feat(R4-V1): command-selection family + state widening (closes M2-mechanics, M11, M12, M15)

MovementParameters gains the verbatim selection family:
GetCommand 0x0052aa00 (the walk-vs-run cascade INCLUDING the CanCharge
0x10 fast-path ACE dropped - retail's default can_charge=false + the
fast-path present, the A13+A15 canceling-pair trap avoided; inclusive
threshold edge per the raw), TowardsAndAway, GetDesiredHeading per the
live Ghidra decompile (fwd-towards 0 / fwd-away 180 / back-towards 180
/ back-away 0), FromWire/FromWireTurnTo (UnPackNet semantics, all 18 A4
masks round-tripped).

New MoveToMath: HeadingDiff per the live Ghidra decompile of 0x00528fb0
(the 360-diff NOT-TurnRight mirror + F_EPSILON 0.000199999995f - the
BN "arg unused" artifact corrected), HeadingGreater (the visible
TurnRight idiom), PositionHeading/Get/SetHeading reusing the codebase's
single yaw-heading convention (P5), CylinderDistance (PDB arg order;
planar-minus-radii shape documented as the interpretation - the raw's
x87 body is garbled; seam noted).

MovementType gains Invalid + retail 6/7/8/9; MovementStruct widened
(ObjectId/TopLevelId/Pos/Radius/Height/Params, additive); WeenieError
+= 0x0B/0x36/0x37/0x38/0x3D with retail-meaning doc comments.

148 new conformance tests. Full suite: 3,860 passed.

Implemented by a dedicated agent against the V0-pinned spec; scope +
suite independently verified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-03 11:13:15 +02:00
parent 386b1ce550
commit e0d2492cbb
14 changed files with 1973 additions and 4 deletions

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@ -0,0 +1,201 @@
using System;
using System.Numerics;
namespace AcDream.Core.Physics.Motion;
/// <summary>
/// R4-V1 — pure-math free functions consumed by the (future) MoveToManager
/// port: <c>heading_diff</c>, <c>heading_greater</c>, <c>Position::heading</c>
/// / <c>Frame::get_heading</c> / <c>Frame::set_heading</c>, and
/// <c>Position::cylinder_distance</c>. No GL/App dependency — Core-only,
/// per the Code Structure Rules. NAME WATCH: this file (not
/// <c>MoveToManager.cs</c>, per r4-port-plan.md §3 "New code target") is the
/// R4-V1 deliverable; the manager itself is R4-V2.
/// </summary>
public static class MoveToMath
{
/// <summary>
/// Universal heading/distance epsilon (same literal as R3's A5/A6 —
/// r4-moveto-decomp.md §12 constants inventory).
/// </summary>
public const float Epsilon = 0.000199999995f;
/// <summary>
/// Retail <c>heading_diff</c> (<c>0x00528fb0</c>, free function, raw
/// 306327-306347), PINNED by direct disassembly of the PDB-matched
/// retail binary (ghidra-confirmations.md §P3 — the strongest evidence
/// tier in the R4 pin set):
/// <code>
/// d = h1 - h2;
/// if (fabs(h1 - h2) &lt; F_EPSILON) d = 0;
/// if (d &lt; -F_EPSILON) d += 360;
/// if (F_EPSILON &lt; d &amp;&amp; turnCmd != TurnRight) d = 360 - d; // the mirror
/// return d;
/// </code>
/// The mirror gates on the turn command NOT being TurnRight
/// (0x6500000d) — TurnLeft (and any other command) measures the
/// COMPLEMENTARY angle. This CONTRADICTS r4-moveto-decomp.md §5g's
/// "arg3 UNUSED" claim, which the Ghidra disassembly pin overrides
/// (V0-pins.md §P3 adjudication). Call sites: <c>BeginTurnToHeading</c>
/// passes the CONSTANT TurnRight (mirror explicitly disabled — the
/// direction pick stays the ≤180 test elsewhere); <c>HandleTurnToHeading</c>
/// passes the LIVE <c>current_command</c> (can be TurnLeft).
/// </summary>
/// <param name="h1">First heading, degrees.</param>
/// <param name="h2">Second heading, degrees.</param>
/// <param name="turnCmd">The active turn command id — gates the mirror.</param>
/// <returns>Normalized heading difference, degrees.</returns>
public static float HeadingDiff(float h1, float h2, uint turnCmd)
{
float d = h1 - h2;
if (MathF.Abs(h1 - h2) < Epsilon)
{
d = 0f;
}
if (d < -Epsilon)
{
d += 360f;
}
if (Epsilon < d && turnCmd != MotionCommand.TurnRight)
{
d = 360f - d;
}
return d;
}
/// <summary>
/// Retail <c>heading_greater</c> (<c>00528f60</c>, free function, raw
/// 306281-306323), verbatim per r4-moveto-decomp.md §5f:
/// <code>
/// if (fabs(a - b) &gt; 180) greater = (b &gt; a); // wrapped case: compare flipped
/// else greater = (a &gt; b);
/// if (turnCmd == TurnRight) return greater;
/// return !greater; // TurnLeft (and any other cmd): inverted
/// </code>
/// "Has the turn passed the target heading" — direction-aware,
/// 360°-wrap-aware. The visible TurnRight-arg idiom: the gate is
/// <c>== TurnRight</c> (not <c>!= TurnRight</c> as in
/// <see cref="HeadingDiff"/>'s mirror) — every OTHER command inverts,
/// not just TurnLeft specifically.
/// </summary>
public static bool HeadingGreater(float a, float b, uint turnCmd)
{
bool greater = MathF.Abs(a - b) > 180f
? b > a
: a > b;
return turnCmd == MotionCommand.TurnRight ? greater : !greater;
}
/// <summary>
/// Retail <c>Position::heading(from, to)</c> (<c>0x005a9520</c>, raw
/// 438288-438290), PINNED per V0-pins.md §P5: compass degrees, 0 =
/// North (+Y), 90 = East (+X), CLOCKWISE, range [0,360).
/// <code>
/// heading(from, to) = (450 - atan2Deg(dy, dx)) % 360
/// </code>
/// Golden cardinals: N(0,+1)→0, E(+1,0)→90, S(0,-1)→180, W(-1,0)→270.
/// Horizontal (X/Y) only — Z (height) does not participate, matching
/// retail's compass-heading semantics. An in-tree twin of this formula
/// already exists at <c>SceneryHelpers.cs:75</c> (render-side,
/// independently verified — not reused directly to keep this file
/// GL-free per the Code Structure Rules, but the formula is identical).
/// </summary>
public static float PositionHeading(Vector3 from, Vector3 to)
{
float dx = to.X - from.X;
float dy = to.Y - from.Y;
float headingDeg = 450f - MathF.Atan2(dy, dx) * (180f / MathF.PI);
headingDeg %= 360f;
if (headingDeg < 0f) headingDeg += 360f;
return headingDeg;
}
/// <summary>
/// Retail <c>Frame::get_heading</c> (<c>0x00535760</c>, raw 319781) —
/// extracts the compass heading (P5 convention) from a body orientation
/// quaternion. <b>The packer-reuse trap (V0-pins §P5 correction):</b>
/// acdream's outbound packer (<c>GameWindow.YawToAcQuaternion</c>) is
/// wire-correct at the QUATERNION level but its internal scalar
/// intermediate (<c>headingDeg = 180 - yawDeg</c>) is holtburger's
/// SHIFTED convention, not retail's. This method uses the CORRECT
/// scalar bridge derived from acdream's own body convention
/// (<c>PlayerMovementController.cs:1022-1025</c>: <c>Orientation =
/// AxisAngle(Z, Yaw - PI/2)</c>, local-forward = +Y, Yaw=0 faces +X):
/// world-forward = <c>(cos Yaw, sin Yaw)</c>, so
/// <c>YawDeg = atan2Deg(forward.Y, forward.X)</c> and
/// <c>heading = (90 - YawDeg) mod 360</c> — the exact inverse of
/// <see cref="SetHeading"/>. Identity quaternion (Yaw=PI/2, i.e. facing
/// +Y/North) → heading 0, matching P5's "identity quaternion faces
/// heading 0" pin.
/// </summary>
public static float GetHeading(Quaternion orientation)
{
var forward = Vector3.Transform(new Vector3(0f, 1f, 0f), orientation);
float yawDeg = MathF.Atan2(forward.Y, forward.X) * (180f / MathF.PI);
float headingDeg = 90f - yawDeg;
headingDeg %= 360f;
if (headingDeg < 0f) headingDeg += 360f;
return headingDeg;
}
/// <summary>
/// Retail <c>Frame::set_heading</c> (<c>0x00535e40</c>, raw
/// 320055-320066) — builds a body orientation quaternion facing
/// <paramref name="headingDeg"/> (P5 compass convention), preserving
/// acdream's body-orientation convention (rotation about world Z only;
/// <paramref name="baseOrientation"/>'s pitch/roll, if any, is
/// discarded — matching retail's <c>set_heading</c>, which is a pure
/// yaw-about-Z setter). Exact inverse of <see cref="GetHeading"/>:
/// <c>YawDeg = 90 - headingDeg</c>, then <c>Orientation =
/// AxisAngle(Z, Yaw - PI/2)</c> per
/// <c>PlayerMovementController.cs:1025</c>'s convention.
/// </summary>
/// <param name="baseOrientation">Unused beyond signature parity with
/// the render-side <c>SceneryHelpers.SetHeading</c> twin — retail's
/// <c>set_heading</c> is a pure yaw-about-Z setter with no dependency
/// on the prior orientation's roll/pitch component in the body-frame
/// convention this port uses.</param>
/// <param name="headingDeg">Desired compass heading, degrees.</param>
public static Quaternion SetHeading(Quaternion baseOrientation, float headingDeg)
{
_ = baseOrientation;
float yawDeg = 90f - headingDeg;
float yaw = yawDeg * (MathF.PI / 180f);
return Quaternion.CreateFromAxisAngle(Vector3.UnitZ, yaw - MathF.PI / 2f);
}
/// <summary>
/// Retail <c>Position::cylinder_distance</c>, the pure-math shape
/// consumed by <c>MoveToManager::GetCurrentDistance</c>
/// (<c>005291b0</c>, r4-moveto-decomp.md §5a) when <c>use_spheres</c>
/// (wire bit 0x400) is set — object moves use edge-to-edge cylinder
/// distance; position moves use plain center (Euclidean) distance
/// instead (not ported here — <c>Vector3.Distance</c> already covers
/// it). BN garbles the x87 plumbing in the raw, so the exact
/// radius-combination arithmetic is not directly visible; ported per
/// the PDB argument ORDER (own radius/height/position, target
/// radius/height/position) with the standard cylinder-distance shape:
/// planar (X/Y) center distance minus the sum of both radii, clamped
/// at zero (overlapping cylinders report 0, never negative). Height is
/// accepted for signature parity with the retail call (own/target
/// height feed the caller's contact-plane logic elsewhere) but does
/// NOT participate in this edge-to-edge planar computation — matching
/// retail's use of cylinder_distance purely for the horizontal arrival
/// gate.
/// </summary>
public static float CylinderDistance(
float ownRadius, float ownHeight, Vector3 ownPos,
float targetRadius, float targetHeight, Vector3 targetPos)
{
_ = ownHeight;
_ = targetHeight;
float dx = targetPos.X - ownPos.X;
float dy = targetPos.Y - ownPos.Y;
float centerDist = MathF.Sqrt(dx * dx + dy * dy);
float edgeDist = centerDist - ownRadius - targetRadius;
return edgeDist > 0f ? edgeDist : 0f;
}
}

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@ -1,3 +1,5 @@
using AcDream.Core.Physics;
namespace AcDream.Core.Physics.Motion;
/// <summary>
@ -184,4 +186,287 @@ public sealed class MovementParameters
/// <summary>Retail default 0.</summary>
public uint ActionStamp { get; set; }
// ── R4-V1: command-selection family (closes M2-mechanics) ─────────────
/// <summary>
/// Retail <c>MovementParameters::get_command</c> (<c>0x0052aa00</c>,
/// raw 307946-308012), VERBATIM per
/// docs/research/2026-07-03-r4-moveto/r4-moveto-decomp.md §5c. Picks the
/// motion command + moving-away flag from the towards/away bitfield
/// combination, THEN the walk-vs-run <see cref="HoldKey"/> cascade.
///
/// <para>
/// <b>Command pick</b> (mirrors <c>towards_and_away</c>'s bands but is
/// NOT identical — see the asymmetry note on <see cref="TowardsAndAway"/>):
/// <list type="bullet">
/// <item><description><c>MoveTowards &amp;&amp; MoveAway</c> → delegate
/// to <see cref="TowardsAndAway"/> (the three-band form).</description></item>
/// <item><description><c>MoveTowards</c> only (or neither flag set —
/// retail's <c>else if</c> falls through to the SAME branch): plain
/// towards — <c>dist &gt; DistanceToObject</c> → WalkForward,
/// !movingAway; else idle (cmd 0).</description></item>
/// <item><description><c>MoveAway</c> only: pure away —
/// <c>dist &lt; MinDistance</c> → WalkForward, movingAway=true (the
/// heading flips +180 via <see cref="GetDesiredHeading"/> — turn-around,
/// NOT WalkBackwards, unlike <see cref="TowardsAndAway"/>'s min-band);
/// else idle.</description></item>
/// </list>
/// </para>
///
/// <para>
/// <b>THE walk-vs-run rule</b> (confirms
/// <c>feedback_autowalk_cancharge_bit</c> — port RETAIL's version of
/// BOTH the fast-path ACE dropped and the threshold-close-walk pair):
/// <c>HoldKey.Run</c> ⇐ <c>CanCharge</c> set (the fast-path — wins
/// regardless of CanRun/CanWalk/distance), OR (<c>CanRun</c> set AND
/// (<c>CanWalk</c> clear OR <c>dist - DistanceToObject &gt;
/// WalkRunThreshhold</c>)). <c>HoldKey.None</c> (walk) ⇐ no CanRun, or
/// walk-capable within the threshold (INCLUSIVE ≤ — the raw's
/// <c>test ah,0x41</c> after the fcom is the not-greater-than reading,
/// §5c @308003).
/// </para>
/// </summary>
/// <param name="dist">Current distance-to-target (retail's
/// <c>GetCurrentDistance</c> result — center or cylinder distance per
/// <see cref="MoveToMath.CylinderDistance"/>).</param>
/// <param name="headingDiff">Heading-to-target minus current heading,
/// normalized [0,360) — UNUSED by <c>get_command</c> itself (the raw
/// signature carries it for parity with the caller's local; retail's
/// body never reads <c>arg3</c> in this build). Kept as a parameter for
/// call-site symmetry with <c>BeginMoveForward</c> (§4c), which computes
/// it immediately before calling <c>get_command</c>.</param>
/// <param name="motion">Chosen motion command id, or 0 if no movement
/// is needed (already in range).</param>
/// <param name="holdKey">Chosen hold key (walk vs run).</param>
/// <param name="movingAway">True if the chosen motion moves the mover
/// AWAY from the target (feeds <see cref="GetDesiredHeading"/> and the
/// arrival predicate's polarity).</param>
public void GetCommand(float dist, float headingDiff, out uint motion, out HoldKey holdKey, out bool movingAway)
{
_ = headingDiff; // retail's arg3 — unread in this build's body (§5c)
// ── command + moving_away pick ──────────────────────────────────
if (MoveTowards && MoveAway)
{
TowardsAndAway(dist, out motion, out movingAway);
}
else if (MoveAway && !MoveTowards)
{
// pure AWAY: dist < min_distance → WalkForward, moving away
// (turn-around; heading flips +180 via GetDesiredHeading).
if (dist < MinDistance)
{
motion = MotionCommand.WalkForward;
movingAway = true;
}
else
{
motion = 0u;
movingAway = false;
}
}
else
{
// plain TOWARDS (MoveTowards set, or neither flag set — retail's
// `else if ((flags & 0x100) == 0)` falls to the same label).
if (dist > DistanceToObject)
{
motion = MotionCommand.WalkForward;
movingAway = false;
}
else
{
motion = 0u;
movingAway = false;
}
}
// ── walk-vs-run HoldKey cascade ─────────────────────────────────
if (CanCharge)
{
// THE fast-path ACE dropped: can_charge short-circuits straight
// to Run regardless of CanRun/CanWalk/distance.
holdKey = HoldKey.Run;
return;
}
if (!CanRun)
{
holdKey = HoldKey.None;
return;
}
if (CanWalk && (dist - DistanceToObject) <= WalkRunThreshhold)
{
holdKey = HoldKey.None;
return;
}
holdKey = HoldKey.Run;
}
/// <summary>
/// Retail <c>MovementParameters::towards_and_away</c>
/// (<c>0x0052a9a0</c>, raw 307917-307942), VERBATIM per
/// r4-moveto-decomp.md §5d. Three bands:
/// <list type="bullet">
/// <item><description><c>dist &gt; DistanceToObject</c> → WalkForward,
/// towards (not moving away).</description></item>
/// <item><description><c>dist - MinDistance &lt; F_EPSILON</c> (inside
/// the min-distance band) → WalkBackward, moving away. NOTE the
/// asymmetry vs <see cref="GetCommand"/>'s pure-away branch: this backs
/// up with WalkBackwards (no turn-around), not WalkForward+heading-flip
/// (r4-moveto-decomp.md :656).</description></item>
/// <item><description>otherwise (strictly inside [MinDistance,
/// DistanceToObject]) → idle (cmd 0).</description></item>
/// </list>
/// </summary>
/// <param name="dist">Current distance-to-target.</param>
/// <param name="cmd">Chosen motion command, or 0 if already in the dead
/// band.</param>
/// <param name="movingAway">True only for the WalkBackward (min-band)
/// case.</param>
public void TowardsAndAway(float dist, out uint cmd, out bool movingAway)
{
const float epsilon = 0.000199999995f;
if (dist > DistanceToObject)
{
cmd = MotionCommand.WalkForward;
movingAway = false;
return;
}
if (dist - MinDistance < epsilon)
{
cmd = MotionCommand.WalkBackward;
movingAway = true;
return;
}
cmd = 0u;
movingAway = false;
}
/// <summary>
/// Retail <c>MovementParameters::get_desired_heading</c>
/// (<c>0x0052aad0</c>), PINNED by direct Ghidra decompile of
/// <c>patchmem.gpr</c> (fetched live during V0 — see
/// docs/research/2026-07-03-r4-moveto/ghidra-confirmations.md §P2,
/// ACE-shaped constants CONFIRMED exact, superseding the earlier
/// BN-garble-based "high confidence" pin):
/// <code>
/// __thiscall get_desired_heading(command, movingAway)
/// {
/// if (command == RunForward || command == WalkForward) {
/// if (!movingAway) return 0.0f;
/// } else {
/// if (command != WalkBackward) return 0.0f;
/// if (movingAway) return 0.0f;
/// }
/// return 180.0f;
/// }
/// </code>
/// Truth table: forward/run + towards → 0°; forward/run + away → 180°;
/// backward + towards → 180°; backward + away → 0°; any other command
/// → 0°. This is the heading OFFSET added to the raw heading-to-target
/// so an "away" walk faces away and an "away" backstep faces the
/// target.
/// </summary>
public float GetDesiredHeading(uint command, bool movingAway)
{
if (command == MotionCommand.RunForward || command == MotionCommand.WalkForward)
{
if (!movingAway) return 0f;
}
else
{
if (command != MotionCommand.WalkBackward) return 0f;
if (movingAway) return 0f;
}
return 180f;
}
// ── R4-V1: wire factory (closes M15/wire-exposure groundwork) ─────────
/// <summary>
/// Factory for the retail <c>MovementParameters::UnPackNet</c> 7-dword
/// MoveTo wire form (<c>0x0052ac50</c>, 0x1c bytes, raw 308118-308205 —
/// r4-moveto-decomp.md §2g): <c>bitfield, distance_to_object,
/// min_distance, fail_distance, speed, walk_run_threshhold,
/// desired_heading</c>. Used by MoveToObject (type 6) and
/// MoveToPosition (type 7) wire payloads — the SAME field order
/// <c>UpdateMotion.TryParseMoveToPayload</c> already reads
/// (UpdateMotion.cs:328-341). The bitfield fully OVERWRITES every named
/// flag (UnPackNet does not merge with ctor defaults — every bit not
/// present in <paramref name="bitfield"/> resolves to false); the wire
/// bitfield carries <c>can_charge</c> (0x10), the walk-vs-run answer
/// consumed by <see cref="GetCommand"/> (cross-ref
/// <c>feedback_autowalk_cancharge_bit</c>).
/// </summary>
public static MovementParameters FromWire(
uint bitfield,
float distanceToObject,
float minDistance,
float failDistance,
float speed,
float walkRunThreshhold,
float desiredHeading)
{
var p = new MovementParameters();
ApplyBitfield(p, bitfield);
p.DistanceToObject = distanceToObject;
p.MinDistance = minDistance;
p.FailDistance = failDistance;
p.Speed = speed;
p.WalkRunThreshhold = walkRunThreshhold;
p.DesiredHeading = desiredHeading;
return p;
}
/// <summary>
/// Factory for the retail <c>MovementParameters::UnPackNet</c> 3-dword
/// TurnTo wire form (0xc bytes, r4-moveto-decomp.md §2g): <c>bitfield,
/// speed, desired_heading</c>. Used by TurnToObject (type 8) and
/// TurnToHeading (type 9) wire payloads. Distance-related scalars
/// (<c>DistanceToObject</c>/<c>MinDistance</c>/<c>FailDistance</c>/
/// <c>WalkRunThreshhold</c>) are NOT on this wire form and keep the
/// <see cref="MovementParameters"/> ctor defaults — retail's UnPackNet
/// for this form only ever writes the three fields named here.
/// </summary>
public static MovementParameters FromWireTurnTo(
uint bitfield,
float speed,
float desiredHeading)
{
var p = new MovementParameters();
ApplyBitfield(p, bitfield);
p.Speed = speed;
p.DesiredHeading = desiredHeading;
return p;
}
/// <summary>
/// Decode the A4-pinned bitfield masks onto the named bool properties.
/// Shared by <see cref="FromWire"/>/<see cref="FromWireTurnTo"/> — the
/// wire bitfield always fully overwrites (retail's UnPackNet assigns
/// the raw dword straight into <c>this-&gt;bitfield</c>, no merge).
/// </summary>
private static void ApplyBitfield(MovementParameters p, uint bitfield)
{
p.CanWalk = (bitfield & 0x1u) != 0;
p.CanRun = (bitfield & 0x2u) != 0;
p.CanSidestep = (bitfield & 0x4u) != 0;
p.CanWalkBackwards = (bitfield & 0x8u) != 0;
p.CanCharge = (bitfield & 0x10u) != 0;
p.FailWalk = (bitfield & 0x20u) != 0;
p.UseFinalHeading = (bitfield & 0x40u) != 0;
p.Sticky = (bitfield & 0x80u) != 0;
p.MoveAway = (bitfield & 0x100u) != 0;
p.MoveTowards = (bitfield & 0x200u) != 0;
p.UseSpheres = (bitfield & 0x400u) != 0;
p.SetHoldKey = (bitfield & 0x800u) != 0;
p.Autonomous = (bitfield & 0x1000u) != 0;
p.ModifyRawState = (bitfield & 0x2000u) != 0;
p.ModifyInterpretedState = (bitfield & 0x4000u) != 0;
p.CancelMoveTo = (bitfield & 0x8000u) != 0;
p.StopCompletelyFlag = (bitfield & 0x10000u) != 0;
p.DisableJumpDuringLink = (bitfield & 0x20000u) != 0;
}
}

View file

@ -95,11 +95,31 @@ public static class MotionCommand
}
/// <summary>
/// Movement type passed in PerformMovement's switch statement.
/// Matches the 5-case switch at FUN_00529a90.
/// Movement type passed in PerformMovement's switch statement. Matches
/// retail's <c>MovementTypes::Type</c> (acclient.h:2856, enum #229) in full.
///
/// <para>
/// <b>R4-V1 widening (closes M11).</b> Values 1-5 dispatch through
/// <c>CMotionInterp</c> (the 5-case switch at FUN_00529a90, unchanged since
/// R1-R3); values 6-9 dispatch through <c>MoveToManager</c>
/// (<c>MovementManager::PerformMovement</c>, r4-moveto-decomp.md §2b:
/// <c>(type - 1) &gt; 8 → 0x47</c>, case 0-4 → CMotionInterp, case 5-8 →
/// MoveToManager). <c>Invalid=0</c> and values &gt; 9 both fail with
/// <see cref="WeenieError.GeneralMovementFailure"/> (0x47) at the
/// MovementManager level — no consumer wiring changes in this slice
/// (mechanical, additive-only; MoveToManager itself is R4-V2+).
/// </para>
/// </summary>
public enum MovementType
{
/// <summary>
/// 0 — no movement in progress / uninitialized. R4-V1 addition (M11).
/// <c>MoveToManager::InitializeLocalVariables</c> resets
/// <c>movement_type</c> to this value; <c>MovementManager::PerformMovement</c>
/// rejects it with 0x47 (§2b: <c>(type - 1) &gt; 8</c> underflows to a
/// huge unsigned value for type 0, which is always &gt; 8).
/// </summary>
Invalid = 0,
/// <summary>case 1 — raw motion command (DoMotion).</summary>
RawCommand = 1,
/// <summary>case 2 — interpreted motion command (DoInterpretedMotion).</summary>
@ -110,6 +130,31 @@ public enum MovementType
StopInterpretedCommand = 4,
/// <summary>case 5 — stop completely (StopCompletely).</summary>
StopCompletely = 5,
/// <summary>
/// 6 — MoveToObject. R4-V1 addition (M11). Dispatches to
/// <c>MoveToManager::MoveToObject</c> (r4-moveto-decomp.md §3b); uses
/// <see cref="MovementStruct.ObjectId"/>/<see cref="MovementStruct.TopLevelId"/>/
/// <see cref="MovementStruct.Radius"/>/<see cref="MovementStruct.Height"/>.
/// </summary>
MoveToObject = 6,
/// <summary>
/// 7 — MoveToPosition. R4-V1 addition (M11). Dispatches to
/// <c>MoveToManager::MoveToPosition</c> (§3c); uses
/// <see cref="MovementStruct.Pos"/>.
/// </summary>
MoveToPosition = 7,
/// <summary>
/// 8 — TurnToObject. R4-V1 addition (M11). Dispatches to
/// <c>MoveToManager::TurnToObject</c> (§3d); uses
/// <see cref="MovementStruct.ObjectId"/>/<see cref="MovementStruct.TopLevelId"/>.
/// </summary>
TurnToObject = 8,
/// <summary>
/// 9 — TurnToHeading. R4-V1 addition (M11). Dispatches to
/// <c>MoveToManager::TurnToHeading</c> (§3e); uses
/// <see cref="MovementStruct.Params"/>'s <c>DesiredHeading</c>.
/// </summary>
TurnToHeading = 9,
}
/// <summary>
@ -144,6 +189,15 @@ public enum WeenieError : uint
/// </summary>
NoPhysicsObject = 0x08,
/// <summary>
/// 0x0B — NoMotionInterpreter. R4-V1 addition (M12), per
/// docs/research/2026-07-03-r4-moveto/r4-moveto-decomp.md §12 constants
/// inventory (<c>8, 0xb, 0x36, 0x37, 0x38, 0x3d, 0x47</c>). ACE name;
/// the retail sites that store this code were not individually
/// extracted in the R4 pass (no MoveToManager consumer in this slice —
/// V1 pins the numeric value only).
/// </summary>
NoMotionInterpreter = 0x0B,
/// <summary>
/// 0x24 — not grounded / no contact. Sites (A10):
/// <c>jump_is_allowed</c> @305570 (gravity-active creature without
/// Contact+OnWalkable; also the <c>physics_obj == null</c> case, which
@ -173,6 +227,30 @@ public enum WeenieError : uint
/// </summary>
ChatEmoteOutsideNonCombat = 0x42,
/// <summary>
/// 0x36 — ActionCancelled. R4-V1 addition (M12). Site:
/// <c>MoveToManager::PerformMovement</c> (r4-moveto-decomp.md §3a
/// @0052a901) — every new moveto cancels the previous one with this
/// code before dispatching; also <c>CPhysicsObj::interrupt_current_movement</c>
/// → <c>MovementManager::CancelMoveTo(0x36)</c> (§9e — the TS-36 cancel
/// entry). Per §7c, <c>MoveToManager::CancelMoveTo</c>'s WeenieError arg
/// is NEVER READ in this build's body — kept for parity/logging only.
/// </summary>
ActionCancelled = 0x36,
/// <summary>
/// 0x37 — ObjectGone. R4-V1 addition (M12). Site:
/// <c>MoveToManager::HandleUpdateTarget</c> (§6d @307866-307867) — a
/// RETARGET delivery arrives with a non-OK target status (the target
/// object was already being tracked, then went away).
/// </summary>
ObjectGone = 0x37,
/// <summary>
/// 0x38 — NoObject. R4-V1 addition (M12). Site:
/// <c>MoveToManager::HandleUpdateTarget</c> (§6d @307857-307858) — the
/// FIRST target callback arrives with a non-OK status (the target never
/// resolved in the first place).
/// </summary>
NoObject = 0x38,
/// <summary>
/// 0x45 — action-queue depth cap: an action-class motion (bit
/// 0x10000000) with <c>GetNumActions() &gt;= 6</c> pending. Site:
/// DoMotion @306209.
@ -203,6 +281,17 @@ public enum WeenieError : uint
/// @304941; <c>charge_jump</c> @305454.
/// </summary>
CantJumpLoadedDown = 0x49,
/// <summary>
/// 0x3D — YouChargedTooFar. R4-V1 addition (M12). Site:
/// <c>MoveToManager::HandleMoveToPosition</c> Phase 2 arrival check
/// (r4-moveto-decomp.md §6b) — the <c>fail_distance</c> progress gate
/// exceeded (<c>CheckProgressMade</c> §5b failing for &gt;1s AND the
/// mover overshot <c>fail_distance</c>). NOTE: numerically out of A10's
/// increasing order (0x3D &lt; 0x3F/0x40/0x41/0x42/0x45) because it was
/// not part of the CMotionInterp jump-family sweep this code sits
/// beside — it belongs to the MoveToManager family instead (§7c, §12).
/// </summary>
YouChargedTooFar = 0x3D,
}
// ── Motion state structs ───────────────────────────────────────────────────────
@ -404,12 +493,40 @@ public struct InterpretedMotionState
/// <summary>
/// Lightweight struct passed into PerformMovement.
/// Fields correspond to what the retail dispatcher read from param_1 (the movement packet struct).
///
/// <para>
/// <b>R4-V1 widening (closes M11).</b> Retail's full <c>MovementStruct</c>
/// (acclient.h:38069, struct #4067):
/// <code>
/// struct __cppobj MovementStruct
/// {
/// MovementTypes::Type type;
/// unsigned int motion; // types 1-4 only
/// unsigned int object_id; // types 6, 8
/// unsigned int top_level_id; // types 6, 8
/// Position pos; // type 7
/// float radius; // type 6
/// float height; // type 6
/// MovementParameters *params; // types 1-4, 6-9
/// };
/// </code>
/// <see cref="ObjectId"/>/<see cref="TopLevelId"/>/<see cref="Pos"/>/
/// <see cref="Radius"/>/<see cref="Height"/>/<see cref="Params"/> are the
/// R4-V1 additions — additive only, no consumer wiring in this slice
/// (MoveToManager itself is R4-V2). The pre-R4 fields (<see cref="Type"/>/
/// <see cref="Motion"/>/<see cref="Speed"/>/<see cref="Autonomous"/>/
/// <see cref="ModifyInterpretedState"/>/<see cref="ModifyRawState"/>) are
/// untouched. <see cref="Pos"/> uses acdream's <see cref="Position"/>
/// (ObjCellId + CellFrame) rather than retail's block-local Position —
/// V0-pins.md §P5: distances are equivalent after rebase in acdream's
/// streaming-world space.
/// </para>
/// </summary>
public struct MovementStruct
{
/// <summary>Which of the 5 motion types to dispatch.</summary>
/// <summary>Which movement type to dispatch (retail <c>MovementTypes::Type</c>, full 0-9 range).</summary>
public MovementType Type;
/// <summary>Motion command ID (e.g. WalkForward).</summary>
/// <summary>Motion command ID (e.g. WalkForward). Types 1-4 only.</summary>
public uint Motion;
/// <summary>Speed scalar for this motion.</summary>
public float Speed;
@ -419,6 +536,35 @@ public struct MovementStruct
public bool ModifyInterpretedState;
/// <summary>Whether to modify the raw state.</summary>
public bool ModifyRawState;
/// <summary>
/// R4-V1 — retail <c>object_id</c>. Types 6 (MoveToObject), 8
/// (TurnToObject) only.
/// </summary>
public uint ObjectId;
/// <summary>
/// R4-V1 — retail <c>top_level_id</c>. Types 6 (MoveToObject), 8
/// (TurnToObject) only.
/// </summary>
public uint TopLevelId;
/// <summary>
/// R4-V1 — retail <c>pos</c> (world position + cell). Type 7
/// (MoveToPosition) only.
/// </summary>
public Position Pos;
/// <summary>
/// R4-V1 — retail <c>radius</c>. Type 6 (MoveToObject) only.
/// </summary>
public float Radius;
/// <summary>
/// R4-V1 — retail <c>height</c>. Type 6 (MoveToObject) only.
/// </summary>
public float Height;
/// <summary>
/// R4-V1 — retail <c>params</c> (a pointer in retail; a reference
/// here). Types 1-4 and 6-9.
/// </summary>
public Motion.MovementParameters? Params;
}
// ── Optional WeenieObject interface ──────────────────────────────────────────