User-observed behaviour: 'When at a distance X it should start running
towards the double clicked target and then stop close to it. When at a
shorter distance it should walk to it.' That's retail's MoveToManager
behaviour driven by the wire's WalkRunThreshold field, which Slice 2
ignored (it always synthesised Run=true regardless of distance).
ACE's defaults (MoveToParameters.SetDefaults): WalkRunThreshold=15.0 m
for Use/PickUp paths — so close-range auto-walks are walks, not runs.
ACE's combat-charge override: 1.0 m — chase runs until the last metre.
Both retail and ACE compute Run vs Walk per-frame from remaining
distance vs threshold.
Wire WalkRunThreshold:
- Already parsed into CreateObject.MoveToPathData.WalkRunThreshold.
- Now plumbed through to PlayerMovementController.BeginServerAutoWalk
as a new parameter, stored in _autoWalkWalkRunThreshold.
- ApplyAutoWalkOverlay sets Run = (dist > _autoWalkWalkRunThreshold)
per frame. The synthesised input flips Run as the body approaches.
The motion-interpreter pipeline downstream picks RunForward vs
WalkForward from input.Run, so the animation cycle naturally switches
as the body crosses into the walk band. Run rate falls back to the
local PlayerWeenie.InqRunRate as before (ACE sends mtRun=0.00 for
Use/PickUp, so we never read mtRun; this is unchanged from Slice 2).
[autowalk-begin] diagnostic now includes walkRunThresh={x:F2} so the
threshold is visible alongside dest/minDist/objDist in the trace.
Prior trace (launch-slice2.log) showed ACE follows every mt=0x06
MoveToObject immediately with an mt=0x00 InterpretedMotionState
(cmd=0x0007 RunForward, fwdSpd=2.86) — the locomotion echo for the
same auto-walk, NOT a cancel. My wiring was treating the second
packet as 'server intent changed' and calling EndServerAutoWalk,
which killed the auto-walk on frame 1. Result: [autowalk-begin]
immediately followed by [autowalk-end reason=motion-non-moveto] and
zero visible motion.
Remove the over-eager cancel. The two natural cancel paths remain:
arrival detection inside ApplyAutoWalkOverlay, and user-input
cancellation (any movement key). A fresh MoveToObject re-targets via
BeginServerAutoWalk overwrite, which is the correct sticky-targeting
behavior.
Retail-faithful per MovementManager::PerformMovement (0x00524440 case 6,
decomp 300628-300648): when ACE broadcasts MoveToObject for the local
player, the local client runs its OWN auto-walk on its OWN body —
heading correction toward the target, run-forward velocity, arrival
detected via the wire's min_distance / distance_to_object predicates.
Implementation:
PlayerMovementController:
+ IsServerAutoWalking property (read-only)
+ BeginServerAutoWalk(destWorld, minDist, objDist, moveTowards)
+ EndServerAutoWalk(reason) // idempotent, logs to [autowalk-end]
// when ACDREAM_PROBE_AUTOWALK is on
+ ApplyAutoWalkOverlay(dt, input) — called at the top of Update.
- User movement key (Forward/Backward/Strafe/Turn) cancels.
- Arrival predicate matches RemoteMoveToDriver / retail.
- Heading steered toward destination at ±20° snap-on-aligned
tolerance / π/2 rad/s rotation rate (same constants the
remote-creature path uses).
- Synthesizes input as Forward+Run; the rest of Update's
MotionInterpreter + body-velocity pipeline runs unchanged.
GameWindow.OnLiveMotionUpdated (local-player branch):
+ when update.MotionState.IsServerControlledMoveTo and MoveToPath
is populated: translate origin to world via RemoteMoveToDriver
.OriginToWorld, call _playerController.BeginServerAutoWalk.
+ when a non-MoveTo motion arrives and auto-walk is active:
EndServerAutoWalk(reason="motion-non-moveto").
+ [autowalk-begin] trace line under ACDREAM_PROBE_AUTOWALK.
The mtRun=0 case from the spec trace is handled implicitly: this
slice doesn't read MoveToRunRate at all — it relies on the existing
input.Run path which uses the player's local InqRunRate (env-var
defaulted to 200). Future slice can layer in mtRun!=0 honor if needed.
Slices 3 (animation cycle source while auto-walking) and 4 (local
pickup animation echo for #64) deferred to follow-up commits.
Captured a live ACDREAM_PROBE_AUTOWALK trace double-clicking +Je from
~3.5m. Findings folded into the spec's State at design freeze section:
1. Wire parser is correct (matches ACE MoveToObject.Write +
MoveToParameters.Write byte-for-byte).
2. ACE sends mtRun=0.00. Not a parser bug — that's the wire value.
Retail's apply_run_to_command (0x00527BE0) fell back to the
player's own rate; our Slice 2 needs the same fallback chain.
3. Player position never changed during the entire trace — current
behavior is pure no-op on the inbound MoveToObject (literally
ignored, as our code at OnLiveMotionUpdated:3289 suggests).
4. ACE does NOT broadcast UpdatePosition for the local player during
auto-walk. Definitively kills Option C — nothing to blend with.
Local body must drive itself.
The trace validates the spec's Option A path. Slice 2 implementation
can proceed without further wire-format guessing.
Wires PhysicsDiagnostics.ProbeAutoWalkEnabled into the DebugVM + ImGui
panel checkbox alongside the existing Probe Resolve / Probe Cell /
Probe BSP hits checkboxes. Following the L.2a + L.2d pattern: the
panel toggle takes effect live (no relaunch needed) because the
diagnostic call sites read the static flag every frame.
Lets the next B.6 trace session toggle the probe via panel checkbox
when ACDREAM_DEVTOOLS=1, without an env-var dance.
Per the B.6 design spec (now retail-grounded on Option A), slice 1 is
pure-additive logging so the next session has a clean trace of what
ACE actually sends to the local player during a server-initiated
auto-walk.
New PhysicsDiagnostics.ProbeAutoWalkEnabled static flag, env-var-
initialized from ACDREAM_PROBE_AUTOWALK=1. Probe sites:
[autowalk-out] on SendUse + SendPickUp — the packets that trigger
ACE's CreateMoveToChain when the target is out of WithinUseRadius.
[autowalk-mt] on OnLiveMotionUpdated for _playerServerGuid only —
captures MovementType + MoveToPath origin/min-dist/obj-dist +
moveTowards + speed/runRate. Lets us see exactly the wire data
retail's PerformMovement case 6 (0x00524440) was acting on.
[autowalk-up] on OnLivePositionUpdated for _playerServerGuid only —
cadence + payload of ACE's position broadcasts during auto-walk.
No behavior change. All flags off by default; opt in with the env var
during a focused reproduction. Designed to be mirrored into DebugVM
checkbox state later (parallel to ProbeResolve / ProbeCell / ProbeBuilding)
but not wired yet — env-var-only for the first trace session.
Grounded the design in named-retail evidence. MovementManager::Perform
Movement at 0x00524440 case 6 (decomp lines 300628-300648) shows the
retail client's local-side dispatcher for inbound MoveToObject:
unpacks the wire, sets motion_interpreter->my_run_rate, calls
CPhysicsObj::MoveToObject on the LOCAL player's physics body. Same
code path retail used for every creature chasing the player.
Conclusion: Option A (run a local driver against the player's body)
is retail-faithful. Option C (server-position-blend) is a non-retail
shortcut and is now eliminated from consideration.
Re-scoped the spec into 4 slices:
1. ACDREAM_PROBE_AUTOWALK diagnostic baseline (~30 LOC)
2. PlayerMovementController.BeginServerAutoWalk + reuse of
RemoteMoveToDriver against the local player's body (~100 LOC)
3. Animation cycle selection during auto-walk (~20 LOC)
4. Local pickup-animation echo (closes#64, ~10 LOC)
Total ~160 LOC, no new files. All existing acdream infrastructure
(RemoteMoveToDriver, ServerControlledLocomotion, MotionState.MoveTo
Path parsing) is reused; the work is wiring it for _playerServerGuid
in addition to remote guids.
Captures the wire-format facts that are already parsed (MotionState.
IsServerControlledMoveTo + MoveToPath fields), the two gating sites
that drop the inbound MoveToObject for the local player today, and a
three-option solution space (run remote-driver locally, visual tween,
server-position-authoritative blend).
Recommendation: Option C first (smallest blast radius, single-commit
hotfix if ACE's UpdatePosition broadcast cadence is adequate); promote
to Option A only if the trace shows server broadcasts are too sparse
to render smoothly.
Explicitly does NOT implement yet. The 'walks then snaps back' visible
symptom is observed but the mechanism isn't characterized in detail —
the spec calls for a diagnostic-trace session first (ACDREAM_PROBE_
AUTOWALK env var, ~30 LOC) to capture exactly what ACE sends during a
failed auto-walk. The trace decides between Option C (sufficient
position broadcasts) and Option A (need to fill in per-tick locally).
#64 (local pickup animation) is flagged as likely-related — same
OnLiveMotionUpdated:3289 self-echo filter drops both. May fix in
the same B.6 work.
B.4c sets Animation = null! for sequencer-driven door entities (sites
at line 2867 + 7892), but the declared type is non-nullable. Today
doors never enter _remoteDeadReckon (ACE doesn't send UpdatePosition
for them), so the PARTSDIAG block's unguarded read is unreachable —
but the moment something flips that, ACDREAM_REMOTE_VEL_DIAG=1 would
NRE the tick.
Local-var + is-not-null check keeps the guard scoped to this block;
the legacy slerp branch downstream still treats ae.Animation as
non-null per its declared type, so the flow analysis doesn't propagate
nullable warnings to unrelated sites.
The previous "Can't pick that up" toast wasn't retail behavior either —
retail silently dropped the malformed pickup with no client-side
feedback. Drop the toast, keep the guard. The user learns by trying
again (which IS the retail UX). Filter still prevents the malformed
packet from reaching ACE, so the WeenieError 0x0029 + NPC-emote chain
that originally surfaced this bug stays suppressed.
Visual test surfaced a UX bug: when the user single-clicked an NPC last
before pressing F, _selectedGuid carried over to SendPickUp and the
client sent PutItemInContainer(itemGuid = NPC's serverGuid, ...). ACE
responded with WeenieError 0x0029 (Stuck — "You cannot pick that up!")
AND triggered the NPC's emote chain, producing the confusing
"NPCs talk to me when I press F" symptom.
F is only for ground items. Use (double-click) is the right action for
NPCs and is unaffected. Guard SendPickUp with the existing
IsLiveCreatureTarget predicate and show a toast instead. Same defensive
pattern as the 'Not in world' / 'Nothing selected' guards already
present in SendUse / SendPickUp / OnInputAction.
M1's demo scenario is mechanically complete:
1. Walk through Holtburg — met via L.2a/d/g
2. Open the inn door — met via B.4b + B.4c
3. Click an NPC — met via B.4b chain + chat handlers
(visually verified 2026-05-14 on Tirenia + Royal Guard)
4. Pick up an item — met via B.5 + 87ba5c9 feedback polish
What's left to formally land: record ≈30s demo video, pin still +
writeup, flip freeze list, point CLAUDE.md "currently working toward"
at M2. Per the milestone-discipline rules, milestone landing is a
user-driven event with an artifact; this commit only updates the
factual demo-target status.
Filed but explicitly deferred (don't block M1 recording): #61 (door
swing cycle-boundary flash), #62 (PARTSDIAG null-guard), #63
(server-initiated MoveToObject auto-walk — candidate Phase B.6),
#64 (local-player pickup animation).
After B.5 shipped, the actual pickup was invisible feedback-wise: the
item left the ground, ACE despawned it via PickupEvent (0xF74A), and
the ItemRepository got updated — but the player had no visual
acknowledgement that anything happened. The M1 demo's "pick up an
item" target visually felt like the item just vanished into the void.
Add a new EntityPickedUp event to WorldSession that fires from the
PickupEvent (0xF74A) dispatch branch BEFORE EntityDeleted, so the
subscriber can still read the entity's display name from
_entitiesByServerGuid before the despawn handler clears it.
GameWindow subscribes during the live-session wiring block and emits
a retail-style system chat line plus a debug toast on every successful
pickup, mirroring retail behavior (retail synthesized this line
client-side; ACE doesn't echo it).
Closes the M1 demo "pick up" target's visible-payoff gap.
Phase B.5 (ground-item pickup, close-range path) shipped and
visual-verified 2026-05-14 at Holtburg. M1 demo target 4/4 ("pick up
an item") met.
New ship-handoff doc captures the 5-commit history including the
post-visual-test PickupEvent (0xF74A) wire-handler fix that closes
the local-despawn gap.
Roadmap and CLAUDE.md updated to reflect the ship + the new follow-up
issues:
- #63 (MEDIUM) — server-initiated MoveToObject auto-walk not
honored; blocks double-click pickup + out-of-range F. Filed as
candidate Phase B.6. holtburger has the reference implementation.
- #64 (LOW) — local-player pickup animation does not render
(retail observers see it correctly). Likely a self-echo filter
dropping UpdateMotion(Pickup) on the local player.
Carry-overs from B.4c (#61 link-cycle flash, #62 PARTSDIAG null-guard)
unchanged.
ACE sends GameMessagePickupEvent (opcode 0xF74A) instead of
GameMessageDeleteObject (0xF747) for items removed via player pickup
(Player_Tracking.RemoveTrackedObject with fromPickup=true).
Without this handler, BuildPickUp succeeded server-side (item moved
into the player's container, retail observers saw it disappear), but
our local client kept rendering it on the ground because the despawn
message went to the unhandled-opcode bucket.
PickupEvent's wire body adds an objectPositionSequence field on top
of DeleteObject's layout, so the parser is its own type. The
downstream view-removal semantics are identical to DeleteObject, so
the dispatcher routes both opcodes into the same EntityDeleted event
via a small adapter.
The original test only used placement=0, which encodes identically
under WriteInt32 and WriteUInt32. Add a -1 case so a future regression
to the unsigned writer would actually fail the test.
Flagged by Task 1 code review.
Captures post-B.4c state, click-NPC investigation findings (chain
already wired via Tell/CommunicationTransientString/etc; verify
opportunistically during B.5 visual test), and B.5 scope decisions
made in chat before the user requested a session handoff:
- Trigger: F-key (SelectionPickUp action, already bound)
- Target: requires _selectedGuid (no pick-under-cursor fallback)
- Wire opcode 0x0019 (GameAction.PutItemInContainer)
- Payload: itemGuid + containerGuid + placement (12 bytes)
- Container = _playerServerGuid
- Three changes in two existing files (~50 LOC total)
Plus carry-overs from B.4c (#61 cycle-boundary flap, #62 PARTSDIAG
null-guard), the B.4b ID-translation gotcha pattern to watch for,
and the standard ACE session-race tip.
Branch `claude/phase-b5-pickup` (renamed from
`claude/investigate-npc-click`) is the workspace; the fresh session
should start there.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase B.4c shipped end-to-end with 4 implementation commits + 4 docs commits.
M1 demo target 'open the inn door' now has full visual feedback at Holtburg.
Code:
- IsDoorSpawn / IsDoorName helpers + Door spawn-time AnimationSequencer
registration with state-seeded initial cycle (Off/On from spawn PhysicsState
ETHEREAL bit)
- [door-anim] registration diagnostic + [door-cycle] UM dispatch diagnostic
(both gated on ACDREAM_PROBE_BUILDING)
- Stance-value fix: NonCombat is 0x3D not 0x01; cycle key is 0x8000003D
not 0x80000001. Without the fix, HasCycle always returned false and
doors collapsed to entity origin (halfway underground).
- Refactor: shared IsDoorName(string?) predicate eliminates the open-coded
duplicate name check; durable subsystem-named comment.
Closes#58. Files #61 (link->cycle flash, polish) + #62 (PARTSDIAG null-guard,
latent). Final whole-branch code review (Opus) approved.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Opus final review of B.4c flagged that Task 4's handoff doc invented
implementation details that don't exist in the code:
1. IsDoorSpawn claimed to check "spawn.WeenieObj.WeenieType == 8 OR
IsDoorName(spawn.Name)" — the actual code is just IsDoorName(spawn.Name)
delegating to "name == "Door"". No WeenieType lookup exists.
2. A "_doorSequencers" per-door dict was referenced in three places — that
dict doesn't exist. The actual code reuses the existing
_animatedEntities[entity.Id] dict (same one that holds creatures + the
player), with Animation = null! per the existing pattern at line 7885.
3. The UM dispatch path was described as a new B.4c-added branch with
pseudocode — that's wrong. B.4c does NOT add a new dispatch path;
OnLiveMotionUpdated's existing TryGetValue against _animatedEntities
handles doors automatically once Task 1's spawn-time branch registers
them. The only UM-dispatch B.4c contribution is the [door-cycle]
diagnostic line, gated on IsDoorName.
Corrects sections "At world load (spawn time)", "When the door opens",
"Per-frame mesh rebuild", and "Door types covered" to reflect the actual
shipped code. cmd→motion mapping (cmd=0x000C → open, cmd=0x000B → close)
left as-is — it was correct.
No code change. Verified by re-reading GameWindow.cs IsDoorSpawn /
IsDoorName helpers, the Task 1 spawn-time branch body, and the
TickAnimations sequencer dispatch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual test revealed doors rendered halfway in the ground because the
spawn-time SetCycle seed never fired:
- Spec specified NonCombat stance = 0x01, but ACE's MotionStance.NonCombat
is 0x3D (61). The cycle key is `0x80000000 | stance`, so the correct
initial style is 0x8000003D, not 0x80000001.
- HasCycle(0x80000001, ...) always returned false -> SetCycle was skipped
-> sequencer left with no current motion -> Advance(dt) returned empty
frames -> per-frame MeshRefs rebuild at line 7691 set every part to
(origin, identity) -> door parts collapsed to the entity origin (which
sits at the door's pivot, halfway underground for inn doors).
Fix:
1. Rename inline `NonCombatStance` -> `NonCombatStyle` and use the correct
0x8000003D value.
2. Defensively prefer spawn.MotionState?.Stance when present (the wire
may carry an explicit non-NonCombat stance for unusual doors), falling
back to NonCombat. Mirrors OnLiveMotionUpdated's existing pattern at
line 3148: `uint fullStyle = stance != 0 ? (0x80000000u | (uint)stance) : ae.Sequencer.CurrentStyle`.
3. Extend [door-anim] registered diagnostic to include initialStyle so
future visual tests can verify the stance value at a glance.
Verified by reading the prior visual test's log: ACE broadcasts UMs
with stance=0x003D and the runtime sequencer keyed cycles by
style=0x8000003D. Same value now used at spawn.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code-quality review of the [door-cycle] diagnostic flagged three items:
- Important: open-coded doorInfo.Name == "Door" duplicated IsDoorSpawn's
predicate. Introduces IsDoorName(string?) as the shared core both
IsDoorSpawn and the diagnostic call.
- Minor: the diagnostic's comment said "Phase B.4c" which rots after
archival; rewrite to use the durable [door-cycle] grep target instead.
- Minor: the diagnostic re-read update.MotionState.Stance / ForwardCommand
instead of the stance/command locals every other diagnostic in the
method uses. Switched to the locals for pattern consistency.
No behavior change. Build green; tests 1046/8 baseline unchanged.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Logs one line per UpdateMotion arriving for an entity named "Door"
when ACDREAM_PROBE_BUILDING=1. Greppable trail for the B.4c visual
test: confirms the dispatcher hit the sequencer for door open / close.
Durable subsystem-named tag per the Opus reviewer's B.4b feedback
([B.4c] would rot after phase archival; [door-cycle] survives).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds IsDoorSpawn helper and a sibling branch to the live-spawn
handler's animation registration gate. Detects entities where
spawn.Name == "Door" and registers them in _animatedEntities with an
AnimationSequencer seeded from the spawn PhysicsState's ETHEREAL bit
(Off cycle if closed, On if already open).
Mirrors ACE Door.cs:43 (CurrentMotionState = motionClosed) so the
sequencer always has frames for the per-frame tick to advance from
the first render. Without the seed, Advance(dt) returns no frames and
the MeshRefs rebuild at line 7691 collapses the door to origin.
No changes to OnLiveMotionUpdated, AnimationSequencer, EntitySpawnAdapter,
or the per-frame tick. The tick's sequencer branch at line 7497 reads
ae.Sequencer.Advance(dt) and never touches ae.Animation in this path
(only the legacy slerp else branch at line 7644+ does).
[door-anim] registered diagnostic gated on ACDREAM_PROBE_BUILDING.
One spec deviation: Animation = null! (null-forgiving) instead of
Animation = null — AnimatedEntity.Animation is a required non-nullable
field; null! is the same pattern used at line 7857 for sequencer-driven
AnimatedEntity registrations in the same file.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Task-by-task plan with full code in every step, no placeholders.
Task 1: IsDoorSpawn helper + Door registration branch (state-seeded
SetCycle from spawn PhysicsState ETHEREAL bit).
Task 2: [door-cycle] diagnostic in OnLiveMotionUpdated for greppable
verification.
Task 3: Holtburg inn doorway visual test (user-performed).
Task 4: ship handoff + close#58 + roadmap/CLAUDE/memory updates.
Self-review table at bottom maps every spec section to its task(s);
all covered. Companion to spec
docs/superpowers/specs/2026-05-13-phase-b4c-design.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase B.4c closes#58 (filed during B.4b ship). When a door's
state flips via ACE Door.ActOnUse, the L.2g chain handles the
SetState collision-bit flip but no UpdateMotion handler ever
animated the door visually. Investigation traced the gap to the
spawn-time registration gate at GameWindow.cs:2692 which requires
a multi-frame idle cycle — doors have no idle.
Design: door-specific spawn-time branch that bypasses the gate,
builds an AnimationSequencer, seeds it with Off (closed) or On
(open) cycle based on spawn PhysicsState. ACE Door.cs:43 sets the
same initial state. ~40 LOC in one file. Reuses the existing
AnimationSequencer + per-frame tick + WB renderer pipeline. No
changes downstream.
Discovered during self-review that the per-frame tick at
GameWindow.cs:7691-7697 unconditionally overwrites ae.Entity.MeshRefs
with sequencer-derived transforms; an empty sequencer would collapse
the door to origin. The state-seeded SetCycle at spawn keeps the
sequencer always producing valid frames. Also documented:
ae.Animation = null is safe because the tick's sequencer branch at
line 7497 never reads it (only the legacy slerp else branch does).
Diagnostic tags renamed from phase-named [B.4c] to durable
[door-anim] / [door-cycle] per Opus reviewer feedback on B.4b.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Final whole-branch code review (Opus) surfaced two Important post-merge
follow-ups + a one-word inaccuracy in the handoff doc:
- #59: tighten WorldPicker per-entity Setup.Radius (M1-deferred; the
ServerGuid==0 invariant is load-bearing and worth documenting before
L.2d's CBuildingObj port lands).
- #60: port retail's obstruction_ethereal downstream path so combat-HUD
contact reporting works for ethereal creatures (M2-combat).
- handoff: corrected "Added a _entitiesByServerGuid reverse-lookup" to
"Used the pre-existing _entitiesByServerGuid" — the dict has existed
since Phase 6.6/6.7; slice 1c used it, didn't add it.
Review verdict: branch ready to merge to main.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
B.4b visual test revealed the L.2g pipeline was a phantom:
- Server SetState arrives with parsed.Guid = ServerGuid (0x7A9B4015)
- ShadowObjectRegistry keys by local entity.Id (0x000F4245)
- UpdatePhysicsState(0x7A9B4015, ...) misses the lookup -> no-op
- Cached state stays 0x00010008 forever
- CollisionExemption.ShouldSkip sees the unchanged state
- Door keeps blocking the player
Translate in OnLiveStateUpdated by looking up the WorldEntity via
_entitiesByServerGuid and using entity.Id as the registry key.
Also extends the [setstate] diagnostic to include entityId=0x... so
the next visual-test grep can confirm the translation lands.
This was the actual blocker the user reported as "I cant go through
it" -- ACE was flipping ETHEREAL, our pipeline acknowledged it in the
diagnostic, but the cached state for the resolver-side check never
moved. Both L.2g slice 1's unit tests and slice 1b's collision
exemption widening were correct in isolation; the integration between
them was broken by the ID-space mismatch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
B.4b visual test confirmed the L.2g slice 1 handoff's open question:
ACE's Door.Open() broadcasts state=0x0001000C (HasPhysicsBSP |
Ethereal | ReportCollisions), NOT the state=0x14+ that retail servers
send (Ethereal | IgnoreCollisions). The L.2g pipeline correctly
mutates ShadowObjectRegistry with the new state, but
CollisionExemption.ShouldSkip required both bits and the door stayed
solid.
Retail (acclient_2013_pseudo_c.txt:276782) wraps FindObjCollisions in
`if NOT (state & ETHEREAL && state & IGNORE_COLLISIONS)`. ETHEREAL
alone takes a different retail path at line 276795 that sets
sphere_path.obstruction_ethereal = 1 and lets downstream movement
allow passage despite the contact. We haven't ported that downstream
path yet.
Pragmatic shortcut: widen the early-out to ETHEREAL alone so doors
become passable when ACE flips the bit. Retail-server broadcasts
still hit the same branch correctly (both bits set implies ETHEREAL).
Compatible with both server styles.
Renames test EtherealOnly_NotSkipped -> EtherealOnly_Skipped and
flips its assertion. 13 CollisionExemption tests pass; full suite
1046 pass / 8 pre-existing baseline fail (unchanged).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
GameWindow.OnInputAction had an early-return gate dropping every
non-Press activation. With the new InputDispatcher firing
SelectDblLeft as ActivationType.DoubleClick, the case in the switch
was unreachable -- visual test confirmed [input] SelectDblLeft
DoubleClick fired but [B.4b] pick never followed.
Fix: also let DoubleClick through the gate. The existing case label
matches on action (not activation), so SelectDblLeft fires
PickAndStoreSelection(useImmediately: true) as designed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual test of the B.4b handler revealed the dispatcher never fired
SelectDblLeft. OnMouseDown was only looking up Press and Hold
activations — DoubleClick bindings in KeyBindings.cs were effectively
dead code.
Adds 500ms-threshold double-click detection: tracks last-mouse-down
button + Environment.TickCount64 timestamp; a same-button press within
the threshold additionally fires ActivationType.DoubleClick for the
matching binding (Press still fires normally for the second click).
Clears the pair-state after firing so a triple-click doesn't produce
a second DoubleClick.
Tests cover same-button within threshold, beyond threshold (no fire),
different-button (no fire), and triple-click (fresh pair required).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes#57. Adds three OnInputAction switch cases (SelectLeft,
SelectDblLeft, UseSelected) and three private helpers
(PickAndStoreSelection, UseCurrentSelection, SendUse). Single-click
selects but does not Use; double-click selects + Uses; R hotkey
sends Use on the existing _selectedGuid. ImGui mouse-capture
filtering already happens in InputDispatcher — no new guard needed.
Diagnostic lines emitted for log grep:
[B.4b] pick guid=0x{guid:X8} name={label}
[B.4b] use guid=0x{guid:X8} seq={seq}
Also adds a one-line doc comment on _selectedGuid clarifying its
dual-purpose role (combat Q-cycle + interaction click), per the Task 3
review.
Build green; tests 1046/1054 (8 pre-existing-baseline fails
unchanged). Switch-case behavior verified at runtime via the Holtburg
inn doorway visual test (per spec §Testing → Runtime verification).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail's selection model is a single "current target" used by combat,
interaction, NPC dialog, and HUD alike - not two parallel selections.
Renames the existing combat-only field on GameWindow so the upcoming
B.4b click handler and the existing Q-cycle SelectClosestCombatTarget
share the same selection state.
Mechanical rename, no behavior change. Build + tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code review flagged two latent correctness bugs in Pick:
1. The single t = -b - sqrt(d) intersection skipped entities whose
5m bounding sphere contained the ray origin. Realistic at
point-blank range — if the player stands within ~5m of a door,
the near-plane sits inside the door's bounding sphere and the
door becomes unpickable. Standard fix: when t_near < 0 fall
through to t_far = -b + sqrt(d) (the sphere exit point).
2. The discriminant formula assumes |direction| = 1. BuildRay
currently normalizes so the assumption holds at the wire, but
the contract wasn't documented. Added an explicit
<param name="direction"> note.
New test Pick_RayOriginInsideEntitySphere_StillReturnsServerGuid
covers the inside-sphere case. Suite: 9/9 WorldPicker tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds Pick(origin, direction, candidates, skipServerGuid, maxDistance)
to AcDream.Core.Selection.WorldPicker. Iterates candidates, skips
entities with ServerGuid==0 (atlas/dat-hydrated statics — no server
identity) and the caller's skipServerGuid (the player self).
Geometric ray-sphere intersection at 5m radius (matches
WorldEntity.DefaultAabbRadius). Returns the nearest hit's ServerGuid
within maxDistance (50m default), or null on miss.
6 xUnit tests added: hit, miss, two-in-line-returns-closer, skip-guid,
skip-zero-server-guid, beyond-max-distance.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New AcDream.Core.Selection.WorldPicker static helper. BuildRay
unprojects pixel (mouseX, mouseY) through a view+projection matrix
pair into a world-space (origin, direction) ray. Used by
GameWindow.OnInputAction to drive entity picking on click.
Pure math, no state, no DI. Composes view*projection (System.Numerics
row-vector convention, matching the rest of acdream's camera path —
see GameWindow.cs:6445 FrustumPlanes.FromViewProjection). 2 xUnit
tests cover center-of-viewport (forward ray) and right-of-center
(positive-X deflection).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Original spec placed WorldPicker in src/AcDream.App/Rendering/ and the
test in tests/AcDream.App.Tests/, but AcDream.App.Tests doesn't exist
as a project. Moved to AcDream.Core.Selection where it conceptually
belongs (no App-layer deps; only WorldEntity + System.Numerics) and
where the existing AcDream.Core.Tests project can hold the tests.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase B.4b closes the M1-blocker discovered during the L.2g slice 1
visual test: the input dispatcher fires SelectDblLeft on click but
GameWindow.OnInputAction has no case for any Select* / UseSelected
action, so clicks silently die.
Spec creates the minimum new structure to close the gap:
- New static helper WorldPicker (BuildRay + Pick over WorldEntities)
- Rename _selectedTargetGuid -> _selectedGuid on GameWindow (unifies
combat + interaction selection per retail's single-target model)
- Three switch cases (SelectLeft, SelectDblLeft, UseSelected)
Two further L.2g handoff inaccuracies surfaced during exploration:
WorldPicker and SelectionState do NOT exist in src/ (handoff and
ISSUES #57 both claimed they did). BuildPickUp also doesn't exist;
only BuildUse / BuildUseWithTarget / BuildTeleToLifestone are present.
Spec accounts for the actual state and defers BuildPickUp + SelectionState
class extraction.
Visual verification scenario reuses the L.2g slice 1 reproducibility
recipe: one Holtburg inn doorway log captures both L.2g + B.4b.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
L.2g slice 1 is CODE-COMPLETE: parser + registry mutator + WorldSession
dispatcher + GameWindow subscriber (4 commits: 2459f28, d538915,
536a608, 108e386). Build clean, 6 new tests pass, baseline-stable
across the full suite. Per-commit + final integration code reviews
all approved.
Visual verification deferred: while running the Holtburg-doorway test,
Phase B.4's outbound Use handler turned out to be unwired. The wire
builders (InteractRequests.BuildUse), classes (SelectionState,
WorldPicker), input-action enums, and keybindings all exist — but
GameWindow.OnInputAction has no case for SelectDblLeft, so the click
silently does nothing. The inbound L.2g chain we just landed can't
fire until something sends an outbound Use.
This commit captures the handoff + reframes next-session work:
* docs/research/2026-05-12-l2g-slice1-shipped-handoff.md (NEW)
Full evidence: 4 shipped commits, end-to-end code flow, B.4
discovery explanation, 4 minor + 1 Important review notes
(the Important one is a test-coverage gap that the B.4b visual
test will settle automatically), reproducibility recipe,
next-session pick.
* CLAUDE.md
"Currently in Phase L.2" paragraph: L.2g slice 1 code shipped;
visual test deferred to B.4b. Next-phase-candidates list:
L.2g slice 1 (now done) replaced with the B.4b candidate
pointing at the slice scope.
* docs/plans/2026-04-29-movement-collision-conformance.md
L.2g section gains a "Current shipped slice (2026-05-12):" table
listing the 4 commits.
* docs/plans/2026-05-12-milestones.md
M1 phase-list updated: L.2g slice 1 (code) shipped; B.4 renamed
"B.4 / B.4b" with the gap-discovery note + B.4b shape.
* docs/ISSUES.md
New issue #57 (HIGH) for the B.4 interaction-handler gap.
Promoted to Phase B.4b; will close as
DONE (promoted to Phase B.4b) when B.4b's design spec lands.
* Memory file project_interaction_pipeline.md (in personal
memory dir, not in this commit) updated to reflect reality.
Next session: Phase B.4b (~30-50 LOC, 1-2 subagent dispatches,
~30 min). Subscribe SelectDblLeft -> WorldPicker.Pick ->
InteractRequests.BuildUse -> _liveSession.SendGameMessage. Same
Holtburg-doorway visual test verifies both L.2g slice 1 and B.4b
in one pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>