# L.3 port research — StickyManager / ConstraintManager / MoveToManager **Source**: `docs/research/named-retail/acclient_2013_pseudo_c.txt` (Sept 2013 EoR PDB-named decomp). **Cross-refs**: `references/ACE/Source/ACE.Server/Physics/Managers/{StickyManager,ConstraintManager,MoveToManager}.cs`, `references/ACE/Source/ACE.Server/Physics/Animation/MovementParameters.cs`, acdream `src/AcDream.Core/Physics/RemoteMoveToDriver.cs`. All retail line numbers below refer to that file. --- ## 1. StickyManager — "follow object at fixed radius" ### Purpose `StickyManager` is the **post-arrival follow-on** for `MoveToObject`. After `BeginNextNode` exhausts the pending action list and finds `movement_params.__inner0` had the high bit set (sticky-after-arrive flag), it calls `PositionManager::StickTo(top_level_object_id, radius, height)` (line 307159). From that point, every physics tick `PositionManager::adjust_offset` calls `StickyManager::adjust_offset` to nudge the body's per-tick position delta toward the target, maintaining a fixed cylindrical separation. ### State (`sizeof = 0x60`, lines 352620-352633 ctor + 0x796910 vtable) | Offset | Field | Notes | |---|---|---| | 0x00 | `target_id` | uint32. 0 means "not stuck". | | 0x04 | `physics_obj` | back-pointer to `CPhysicsObj`. | | 0x08 | `target_position.vtable` | `0x796910` = `class Position`. | | 0x0c | `target_position.objcell_id` | last known target cell. | | 0x10..0x4c | `target_position.frame` | qw/qx/qy/qz/origin (cached). | | 0x4c | `target_radius` | float. From `StickTo arg3`. | | 0x50 | `initialized` | int32. 1 after first `HandleUpdateTarget Ok`. | | 0x54..0x5c | `sticky_timeout_time` | double, line 352576 = `cur_time + 1.0`. | ### `StickyManager::Create(CPhysicsObj*)` @ 0x00555800 ```c 00555804 void* result = operator new(0x60); 00555814 *(uint32_t*)result = 0; // target_id 00555816 *(uint32_t*)((char*)result + 4) = 0; // physics_obj (set later by SetPhysicsObject) 0055581c *(uint32_t*)((char*)result + 8) = 0x796910; // Position vtable 00555826 *(uint32_t*)((char*)result + 0x10) = 0x3f800000; // qw = 1.0f ... zero everything else 0055582f *(uint32_t*)((char*)result + 0x18) = 0; ``` Followed (via `PositionManager::Create` line 352252) by `SetPhysicsObject`. ### `StickyManager::StickTo(target_id, radius, height)` @ 0x00555710 (lines 352559-352578) Plain language: "from now on, follow `target_id` at radius `radius`, and notify the engine to start tracking that target." ```c 00555716 if (this->target_id != 0) { // already stuck → unstick first 00555718 class CPhysicsObj* physics_obj = this->physics_obj; 0055571b this->target_id = 0; 00555721 this->initialized = 0; 00555728 CPhysicsObj::clear_target(physics_obj); 00555730 CPhysicsObj::interrupt_current_movement(this->physics_obj); } 00555749 this->target_radius = arg3; // arg3 = radius 0055574f this->target_id = arg2; // arg2 = object id 00555751 this->sticky_timeout_time = Timer::cur_time + 1.0; // 1-second alive window 0055575a this->initialized = 0; 00555771 CPhysicsObj::set_target(physics_obj, 0, arg2, 0.5f, 0.5f); ``` `arg4` (target_height) is **received but not stored** — sticky uses cylinder distance (no Z), so height is irrelevant. The 0.5f/0.5f passed to `set_target` is the target tracking radius/height the server-update path uses to filter which `TargetInfo` updates land here. ### `StickyManager::HandleUpdateTarget(TargetInfo)` @ 0x00555780 (lines 352582-352607) Server-driven: when `CPhysicsObj` receives a fresh tracked-target position update, this absorbs it. ```c 00555789 if (arg2.object_id == target_id) { if (arg2.status == Ok_TargetStatus) { this->initialized = 1; this->target_position.objcell_id = arg2.target_position.objcell_id; Frame::operator=(&this->target_position.frame, &arg2.target_position.frame); return; } if (target_id != 0) // status != Ok → bail out ClearTarget(); // (inlined) } ``` ### `StickyManager::adjust_offset(Frame* offset, double quantum)` @ 0x00555430 — **the per-tick steerer** This is the function `PositionManager::adjust_offset` calls every tick at line 005551ba. **Branch guard** (line 352356): only runs when `target_id != 0 AND initialized != 0`. **Algorithm** in plain language (with retail line cites): 1. **Compute world-space offset to target** (lines 352358-352366): - `edi_2 = &physics_obj->m_position` (our position) - `eax = GetObjectA(target_id)` — get the live target if still in our world - `ebp_1 = (eax != 0) ? &eax->m_position : &this->target_position` — fall back to last-known position if target despawned - `Position::get_offset(edi_2, &__return, ebp_1)` writes `(target.world - me.world)` into `offset.m_fOrigin`. 2. **Convert to my local space and flatten Z** (lines 352370-352374): - `Position::globaltolocalvec(...)` rotates the offset by my inverse heading. - `offset.m_fOrigin.z = 0` — sticky is **always horizontal**. 3. **Compute cylinder distance minus 0.3 m sticky radius** (lines 352375-352378): - `target_radius = this->target_radius` - `var_34_1 = CPhysicsObj::GetRadius(physics_obj)` (own radius — actually unused; computed for side effect or future use) - `var_14_1 = Position::cylinder_distance_no_z(edi_2, target_radius, ebp_1) - 0.30000001f` So `dist = horizontal_separation_minus_combined_radii - 0.3 m`. 4. **Normalize the offset direction** (lines 352381-352387): - `if Vector3::normalize_check_small(offset.m_fOrigin) != 0 → offset.m_fOrigin = (0,0,0)` — when target is on top of us, no direction. 5. **Compute step speed** (lines 352392-352409): - `eax_7 = CMotionInterp::get_max_speed(get_minterp(physics_obj))` — pull body's max forward speed. - If `get_minterp == 0` → step skipped (`top_1 = 0`). - Compare against `F_EPSILON`. If `max_speed < F_EPSILON` → use `MAX_VELOCITY` instead (the global cap). - **ACE port (line 112)**: `speed = minterp.get_max_speed() * 5.0f` then `if speed < EPSILON → 15.0f`. The retail `* 5.0f` constant isn't visible in our pseudo-C extract because the FP stack ops are unimplemented in the BinaryNinja output; ACE's value is the authoritative interpretation. 6. **Multiply offset by `min(speed × quantum, dist)`** (lines 352411-352455): - The branching (`if p_2`) selects between the speed-clamped delta and the distance-clamped delta. ACE's port (lines 117-121) makes this explicit: ```csharp var delta = speed * (float)quantum; if (delta >= Math.Abs(dist)) delta = dist; offset.Origin *= delta; ``` - Z stays 0; X/Y get scaled to the final per-tick step. 7. **Set heading toward target** (lines 352456-352492): - `Position::heading(edi_2, ebp_1)` — compute heading from us to target (degrees, 0..360). - `Frame::get_heading(&edi_2->frame)` — current heading. - `delta = target_heading - current_heading`. - If `|delta| < F_EPSILON` → `delta = 0`. - If `delta < -F_EPSILON` → `delta += 360.0f`. - `Frame::set_heading(arg2, delta)` — bake the **rotation delta** (not absolute) into the frame the caller passes in. The caller composes this onto the body next tick. ### `StickyManager::UseTime` @ 0x00555610 (lines 352498-352517) Empty unless `target_id != 0 AND cur_time > sticky_timeout_time`. When timeout elapses without a `HandleUpdateTarget Ok`, drops the target completely. The 1-second timeout (`sticky_timeout_time = cur_time + 1.0`) means the server has to keep refreshing the target every second or sticky drops. ### `StickyManager::UnStick` @ 0x00555400 + `Destroy` @ 0x00555650 + `~StickyManager` @ 0x005557e0 `UnStick` and `Destroy` both clear `target_id`, `initialized`, call `CPhysicsObj::clear_target(physics_obj)`, then **`UnStick` also calls `CPhysicsObj::interrupt_current_movement`** while `Destroy` does not. The distinction matters: `UnStick` is a deliberate "stop sticky now"; `Destroy` is "we're being torn down, don't side-effect into the still-existing physics state machine." ### Critical questions answered - **When does sticky activate?** Only via `BeginNextNode`'s post-arrival branch (line 307143-307159) when `movement_params.__inner0` has its high bit set. Outbound `MoveToObject` packets with that flag are server-side AI scripts (combat tracking, NPC follow, etc.). Player-driven moves don't set it. - **What does it write to the Frame?** `m_fOrigin = (xy_step_toward_target, 0)` in **local space** (rotated to body-local before being scaled, so when the body composes this onto its own frame the step lands in the right world-space direction). Plus `set_heading(rotation_delta)` — the body turns to face the target each tick at `set_heading` rate (with the same kind of fudge as ACE's `set_heading(target, true)`). --- ## 2. ConstraintManager — "leash to a fixed point" ### Purpose Force the body to stay within a soft bubble around `constraint_pos`. Used for quest geometry like "can't leave this room", monster aggro tethers, etc. Smaller scope than sticky and **purely position-based** (no rotation). ### State (`sizeof = 0x5c`, lines 353442-353474 ctor) | Offset | Field | Notes | |---|---|---| | 0x00 | `physics_obj` | back-pointer (set last, line 353473). | | 0x04 | `is_constrained` | int32. | | 0x08 | `constraint_pos.vtable` | not 0x796910 here — Position embed begins at +0xc. | | 0x0c | `constraint_pos.vtable` (real) | `0x796910` = `class Position`. | | 0x10 | `constraint_pos.objcell_id` | 0 | | 0x14..0x4c | `constraint_pos.frame` | qw/qx/qy/qz/origin | | 0x48 | `constraint_distance_start` | float — soft bubble inner radius | | 0x4c | `constraint_distance_max` | float — hard bubble outer radius | | 0x50 | `constraint_pos_offset` | float — current distance from `constraint_pos` | (ACE's port stores them by C# field names mirroring the above; the offsets aren't load-bearing, the meanings are.) ### `ConstraintManager::ConstrainTo(Position* pos, float startDist, float maxDist)` @ 0x00556240 (lines 353528-353537) ```c 00556248 this->is_constrained = 1; 00556259 this->constraint_pos.objcell_id = arg2->objcell_id; 0055625c Frame::operator=(&this->constraint_pos.frame, &arg2->frame); 00556271 this->constraint_distance_start = arg3; 00556274 this->constraint_distance_max = arg4; 0055627c this->constraint_pos_offset = Position::distance(arg2, &this->physics_obj->m_position); ``` Snapshot the leash anchor + radii + initial offset. ### `ConstraintManager::adjust_offset(Frame* offset, double quantum)` @ 0x00556180 — **the per-tick clamper** ```c 00556186 class CPhysicsObj* physics_obj = this->physics_obj; 0055618a if (physics_obj == 0) return; 00556190 if (this->is_constrained == 0) return; 005561a7 if ((physics_obj->transient_state & 1) != 0) { // bit 0 = "Contact" (touching ground) if (this->constraint_pos_offset < this->constraint_distance_max) { if (this->constraint_pos_offset > this->constraint_distance_start) { // soft zone: scale offset DOWN proportionally to how far into the soft band we are float scale = (constraint_distance_max - constraint_pos_offset) / (constraint_distance_max - constraint_distance_start); Vector3::operator*=(&arg2->m_fOrigin, scale); } // else: inside inner bubble, leave offset unchanged } else { // hard zone: zero the offset entirely. No movement allowed beyond max. arg2->m_fOrigin = Vector3::Zero; } } 00556233 this->constraint_pos_offset = arg2->m_fOrigin.x + this->constraint_pos_offset; // ^^ NOTE: the pseudo-C extract reads ".x +", but the actual algorithm uses // the **length** of m_fOrigin (the magnitude of the per-tick step). ACE's // port (line 76) confirms: `ConstraintPosOffset = offset.Origin.Length();` // The Binary Ninja extract garbled the FP stack ops here. ``` ### Branches & flag bits - **`transient_state & 1` = `Contact` flag.** ConstraintManager only fires when the body is **touching the ground**. Mid-air motion (jumps, falls) is unaffected. (This is the same `transient_state` bit that motion code checks to decide whether `kill_velocity` is allowed — see commit a3f53c2.) - **No rotation**: `set_heading` is never touched. Constraint is purely positional. - **No timeout**: `UseTime` is empty. Stays engaged until `Unconstrain` or `~ConstraintManager`. ### `IsFullyConstrained` @ 0x005560d0 (lines 353413-353427) ```c return constraint_distance_max * 0.9f < constraint_pos_offset; ``` "Are we within 10% of the hard limit?" Used by callers to decide whether to schedule a course correction. ### Critical questions answered - **What kinds of constraints exist?** Only **translation** in the form of a soft-clamp toward `constraint_pos`. No rotation lock, no cell lock — those are server-enforced. - **When does it fire?** Per tick, but only when the body has the Contact bit (touching ground). Ignored during jumps/falls. --- ## 3. MoveToManager — full state machine for AI/scripted motion ### Purpose Server-side AI's locomotion executor. When the server wants a creature to "walk to that rock then turn south", it sends a `MovementStruct` (one of 4 shapes) packed via `MovementParameters::UnPackNet`. `PerformMovement` unpacks it, picks a top-level branch, the entrypoint queues a list of **pending nodes** (each either `MoveToPosition` opcode `7` or `TurnToHeading` opcode `9`), and `UseTime` ticks the head-of-queue node every physics frame until the queue empties. ### State (`sizeof = 0x160`, lines 306554-306592 ctor) | Field | Type | Notes | |---|---|---| | `sought_position` | Position | The original target requested by the server. | | `current_target_position` | Position | The "right now" target — interpolated for moving objects. | | `starting_position` | Position | Where the body was when the move began. Used by fail-distance check. | | `pending_actions` | DLListBase | Doubly-linked list of `{opcode, value}` nodes. Opcode 7 = MoveToPosition, opcode 9 = TurnToHeading (with heading float). | | `movement_params` | MovementParameters | Packed flags, distances, speeds, hold-key, etc. (Section 4.) | | `physics_obj`, `weenie_obj` | back-pointers | | | `movement_type` | enum (`Invalid` or 6=MoveToObject / 7=MoveToPosition / 8=TurnToObject / 9=TurnToHeading) | | | `current_command`, `aux_command` | uint32 | Active motion-command IDs. `current_command` is the "main" (forward/backward), `aux_command` is the simultaneous turn (e.g., 0x6500000d=TurnLeft, 0x6500000e=TurnRight). | | `previous_distance`, `previous_distance_time` | float, double | For `CheckProgressMade` (fail detector). | | `original_distance`, `original_distance_time` | float, double | Initial state for over-1-second progress check. | | `previous_heading` | float | TurnToHeading's per-tick angle tracker. | | `fail_progress_count` | int32 | Stalled-tick counter. | | `sought_object_id`, `top_level_object_id` | uint32 | The object we're chasing (and its outermost parent if attached). | | `sought_object_radius`, `sought_object_height` | float | Cylinder dimensions for distance test. | | `moving_away` | int32 | 0=chase, 1=flee. Affects which arrival predicate fires. | | `initialized` | int32 | 1 once we've gotten the first `HandleUpdateTarget Ok` for a moving target. | ### Top-level entry: `MoveToManager::PerformMovement(MovementStruct*)` @ 0x0052a900 (lines 307871-307904) ```c 0052a901 int32_t var_8 = 0x36; // WeenieError code that CancelMoveTo will use 0052a905 CancelMoveTo(this, edx); // wipe any in-flight move 0052a910 CPhysicsObj::unstick_from_object(this->physics_obj); 0052a923 switch (arg2->type - 6) { case 0: // MoveToObject (type 6) MoveToObject(this, arg2->object_id, arg2->top_level_id, arg2->radius, arg2->height, arg2->params); break; case 1: // MoveToPosition (type 7) MoveToPosition(this, &arg2->pos, arg2->params); break; case 2: // TurnToObject (type 8) TurnToObject(this, arg2->object_id, arg2->top_level_id, arg2->params); break; case 3: // TurnToHeading (type 9) TurnToHeading(this, arg2->params); break; } return 0; ``` ### `MoveToManager::MoveToObject` @ 0x00529680 (lines 306756-306817) Stores: `sought_object_id = arg2`, `top_level_object_id = arg3`, `sought_object_radius = arg4` (cylinder R), `sought_object_height = arg5`. Copies `arg6` (MovementParameters) field-by-field into `this->movement_params`. Saves current position into `starting_position`. Sets `movement_type = 6`, `initialized = 0`. If `arg3 == this->physics_obj->id` → it's us; CleanUp and bail. Otherwise: `CPhysicsObj::set_target(physics_obj, 0, arg3, 0.5f, 0.0f)` — start tracking. The actual movement queue isn't built here; it's built by `HandleUpdateTarget` once the first target snapshot arrives (see below). ### `MoveToManager::MoveToPosition` @ 0x0052a240 (lines 307521-307593) Position is known immediately, so the queue is built directly: ```c // Wipe in-flight motion StopCompletely(physics_obj_1); // Snapshot target this->current_target_position = *arg2; this->sought_object_radius = 0.0f; GetCurrentDistance(this); // returns |dist| in x87_r0 // Compute heading delta to target float curHeading = CPhysicsObj::get_heading(physics_obj_2); float headingToTarget = Position::heading(&physics_obj_2->m_position, arg2); float delta = headingToTarget - curHeading; if (|delta| < EPSILON) delta = 0; if (delta < -EPSILON) delta += 360.0f; // normalize to [0, 360) // Ask MovementParameters which command to issue (RunForward/WalkForward/Backwards/none) // var_c = command, var_4 = holdKey, var_8 = movingAway MovementParameters::get_command(arg3, dist, delta, &var_c, &var_4, &var_8); // If we need to move at all, queue: TurnToHeading(headingToTarget) → MoveToPosition node if (var_c != 0) { float h = Position::heading(&this->physics_obj->m_position, arg2); AddTurnToHeadingNode(this, h); // opcode 9 AddMoveToPositionNode(this); // opcode 7 } // If "use final heading" flag (bit 0x40) is set, queue a final TurnToHeading(desired_heading) if ((arg3->__inner0 & 0x40) != 0) AddTurnToHeadingNode(this, arg3->desired_heading); // Snapshot positions this->sought_position = *arg2; this->starting_position = this->physics_obj->m_position; this->movement_type = 7; this->movement_params = *arg3; // field-by-field copy this->movement_params.__inner0 &= 0xffffff7f; // clear bit 7 (sticky-after-arrive flag) — that's only valid for MoveToObject BeginNextNode(this); // pop the head and dispatch ``` ### Pending-action queue ops - **`AddMoveToPositionNode`** @ 0x00529580: appends `{opcode=7, value=undefined}`. - **`AddTurnToHeadingNode(float h)`** @ 0x00529530: appends `{opcode=9, value=h}`. - **`RemovePendingActionsHead`** @ 0x00529380: pop head, free node. ### `MoveToManager::BeginNextNode` @ 0x00529cb0 (lines 307123-307171) Dispatch loop: ```c if (head_ != nullptr) { int op = head_->opcode; // offset +8 if (op == 7) tailcall BeginMoveForward(this); if (op == 9) tailcall BeginTurnToHeading(this); return; } // Queue empty. head_ = (uint8_t)this->movement_params.__inner0; // recycle head_ as a register… if (head_ < 0) { // i.e., bit 7 set on __inner0 == sticky-after-arrive float radius = this->sought_object_radius; float height = this->sought_object_height; uint32_t topId = this->top_level_object_id; CleanUp(this); if (physics_obj != 0) StopCompletely(physics_obj); PositionManager::StickTo(get_position_manager(physics_obj), topId, radius, height); return; } // Queue empty, no sticky → done. CleanUp + StopCompletely. CleanUp(this); StopCompletely(physics_obj); ``` ### `MoveToManager::BeginMoveForward` @ 0x00529a00 (lines 306957-307042) — opcode 7 dispatch 1. Sanity: physics_obj null → CancelMoveTo with err 8 (NotInitialized). 2. `var_3c = GetCurrentDistance(this)` → distance to current target. 3. Compute heading-to-target delta in `var_40_1`, normalize like in `MoveToPosition`. 4. `MovementParameters::get_command(&this->movement_params, var_3c, var_40_1, &var_38, &var_34, &var_30)` → `var_38=command`, `var_34=holdKey`, `var_30=movingAway`. 5. **If `command == 0` (already arrived)**: `RemovePendingActionsHead`, then `BeginNextNode` (advance to next pending node — typically a final TurnToHeading). 6. **Else**: `_DoMotion(this, command, &local_movement_params_clone)`. On non-zero return → `CancelMoveTo(this, retval)`. On success: stash `current_command = var_38`, `moving_away = var_30`, `movement_params.hold_key_to_apply = var_34`, snapshot `previous_distance/_time` and `original_distance/_time`. ### `MoveToManager::BeginTurnToHeading` @ 0x00529b90 (lines 307046-307120) — opcode 9 dispatch 1. Need head_ + physics_obj; otherwise CancelMoveTo err 8. 2. **If motions are pending in the body** (`CPhysicsObj::motions_pending != 0`), skip — wait for body to settle. 3. Get target heading from `head_->value` (offset +0xc). 4. `st0 = heading_diff(target, current, 0x6500000d)` — 0x6500000d is TurnLeft, so `heading_diff` returns "how much left-turn from current to target". 5. **If diff ≈ 180** (within EPSILON of being directly behind): pop head and advance via `BeginNextNode`. Avoids ambiguous turn direction. 6. **If diff ≈ 0** (within EPSILON of already aligned): pop head and advance. 7. **Else** decide direction: `edi = (st0 > 180) ? 0x6500000e (TurnRight) : 0x6500000d (TurnLeft)`. 8. `_DoMotion(this, edi, &local_params)`. On failure → CancelMoveTo. On success: `current_command = edi`, `previous_heading = st0`. ### `MoveToManager::HandleMoveToPosition` @ 0x00529d80 — **the per-tick driver** (lines 307187-307438) This is what `RemoteMoveToDriver.cs` is named after. Called every physics frame from `UseTime` while the head pending node is opcode 7. **Plain-language flow:** 1. **Aux turn correction** (lines 307213-307287). If body has motions pending, stop the aux turn (we let body finish first). Otherwise: - Compute `worldHeading = Position::heading(my_pos, current_target_position)`. - `desiredHeading = worldHeading + MovementParameters::get_desired_heading(current_command, moving_away)` — `get_desired_heading` returns 0 for forward/180 for backward when chasing, swapped when fleeing. - Normalize to `[0, 360)`. - `delta = desiredHeading - currentHeading`, normalized to `[0, 360)`. - **If `delta ≤ 20°` OR `delta ≥ 340°`** (within 20° of correct facing): stop the aux turn (`_StopMotion(aux_command)`, `aux_command = 0`). - **Else** pick direction: `edi_1 = (delta > 180) ? TurnRight : TurnLeft`. If different from `aux_command`, `_DoMotion(edi_1, ...)` and `aux_command = edi_1`. 2. **Distance check** (line 307289 `GetCurrentDistance` → `var_88_3`). 3. **Progress check** (line 307294 `CheckProgressMade(this, var_88_3) == 0`): - **If no progress**: if not interpolating and no motions pending, `fail_progress_count += 1`. (Body might be wedged on geometry; the counter is read by external code to decide when to give up.) - **If progress**: reset `fail_progress_count = 0`. Then check arrival: - **Chase (`moving_away == 0`)**: arrived when `dist ≤ DistanceToObject` (line 307323 — `fcomp st0, [esi+0xe4]` is `movement_params.distance_to_object`). - **Flee (`moving_away == 1`)**: arrived when `dist ≤ MinDistance` (line 307309 — `[esi+0xe8]`). - **If arrived**: `RemovePendingActionsHead`, `_StopMotion(current_command)`, `current_command = 0`, stop aux too, `BeginNextNode`. - **If past fail_distance**: `dist_from_start = Position::distance(starting_position, my_pos)`, and if `dist_from_start > fail_distance` → `CancelMoveTo` with err 0x3D (`ObjectGone` / "fail-distance exceeded"). 4. **Adaptive quantum tuning** (lines 307376-307437). If we have a tracked target (`top_level_object_id != 0`): - `velocity = CPhysicsObj::get_velocity(this->physics_obj)`. - `speed_sq = vx² + vy² + vz²`. `speed = sqrt(speed_sq)`. - **If `speed > 0.1`** (line 307400 `0.1` const) — body actually moving: - `quantum = var_88_3 / speed` — projected time-to-arrival. - `if |target_quantum - quantum| > 1.0` → `CPhysicsObj::set_target_quantum(quantum)`. - This is how the engine speeds up the next physics tick when we're close to arrival, so we don't overshoot. **ACE divergence note**: ACE swaps the chase/flee predicates (uses `DistanceToObject` for chase arrival vs retail's `min_distance`). The retail field naming and the physical meaning agree though — the arrival condition is "distance shrunk past the threshold I asked for". `RemoteMoveToDriver.cs` already follows retail correctly here (see its line 50-57 doc-comment). ### `MoveToManager::HandleTurnToHeading` @ 0x0052a0c0 (lines 307442-307517) — opcode 9 driver 1. If `current_command` isn't TurnLeft/TurnRight, fall through to `BeginTurnToHeading` (re-pick direction). 2. Get current heading. Test `heading_greater(curHeading, targetHeading, current_command)` — "have we passed the target". - If yes: snap heading via `CPhysicsObj::set_heading(physics_obj_1, target, true)`, pop pending head, `_StopMotion(current_command)`, `current_command = 0`, `BeginNextNode`. 3. Else compute `delta_per_tick = heading_diff(curHeading, previous_heading, current_command)`: - If `delta_per_tick ≥ 180` (turning the wrong way through the long arc): skip the no-progress increment. - If `delta_per_tick ≥ 0.0002f`: progress → `fail_progress_count = 0`, `previous_heading = curHeading`. 4. Else: `previous_heading = curHeading`, and if neither interpolating nor motions pending: `fail_progress_count++`. ### `MoveToManager::CheckProgressMade(float dist)` @ 0x005290f0 (lines 306385-306431) Implements the "moved ≥ 0.25 m/s averaged over the last 1 s AND the last sample-interval" test. ```c double elapsed_since_last_sample = cur_time - previous_distance_time; if (elapsed_since_last_sample > 1.0) { float instantaneous_speed = moving_away ? (dist - previous_distance) : (previous_distance - dist); instantaneous_speed /= elapsed_since_last_sample; if (instantaneous_speed > 0.25f) { previous_distance = dist; previous_distance_time = cur_time; // ALSO check long-window speed float total = moving_away ? (dist - original_distance) : (original_distance - dist); total /= (cur_time - original_distance_time); if (total > 0.25f) return 1; } return 0; } return 1; // not enough time elapsed yet to judge ``` Returns 1 = "making progress, don't increment fail counter"; 0 = "stuck". ### `MoveToManager::CancelMoveTo(WeenieError)` @ 0x00529930 (lines 306886-306940) Drains `pending_actions` (free each node), `CleanUp(this)`, `StopCompletely(physics_obj)`. Then the WeenieError is sent up to the weenie object via the parent's CleanUpAndCallWeenie path. ### `MoveToManager::CleanUp` @ 0x005295c0 (lines 306710-306736) ```c if (current_command != 0) _StopMotion(current_command, &local_params); if (aux_command != 0) _StopMotion(aux_command, &local_params); if (top_level_object_id != 0 && movement_type != Invalid) CPhysicsObj::clear_target(physics_obj); InitializeLocalVariables(this); ``` ### `MoveToManager::HandleUpdateTarget(TargetInfo)` @ 0x0052a7d0 (lines 307802-307867) Server-driven callback. When a tracked target's position updates: ```c if (top_level_object_id != arg2->object_id) return; // not our target if (initialized == 0) { // first snapshot if (top_level_object_id == physics_obj->id) { // tracked self → done sought_position = physics_obj->m_position; CleanUpAndCallWeenie(this, current_target_position = physics_obj->m_position); return; } if (arg2->status != Ok) { // bad snapshot CancelMoveTo(this, 0x38); return; } if (movement_type == MoveToObject) // first valid snapshot → build queue MoveToObject_Internal(this, &arg2->target_position, &arg2->interpolated_position); else if (movement_type == TurnToObject) TurnToObject_Internal(this, &arg2->target_position); } else { // ongoing if (arg2->status != Ok) { CancelMoveTo(0x37); return; } if (movement_type == MoveToObject) { sought_position = arg2->interpolated_position; current_target_position = arg2->target_position; // RESET progress windows — target moved, so the old samples don't count previous_distance = +inf; previous_distance_time = cur_time; original_distance = +inf; original_distance_time = cur_time; } } ``` This is **the critical hookup for chase-AI**: every server `UpdateTarget` shoves the pursuer's current_target forward and resets progress sampling. ### `MoveToManager::HitGround` @ 0x00529d70 (lines 307175-307183) ```c if (movement_type != Invalid) BeginNextNode(this); ``` Trigger from the body's contact-restored event. Used by AI move sequences that start mid-air (knockback recovery, falling onto a target). ### `MoveToManager::UseTime` @ 0x0052a780 (lines 307776-307798) — **the tick entry point** ```c if (physics_obj != 0 && (physics_obj->transient_state & 1) != 0) { // Contact bit head_ = pending_actions.head_; if (head_ != nullptr && (top_level_object_id == 0 || movement_type == Invalid || initialized != 0)) { if (head_->opcode == 7) tailcall HandleMoveToPosition(this); if (head_->opcode == 9) tailcall HandleTurnToHeading(this); } } ``` **Branch summary:** - Must have Contact (touching ground). - Must have a pending action. - Either there's no tracked target, OR movement is Invalid, OR we've been initialized (got the first target snapshot). I.e., for `MoveToObject`, `UseTime` is a no-op until `HandleUpdateTarget` flips `initialized=1`. --- ## 4. MovementParameters ### Layout `__inner0` is a packed bitfield (uint32, but the meaningful flags live in the low 16 bits — we see `(int16_t)__inner0`). Confirmed bits: | Bit | Mask | ACE name | Meaning | |---|---|---|---| | 0 | 0x0001 | CanWalk | Allow WalkForward speed. | | 1 | 0x0002 | CanRun | Allow RunForward speed. | | 2 | 0x0004 | CanSidestep | | | 3 | 0x0008 | CanWalkBackwards | | | 4 | 0x0010 | CanCharge | (Holds key to apply) | | 5 | 0x0020 | FailWalk | | | 6 | 0x0040 | UseFinalHeading | Append `TurnToHeading(desired_heading)` after MoveToPosition. (Line 307571.) | | 7 | 0x0080 | Sticky | After arrival, `StickTo(top_level_object_id, ...)` instead of stopping. (Line 307145 reads this as the high bit of `__inner0` low-byte and treats `< 0` as "set".) | | 8 | 0x0100 | MoveAway | Used by `towards_and_away` to flip arrival/turn-direction conventions. | | 9 | 0x0200 | MoveTowards | | | 10 | 0x0400 | UseSpheres | | | 11 | 0x0800 | SetHoldKey | | | 12 | 0x1000 | Autonomous | | | 13 | 0x2000 | ModifyRawState | | | 14 | 0x4000 | ModifyInterpretedState | | | 15 | 0x8000 | CancelMoveTo | line 307208 `& 0xffff7fff` — mask out before sending to inner motion. | | 16 | 0x10000 | StopCompletely | | | 17 | 0x20000 | DisableJumpDuringLink | | (Bit 7 ≥ "stick after arrive" is the load-bearing one for sticky-from-MoveTo; bit 6 is load-bearing for "turn to face X after arriving".) ### `MovementParameters::UnPackNet(MovementType type, void** stream, uint32_t bytes)` @ 0x0052ac50 (lines 308118-308190) The wire format the **client receives** (vs `Pack`/`UnPack` which is the local-save format). ```c size_required = (type == MoveToObject || type == MoveToPosition) ? 0x1c : 0x0c; if (bytes < size_required || (type - 6) > 3) return 0; switch (type) { case MoveToObject: case MoveToPosition: // 0x1c bytes: __inner0, distance_to_object, min_distance, fail_distance, speed, walk_run_threshold, desired_heading this->__inner0 = read_uint32(); this->distance_to_object = read_float(); this->min_distance = read_float(); this->fail_distance = read_float(); this->speed = read_float(); this->walk_run_threshhold= read_float(); // desired_heading written below (shared) break; case TurnToObject: case TurnToHeading: // 0x0c bytes: __inner0, speed, desired_heading this->__inner0 = read_uint32(); this->speed = read_float(); // desired_heading written below break; } this->desired_heading = read_float(); return 1; ``` Note: **UnPackNet is shorter than UnPack** (0x1c/0x0c vs 0x28). The wire format omits `context_id`, `hold_key_to_apply`, and `action_stamp` — those are local-only (server tracks them, doesn't ship them). Compare to the full `UnPack` @ 0x0052abc0 which reads all 9 fields × 4 bytes = 0x28 bytes. ### `MovementParameters::get_command(dist, heading_delta, &cmd, &holdKey, &movingAway)` @ 0x0052aa00 (lines 307946-308012) Decides which motion-command to issue based on flags + distance. Pseudocode (cleaner than the FP-mangled extract, validated against ACE port): ```c inner0 = this->__inner0; if (inner0 & 0x0200) { // MoveTowards if (inner0 & 0x0100) // MoveTowards AND MoveAway → use towards_and_away towards_and_away(this, dist, heading, &cmd, &movingAway); else if (dist > distance_to_object) { // Towards-only, still far → walk forward cmd = 0x45000005; // WalkForward movingAway = 0; } else cmd = 0; } else if (inner0 & 0x0100) { // MoveAway only if (dist - min_distance < EPSILON) { // too close → walk back cmd = 0x45000005; movingAway = 1; } else cmd = 0; } else { // neither if (dist > distance_to_object) { cmd = 0x45000005; movingAway = 0; } else cmd = 0; } // Hold key: pick Run vs None based on CanRun, CanWalk, walk_run_threshhold if (inner0 & 0x10) { // CanCharge / SetHoldKey route *holdKey = HoldKey_Run; return; } if ((inner0 & 0x02) == 0) { // !CanRun *holdKey = HoldKey_None; return; } if (inner0 & 0x01) { // CanWalk if (dist - distance_to_object <= walk_run_threshhold) { *holdKey = HoldKey_None; return; } } *holdKey = HoldKey_Run; ``` Magic numbers: - `0x45000005` = WalkForward command - `0x45000006` = WalkBackwards (used by `towards_and_away` when fleeing too close) - `0x44000007` = RunForward (matched in `get_desired_heading`) ### `MovementParameters::get_desired_heading(motion, movingAway)` @ 0x0052aad0 (lines 308016-308033) Returns 0 (chase forward) / 180 (chase backward / flee forward) / arg3 (other). Used by `HandleMoveToPosition` to compute the desired heading offset from the world-heading-to-target. ```c if (motion == 0x44000007 || motion == 0x45000005) return arg3; // forward → arg3=0 → face target if (motion == 0x45000006) return arg3; // backward → arg3=180 → face target return motion - 0x45000006; // (sentinel, only hit for non-forward/back) ``` (ACE port lines 186-198 hardcode this as `movingAway ? 180 : 0` for the forward case, which is the same algebra after substituting in the actual arg3 values the callers pass.) --- ## 5. Interaction with PositionManager / InterpolationManager ### `PositionManager::adjust_offset(Frame*, double quantum)` @ 0x00555190 (lines 352090-352118) Calls all three managers in sequence: ```c 1. interpolation_manager->adjust_offset(arg2, quantum); // smooths server → local position over a window 2. sticky_manager->adjust_offset(arg2, quantum); // stick to a target 3. constraint_manager->adjust_offset(arg2, quantum); // clamp to a leash ``` **Order matters**: - InterpolationManager runs first, baking server-driven catch-up into the offset. - StickyManager then **reads from physics_obj's m_position** (which is already interpolated by the previous step's commit — the offset hasn't been applied yet, but m_position reflects last frame's solved state). Sticky overwrites the offset if it has a target. - ConstraintManager comes last, scaling-down or zeroing whatever the others produced if it would push us past a leash radius. Each manager **reads** from `physics_obj->m_position` and **writes** the per-tick offset (translation + rotation delta) into `arg2`. The caller then composes that offset onto `physics_obj->m_position` for the actual move. ### MoveToManager interaction MoveToManager **does not** participate in `PositionManager::adjust_offset`. It runs once per tick from a different entry point (`UseTime`, called from the physics scheduler) and **issues motion commands** to `CMotionInterp` via `_DoMotion` / `_StopMotion`. The body's velocity comes from `CMotionInterp::apply_current_movement`, not from MoveToManager directly. So the layering is: 1. Pending nodes → `_DoMotion(MoveTo*)` → `CMotionInterp::DoInterpretedMotion(RunForward + HoldKey.Run)` 2. `CMotionInterp` writes `InterpretedState.ForwardCommand=RunForward, HoldKey=Run` 3. Each tick, `apply_current_movement` reads InterpretedState and emits a body velocity 4. PositionManager (Interp+Sticky+Constraint) post-modifies the per-tick offset When sticky activates from MoveToManager (after arrival), MoveToManager calls `PositionManager::StickTo`, which creates the sticky and from then on the sticky's `adjust_offset` overrides the body's natural velocity each tick. --- ## 6. Differences vs acdream `RemoteMoveToDriver.cs` acdream's current port is intentionally minimal (header comment lines 44-57). What it **DOES** correctly: - Heading delta with 20° snap tolerance — line 307255-307287 of retail. - Arrival predicate via `min_distance` for chase / `distance_to_object` for flee — matches retail (lines 307309/307323), explicitly diverges from ACE. - Stale-destination giveup at 1.5 s (acdream-specific safety net for our streaming model). What it **OMITS** vs retail (acceptable for a remote-observer of a server- authored creature): - Pending-action queue (TurnToHeading → MoveToPosition → final TurnToHeading). Server re-emits the move; we don't need to schedule sub-nodes. - Sticky-after-arrive (`__inner0 & 0x0080`). Server signals stick separately via `PositionManager::StickTo` calls or via re-emitted MoveTos. - `CheckProgressMade` / `fail_progress_count`. Server-side concern; if the remote AI gives up, the server just stops sending MoveTo updates. - `set_target_quantum` adaptive tick rate. We run at fixed 60 Hz. - `HandleUpdateTarget` re-tracking. Server re-emits the full MoveTo when its target moves; we re-parse and re-init. - ConstraintManager and `transient_state & Contact` gating. We don't have a real contact-plane test on remotes (we only do collision for the local player). For remotes, we always assume "on ground". - StickyManager altogether — there's no scenario where a remote needs to follow a target the server hasn't already told us to face via UpdateMotion. What's a **real port gap** worth filing for L.3 follow-up: - `MovementParameters::__inner0` flag bit 0x40 (`UseFinalHeading`) — when the packet's final-heading bit is set, the body should rotate to face `desired_heading` after arrival. We currently ignore this and the remote ends in whatever heading the last steering tick produced. - `MovementParameters::__inner0` flag bit 0x80 (Sticky-after-arrive) — when set, we should latch onto `top_level_object_id` instead of going idle. For an adventuring monster following the player, this matters: today we'd let the remote stand still for ~1 s (server's MoveTo re-emit cadence) then steer again, instead of locking on smoothly. Worth filing as `#L.X`. - `transient_state & 1` (Contact) gating. If a remote is mid-air (knocked back, jumping), `RemoteMoveToDriver` shouldn't drive horizontal motion toward the destination. We currently steer regardless of grounded state. --- ## Appendix: full retail line-citation index (this doc only) | Function | Address | Pseudo-C lines | |---|---|---| | StickyManager::Create | 0x00555800 | 352620-352633 | | StickyManager::Destroy | 0x00555650 | 352521-352540 | | StickyManager::SetPhysicsObject | 0x005556e0 | 352544-352555 | | StickyManager::StickTo | 0x00555710 | 352559-352578 | | StickyManager::HandleUpdateTarget | 0x00555780 | 352582-352607 | | StickyManager::UnStick | 0x00555400 | 352335-352346 | | StickyManager::adjust_offset | 0x00555430 | 352351-352494 | | StickyManager::UseTime | 0x00555610 | 352498-352517 | | StickyManager::~StickyManager | 0x005557e0 | 352611-352616 | | ConstraintManager::Create | 0x00556110 | 353442-353474 | | ConstraintManager::SetPhysicsObject | 0x00556090 | 353388-353401 | | ConstraintManager::ConstrainTo | 0x00556240 | 353528-353537 | | ConstraintManager::UnConstrain | 0x005560c0 | 353405-353409 | | ConstraintManager::IsFullyConstrained | 0x005560d0 | 353413-353427 | | ConstraintManager::adjust_offset | 0x00556180 | 353479-353524 | | ConstraintManager::~ConstraintManager | 0x005560f0 | 353431-353438 | | MoveToManager::MoveToManager | 0x005293b0 | 306554-306593 | | MoveToManager::Create | 0x00529470 | 306597-306614 | | MoveToManager::Destroy | 0x005294b0 | 306618-306663 | | MoveToManager::InitializeLocalVariables | 0x00529250 | 306490-306534 | | MoveToManager::PerformMovement | 0x0052a900 | 307871-307904 | | MoveToManager::MoveToObject | 0x00529680 | 306756-306817 | | MoveToManager::TurnToObject | 0x005297d0 | 306820-306882 | | MoveToManager::MoveToPosition | 0x0052a240 | 307521-307593 | | MoveToManager::TurnToHeading | 0x0052a630 | 307706-307772 | | MoveToManager::MoveToObject_Internal | 0x0052a400 | 307597-307663 | | MoveToManager::TurnToObject_Internal | 0x0052a550 | 307667-307702 | | MoveToManager::AddTurnToHeadingNode | 0x00529530 | 306667-306685 | | MoveToManager::AddMoveToPositionNode | 0x00529580 | 306689-306706 | | MoveToManager::RemovePendingActionsHead | 0x00529380 | 306538-306550 | | MoveToManager::CleanUp | 0x005295c0 | 306710-306736 | | MoveToManager::CleanUpAndCallWeenie | 0x00529650 | 306740-306752 | | MoveToManager::CancelMoveTo | 0x00529930 | 306886-306940 | | MoveToManager::~MoveToManager | 0x005299d0 | 306945-306953 | | MoveToManager::BeginMoveForward | 0x00529a00 | 306957-307042 | | MoveToManager::BeginTurnToHeading | 0x00529b90 | 307046-307120 | | MoveToManager::BeginNextNode | 0x00529cb0 | 307123-307171 | | MoveToManager::HitGround | 0x00529d70 | 307175-307183 | | MoveToManager::HandleMoveToPosition | 0x00529d80 | 307187-307438 | | MoveToManager::HandleTurnToHeading | 0x0052a0c0 | 307442-307517 | | MoveToManager::UseTime | 0x0052a780 | 307776-307798 | | MoveToManager::HandleUpdateTarget | 0x0052a7d0 | 307802-307867 | | MoveToManager::CheckProgressMade | 0x005290f0 | 306385-306431 | | MoveToManager::GetCurrentDistance | 0x005291b0 | 306435-306460 | | MoveToManager::is_moving_to | 0x00529220 | 306464-306470 | | MoveToManager::_DoMotion | 0x00529010 | 306351-306364 | | MoveToManager::_StopMotion | 0x00529080 | 306368-306381 | | MovementParameters::towards_and_away | 0x0052a9a0 | 307917-307942 | | MovementParameters::get_command | 0x0052aa00 | 307946-308012 | | MovementParameters::get_desired_heading | 0x0052aad0 | 308016-308033 | | MovementParameters::Pack | 0x0052ab20 | 308037-308074 | | MovementParameters::UnPack | 0x0052abc0 | 308078-308114 | | MovementParameters::UnPackNet | 0x0052ac50 | 308118-308190 |