
- var dest = new Vector3(0f, 0.5f, 0f);
-
- var result = RemoteMoveToDriver.Drive(
- bodyPos, bodyRot, dest,
- minDistance: 0f, distanceToObject: 0.6f,
- dt: 0.016f, moveTowards: true,
- out _);
-
- Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
- }
-
- [Fact]
- public void Drive_FleeArrival_UsesMinDistance()
- {
- // Flee branch (moveTowards=false): arrival when dist >= MinDistance.
- // Retail / ACE both use MinDistance for the flee-arrival threshold.
- var bodyPos = new Vector3(0f, 0f, 0f);
- var bodyRot = Quaternion.Identity;
- var dest = new Vector3(0f, 6f, 0f);
-
- var result = RemoteMoveToDriver.Drive(
- bodyPos, bodyRot, dest,
- minDistance: 5.0f, distanceToObject: 0.6f,
- dt: 0.016f, moveTowards: false,
- out _);
-
- Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
- }
-
- [Fact]
- public void Drive_ChaseDoesNotArriveAtMinDistanceFloor()
- {
- // Regression: my earlier max(MinDistance, DistanceToObject) port
- // would have arrived here because dist (1.5) <= MinDistance (2.0).
- // Retail uses DistanceToObject for chase arrival, so a chase at
- // dist=1.5 with DistanceToObject=0.6 should still STEER, not arrive.
- var bodyPos = new Vector3(0f, 0f, 0f);
- var bodyRot = Quaternion.Identity;
- var dest = new Vector3(0f, 1.5f, 0f);
-
- var result = RemoteMoveToDriver.Drive(
- bodyPos, bodyRot, dest,
- minDistance: 2.0f, distanceToObject: 0.6f,
- dt: 0.016f, moveTowards: true,
- out _);
-
- Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
- }
-
- [Fact]
- public void Drive_ChasingButNotInRange_ReportsSteering()
- {
- var bodyPos = new Vector3(0f, 0f, 0f);
- var bodyRot = Quaternion.Identity; // facing +Y
- var dest = new Vector3(0f, 50f, 0f); // straight ahead
-
- var result = RemoteMoveToDriver.Drive(
- bodyPos, bodyRot, dest,
- minDistance: 0f, distanceToObject: 0f,
- dt: 0.016f, moveTowards: true,
- out var newOrient);
-
- Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
- // Already facing target → snap branch keeps yaw at 0.
- Assert.InRange(Yaw(newOrient), -Epsilon, Epsilon);
- }
-
- [Fact]
- public void Drive_TargetSlightlyOffAxis_SnapsWithinTolerance()
- {
- // Body facing +Y; target at (1, 10, 0) — that's a small angle
- // (about 5.7°), well within the 20° snap tolerance.
- var bodyPos = Vector3.Zero;
- var bodyRot = Quaternion.Identity;
- var dest = new Vector3(1f, 10f, 0f);
-
- var result = RemoteMoveToDriver.Drive(
- bodyPos, bodyRot, dest,
- minDistance: 0f, distanceToObject: 0f,
- dt: 0.016f, moveTowards: true,
- out var newOrient);
-
- Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
- // Snap should land us pointing at (1, 10): yaw = atan2(-1, 10) ≈ -0.0997 rad.
- float expectedYaw = MathF.Atan2(-1f, 10f);
- Assert.InRange(Yaw(newOrient), expectedYaw - Epsilon, expectedYaw + Epsilon);
-
- // Verify orientation actually transforms +Y onto the (1,10) line.
- var worldFwd = Vector3.Transform(new Vector3(0, 1, 0), newOrient);
- Assert.InRange(worldFwd.X / worldFwd.Y, 0.1f - 1e-3f, 0.1f + 1e-3f);
- }
-
- [Fact]
- public void Drive_TargetBeyondTolerance_RotatesByLimitedStep()
- {
- // Body facing +Y; target at (-10, 0) — that's 90° to the left
- // (well beyond the 20° snap tolerance), so we turn by at most
- // TurnRateRadPerSec * dt this tick rather than snapping.
- var bodyPos = Vector3.Zero;
- var bodyRot = Quaternion.Identity; // yaw = 0
- var dest = new Vector3(-10f, 0f, 0f); // yaw = +π/2 (left)
- const float dt = 0.1f;
-
- var result = RemoteMoveToDriver.Drive(
- bodyPos, bodyRot, dest,
- minDistance: 0f, distanceToObject: 0f,
- dt: dt, moveTowards: true,
- out var newOrient);
-
- Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
- float expectedStep = RemoteMoveToDriver.TurnRateRadPerSec * dt;
- // We should turn LEFT (positive yaw) toward the target.
- Assert.InRange(Yaw(newOrient), expectedStep - Epsilon, expectedStep + Epsilon);
- }
-
- [Fact]
- public void Drive_TargetBehind_TurnsRightOrLeftViaShortestPath()
- {
- // Body facing +Y; target directly behind at (0, -10, 0).
- // |delta| = π, equally close either way; the implementation
- // picks one (sign depends on float wobble) — just assert
- // we made progress (yaw changed by exactly TurnRate * dt).
- var bodyPos = Vector3.Zero;
- var bodyRot = Quaternion.Identity;
- var dest = new Vector3(0f, -10f, 0f);
- const float dt = 0.1f;
-
- var result = RemoteMoveToDriver.Drive(
- bodyPos, bodyRot, dest,
- minDistance: 0f, distanceToObject: 0f,
- dt: dt, moveTowards: true,
- out var newOrient);
-
- Assert.Equal(RemoteMoveToDriver.DriveResult.Steering, result);
- float expectedStep = RemoteMoveToDriver.TurnRateRadPerSec * dt;
- Assert.InRange(MathF.Abs(Yaw(newOrient)), expectedStep - Epsilon, expectedStep + Epsilon);
- }
-
- [Fact]
- public void Drive_PreservesOrientationAtArrival()
- {
- var bodyPos = new Vector3(5f, 5f, 0f);
- var bodyRot = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 1.234f);
- var dest = new Vector3(5.01f, 5.01f, 0f);
-
- var result = RemoteMoveToDriver.Drive(
- bodyPos, bodyRot, dest,
- minDistance: 0.5f, distanceToObject: 0.6f,
- dt: 0.016f, moveTowards: true,
- out var newOrient);
-
- Assert.Equal(RemoteMoveToDriver.DriveResult.Arrived, result);
- // Caller would zero velocity; orientation should be untouched
- // so the body settles facing whatever direction it was already.
- Assert.Equal(bodyRot, newOrient);
- }
-
- [Fact]
- public void ClampApproachVelocity_NoOverShoot_LandsExactlyAtThreshold()
- {
- // Body 1 m from destination, running at 4 m/s, dt = 0.1 s.
- // Naive advance = 0.4 m → would end at 0.6 m from dest, exactly
- // on the threshold. With threshold=0.6 and remaining=0.4, the
- // clamp should let the full velocity through (advance == remaining).
- var bodyPos = new Vector3(0f, 0f, 0f);
- var dest = new Vector3(0f, 1f, 0f);
- var vel = new Vector3(0f, 4f, 0f);
-
- var clamped = RemoteMoveToDriver.ClampApproachVelocity(
- bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.1f, moveTowards: true);
-
- // Within float-precision: 4 m/s × 0.1 s = 0.4 m, exactly the
- // remaining distance. The clamp may apply a 0.99999×-style
- // tiny scale due to FP rounding — accept anything ≥ 99.9% of
- // the input as "no meaningful overshoot prevention applied."
- Assert.InRange(clamped.Y, 4f * 0.999f, 4f);
- Assert.Equal(0f, clamped.X);
- Assert.Equal(0f, clamped.Z);
- }
-
- [Fact]
- public void ClampApproachVelocity_WouldOverShoot_ScalesDownToExactLanding()
- {
- // Body 1 m from destination, running at 4 m/s, dt = 0.2 s.
- // Naive advance = 0.8 m → would overshoot 0.6 m threshold by 0.4 m.
- // remaining = 0.4 m, advance = 0.8 m → scale = 0.5.
- // Velocity should be halved → 2 m/s.
- var bodyPos = new Vector3(0f, 0f, 0f);
- var dest = new Vector3(0f, 1f, 0f);
- var vel = new Vector3(0f, 4f, 0f);
-
- var clamped = RemoteMoveToDriver.ClampApproachVelocity(
- bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.2f, moveTowards: true);
-
- Assert.InRange(clamped.Y, 2f - Epsilon, 2f + Epsilon);
- Assert.Equal(0f, clamped.X);
- }
-
- [Fact]
- public void ClampApproachVelocity_AlreadyAtThreshold_ZeroesHorizontal()
- {
- // Body exactly 0.6 m from dest with threshold 0.6 → remaining ≈ 0.
- // Any horizontal velocity would overshoot; clamp must zero it.
- var bodyPos = new Vector3(0f, 0f, 0f);
- var dest = new Vector3(0f, 0.6f, 0f);
- var vel = new Vector3(0f, 4f, 0.5f); // some Z to confirm Z is preserved
-
- var clamped = RemoteMoveToDriver.ClampApproachVelocity(
- bodyPos, vel, dest, arrivalThreshold: 0.6f, dt: 0.016f, moveTowards: true);
-
- Assert.Equal(0f, clamped.X);
- Assert.Equal(0f, clamped.Y);
- Assert.Equal(0.5f, clamped.Z); // gravity / Z handling unaffected
- }
-
- [Fact]
- public void ClampApproachVelocity_FleeBranch_NoOp()
- {
- // moveTowards=false (flee): no overshoot risk, return velocity unchanged.
- var bodyPos = Vector3.Zero;
- var dest = new Vector3(0f, 1f, 0f);
- var vel = new Vector3(0f, -4f, 0f);
-
- var clamped = RemoteMoveToDriver.ClampApproachVelocity(
- bodyPos, vel, dest, arrivalThreshold: 5f, dt: 0.5f, moveTowards: false);
-
- Assert.Equal(vel, clamped);
- }
-
- [Fact]
- public void OriginToWorld_AppliesLandblockGridShift()
- {
- // Cell ID 0xA8B4000E → landblock x=0xA8, y=0xB4. With live center
- // at (0xA9, 0xB4), that's one landblock west and zero north,
- // so origin (10, 20, 0) inside that landblock should map to
- // (10 - 192, 20 + 0, 0) = (-182, 20, 0) in render-world space.
- var w = RemoteMoveToDriver.OriginToWorld(
- originCellId: 0xA8B4000Eu,
- originX: 10f, originY: 20f, originZ: 0f,
- liveCenterLandblockX: 0xA9, liveCenterLandblockY: 0xB4);
-
- Assert.Equal(-182f, w.X);
- Assert.Equal(20f, w.Y);
- Assert.Equal(0f, w.Z);
- }
-
- [Fact]
- public void TurnRateFor_WalkingReturnsBaseRate()
- {
- // Retail: omega.z = ±π/2 × turn_speed (1.0) = π/2 rad/s ≈ 90°/s
- // Anchor: docs/research/named-retail/acclient_2013_pseudo_c.txt
- // CMotionInterp::apply_run_to_command 0x00527be0 only
- // multiplies under HoldKey.Run — walking is unscaled.
- float rate = RemoteMoveToDriver.TurnRateFor(running: false);
- Assert.Equal(MathF.PI / 2.0f, rate, precision: 5);
- }
-
- [Fact]
- public void TurnRateFor_RunningAppliesRunTurnFactor()
- {
- // Retail: omega.z = ±π/2 × turn_speed × run_turn_factor
- // run_turn_factor = 1.5f at 0x007c8914 (PDB-named).
- // apply_run_to_command (acclient_2013_pseudo_c.txt:305098)
- // multiplies turn_speed by 1.5f when input is TurnRight
- // under HoldKey.Run.
- float rate = RemoteMoveToDriver.TurnRateFor(running: true);
- Assert.Equal(MathF.PI / 2.0f * 1.5f, rate, precision: 5);
- }
-
- [Fact]
- public void TurnRateRadPerSec_BackCompatStillResolvesToWalkingRate()
- {
- // Existing call sites that haven't yet migrated to TurnRateFor
- // (e.g., RemoteMoveToDriver.Drive's TurnSpeed=1.0 callers) still
- // see the walking-rate constant. Same numerical value as
- // BaseTurnRateRadPerSec.
- Assert.Equal(RemoteMoveToDriver.BaseTurnRateRadPerSec,
- RemoteMoveToDriver.TurnRateRadPerSec, precision: 5);
- }
-}
diff --git a/tests/AcDream.Core.Tests/Physics/ServerControlledLocomotionTests.cs b/tests/AcDream.Core.Tests/Physics/ServerControlledLocomotionTests.cs
index 65cc50da..9ea2ca04 100644
--- a/tests/AcDream.Core.Tests/Physics/ServerControlledLocomotionTests.cs
+++ b/tests/AcDream.Core.Tests/Physics/ServerControlledLocomotionTests.cs
@@ -6,41 +6,8 @@ namespace AcDream.Core.Tests.Physics;
public sealed class ServerControlledLocomotionTests
{
- [Fact]
- public void PlanMoveToStart_SeedsImmediateRunCycle()
- {
- var plan = ServerControlledLocomotion.PlanMoveToStart();
- Assert.True(plan.IsMoving);
- Assert.Equal(MotionCommand.RunForward, plan.Motion);
- Assert.Equal(1.0f, plan.SpeedMod);
- }
- [Fact]
- public void PlanMoveToStart_AppliesRetailRunRate()
- {
- var plan = ServerControlledLocomotion.PlanMoveToStart(
- moveToSpeed: 1.25f,
- runRate: 1.5f,
- canRun: true);
-
- Assert.True(plan.IsMoving);
- Assert.Equal(MotionCommand.RunForward, plan.Motion);
- Assert.Equal(1.875f, plan.SpeedMod);
- }
-
- [Fact]
- public void PlanMoveToStart_UsesWalkWhenRunDisallowed()
- {
- var plan = ServerControlledLocomotion.PlanMoveToStart(
- moveToSpeed: 0.75f,
- runRate: 2.0f,
- canRun: false);
-
- Assert.True(plan.IsMoving);
- Assert.Equal(MotionCommand.WalkForward, plan.Motion);
- Assert.Equal(0.75f, plan.SpeedMod);
- }
[Fact]
public void PlanFromVelocity_StopsBelowRetailNoiseThreshold()