fix(ui): retail-faithful use-target compat gate + paperdoll doll self-target
Visual gate on the item-interaction slice found two target-use bugs: the valid-target bullseye showed over inventory ITEMS (a coat is not a valid healing-kit target) while the paperdoll doll showed blocked (it should mean SELF). - TargetCompatible is now a faithful port of ItemHolder::IsTargetCompatibleWithTargetingObject (0x00588070): a location constraint applies only when the least-limited target-use bit (ItemUses::GetLeastLimitedTargetUse 0x004fcd50, new ItemUseability.LeastLimitedTargetUse) is Contained/Wielded; the player as target requires the Self bit (IsUseable_SelfTarget 0x004fcd30); and EVERY target passes retail's kind gate source._targetType & target->InqType(). The previous hand-rolled arms (Remote => accept anything, invented Viewed/Contained accepts, self path skipping the kind gate) were the yellow-over-items bug. Retail's tradeState refusal is skipped (no trade state yet). - The paperdoll doll viewport now carries UseTargetGuidProvider = player and Clicked -> AcquireSelfTarget (UiViewport gains an opt-in Clicked handler), so hovering the doll resolves the self cursor and clicking it applies the armed kit to yourself. - AcquireTarget logs one [use-target] line (wire useability, TargetType mask, target kind, decision) so live refusals are diagnosable from the launch log. - Test fixtures updated from the guessed kit useability 0x000A0008 to the real USEABLE_SOURCE_CONTAINED_TARGET_REMOTE_OR_SELF (0x00220008, ACE Usable.SourceContainedTargetRemoteOrSelf) + TargetType masks; new coverage pins the kind gate, the Self-bit requirement, the missing-mask-matches-nothing shape, and the Contained location rule. Full suite green (3,294). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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8 changed files with 190 additions and 21 deletions
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@ -150,7 +150,13 @@ public sealed class ItemInteractionController
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if (source?.Useability is not { } useability)
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return false;
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if (!TargetCompatible(source, targetGuid, useability))
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bool compatible = TargetCompatible(source, targetGuid, useability);
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var target = _objects.Get(targetGuid);
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Console.WriteLine(
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$"[use-target] src=0x{sourceGuid:X8} use=0x{useability:X8} ttypeMask=0x{source.TargetType ?? 0u:X8}"
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+ $" tgt=0x{targetGuid:X8} tgtKind={(target is null ? "none" : $"0x{(uint)target.Type:X8}")}"
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+ $" -> {(compatible ? "SEND UseWithTarget" : "refused")}");
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if (!compatible)
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return false;
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_sendUseWithTarget?.Invoke(sourceGuid, targetGuid);
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@ -333,30 +339,48 @@ public sealed class ItemInteractionController
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return false;
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}
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/// <summary>
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/// Faithful port of <c>ItemHolder::IsTargetCompatibleWithTargetingObject</c>
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/// (0x00588070) for a player-owned source (ActivateItem's SourceCompatible
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/// already applied retail's GetLeastLimitedSourceUse arm when target mode was
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/// armed). Retail shape: (1) a LOCATION constraint applies only when the
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/// least-limited target-use bit (ItemUses::GetLeastLimitedTargetUse
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/// 0x004fcd50) is Contained — target must be in our inventory, sole
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/// exception self when the Self bit is present — or Wielded (refuse
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/// non-owned); (2) the player as target additionally requires the Self bit
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/// (ItemUses::IsUseable_SelfTarget 0x004fcd30); (3) EVERY target then passes
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/// the KIND gate: <c>source._targetType & target->InqType()</c>. A
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/// missing/zero TargetType mask therefore matches nothing, exactly like
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/// retail. Retail's tradeState!=1 refusal is skipped — acdream has no trade
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/// state yet. The previous per-bit arms (Remote ⇒ accept-anything, invented
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/// Viewed/Contained accepts, self path skipping the kind gate) were the
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/// 2026-07-03 "yellow bullseye over a coat" bug.
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/// </summary>
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private bool TargetCompatible(ClientObject source, uint targetGuid, uint useability)
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{
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uint flags = ItemUseability.TargetFlags(useability);
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uint player = _playerGuid();
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if (targetGuid == source.ObjectId && (flags & ItemUseability.ObjSelf) != 0)
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return true;
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if (targetGuid == player)
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return (flags & ItemUseability.Self) != 0;
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var target = _objects.Get(targetGuid);
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if (target is null)
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return (flags & ItemUseability.Remote) != 0;
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return false; // retail: GetWeenieObject(target) null → incompatible
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if (source.TargetType is { } targetType && targetType != 0
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&& ((uint)target.Type & targetType) == 0)
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if (!(IsCarriedByPlayer(target) || IsEquippedByPlayer(target)))
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{
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uint least = ItemUseability.LeastLimitedTargetUse(useability);
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if ((least & ItemUseability.Contained) != 0)
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{
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if (!(targetGuid == player && (flags & ItemUseability.Self) != 0))
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return false;
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}
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else if ((least & ItemUseability.Wielded) != 0)
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return false;
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}
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if (targetGuid == player && (flags & ItemUseability.Self) == 0)
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return false;
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if ((flags & ItemUseability.Wielded) != 0 && IsWieldedByPlayer(target)) return true;
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if ((flags & ItemUseability.Contained) != 0 && IsCarriedByPlayer(target)) return true;
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if ((flags & ItemUseability.Viewed) != 0 && IsCarriedByPlayer(target)) return true;
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if ((flags & ItemUseability.Remote) != 0) return true;
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return false;
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return ((source.TargetType ?? 0u) & (uint)target.Type) != 0;
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}
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private bool IsWieldedByPlayer(ClientObject item)
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@ -125,6 +125,15 @@ public sealed class PaperdollController : IItemListDragHandler
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if (layout.FindElement(id) is UiItemList armor) _armorSlots.Add(armor);
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_dollViewport = layout.FindElement(0x100001D5u); // doll viewport (may be null until Slice 3)
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if (_dollViewport is not null)
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{
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// The doll IS the player: hovering it during target-use resolves the
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// valid/invalid cursor for SELF (retail: the SmartBox target is your
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// own creature), and clicking it self-targets like the equip cells.
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_dollViewport.UseTargetGuidProvider = _playerGuid;
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if (_dollViewport is UiViewport doll)
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doll.Clicked = () => { _itemInteraction?.AcquireSelfTarget(); };
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}
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var slotsBtnEl = layout.FindElement(0x100005BEu);
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if (slotsBtnEl is UiButton slotsBtn)
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@ -9,6 +9,24 @@ public sealed class UiViewport : UiElement
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{
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public override bool ConsumesDatChildren => true;
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/// <summary>Optional click action (e.g. the paperdoll doll = "target self"
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/// during item target-use). Non-null makes the viewport handle the press
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/// itself instead of it being captured as a window move.</summary>
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public System.Action? Clicked { get; set; }
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public override bool HandlesClick => Clicked is not null;
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public override bool OnEvent(in UiEvent e)
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{
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if (Clicked is null) return base.OnEvent(e);
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switch (e.Type)
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{
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case UiEventType.MouseDown: return true; // consume the press; act on Click
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case UiEventType.Click: Clicked.Invoke(); return true;
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}
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return base.OnEvent(e);
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}
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/// <summary>Renderer that produces the off-screen texture. Set by GameWindow wiring (later task).</summary>
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public IUiViewportRenderer? Renderer { get; set; }
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