feat(R4-V4): REMOTE cutover - per-remote MoveToManager; RemoteMoveToDriver + PlanMoveToStart DELETED (closes M1-remote, M4/M5/M6/M8-remote; retires AD-8, AD-9, AP-8, AP-9)
Every remote's server-directed movement now runs the verbatim retail MoveToManager. EnsureRemoteMotionBindings constructs it per remote with the full V2 seam set (position/heading/velocity providers, the P4 TargetTracker adapter via setTarget/clearTarget storing the tracked guid on RemoteMotion) and binds InterruptCurrentMovement -> CancelMoveTo(0x36) - the retail interrupt chain (TS-36 remote side). UM routing is retail's unpack_movement dispatch (0x00524440): the head-interrupt + unstick fire for EVERY movement type, then mt 6/7 build MovementParameters.FromWire(raw bitfield - now surfaced by the parser) + a MovementStruct (mt 6 resolves the target guid against the entity table, degrading to MoveToPosition at the wire origin per the plan's 2f; my_run_rate written from MoveToRunRate per @300603) -> MoveTo.PerformMovement; mt 8/9 likewise via FromWireTurnTo; ONLY mt 0 flows through the interpreted funnel (the PlanMoveToStart seed is DELETED - retail never routes MoveTo types through the interpreted state copy). Per tick: the P4 tracker feeds HandleUpdateTarget(Ok/ExitWorld) from the live entity table, then UseTime runs the manager's steering/ arrival/fail handlers, then apply_current_movement recomputes velocity - the same shape ordinary locomotion uses. The legacy driver branches, the stale-destination timer, and the ClampApproachVelocity band-aid are gone; arrival now uses retail cylinder distance (watch melee-range stop distance in the visual pass). DELETED: RemoteMoveToDriver.cs + its tests (OriginToWorld relocated verbatim to MoveToMath; the B.6 auto-walk's two surviving constants inlined into PlayerMovementController, dying with it in V5); ServerControlledLocomotion.PlanMoveToStart + tests (PlanFromVelocity survives - new AP-80 row); the RemoteMotion MoveTo capture fields. Registers: AD-8/AD-9/AP-8/AP-9 retired; AP-79 (TargetTracker adapter, retire R5) + AP-80 added. Full suite green: 3,948 passed. Live smoke launched - NPC chase/wander behavior pending user verification (recorded in the session handoff). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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10 changed files with 248 additions and 883 deletions
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@ -6,41 +6,8 @@ namespace AcDream.Core.Tests.Physics;
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public sealed class ServerControlledLocomotionTests
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{
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[Fact]
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public void PlanMoveToStart_SeedsImmediateRunCycle()
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{
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var plan = ServerControlledLocomotion.PlanMoveToStart();
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Assert.True(plan.IsMoving);
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Assert.Equal(MotionCommand.RunForward, plan.Motion);
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Assert.Equal(1.0f, plan.SpeedMod);
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}
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[Fact]
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public void PlanMoveToStart_AppliesRetailRunRate()
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{
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var plan = ServerControlledLocomotion.PlanMoveToStart(
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moveToSpeed: 1.25f,
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runRate: 1.5f,
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canRun: true);
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Assert.True(plan.IsMoving);
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Assert.Equal(MotionCommand.RunForward, plan.Motion);
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Assert.Equal(1.875f, plan.SpeedMod);
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}
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[Fact]
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public void PlanMoveToStart_UsesWalkWhenRunDisallowed()
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{
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var plan = ServerControlledLocomotion.PlanMoveToStart(
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moveToSpeed: 0.75f,
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runRate: 2.0f,
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canRun: false);
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Assert.True(plan.IsMoving);
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Assert.Equal(MotionCommand.WalkForward, plan.Motion);
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Assert.Equal(0.75f, plan.SpeedMod);
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}
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[Fact]
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public void PlanFromVelocity_StopsBelowRetailNoiseThreshold()
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