fix(spells): load complete retail DAT catalog

Replace the incomplete 3,956-row production CSV with one immutable projection of all 6,266 records in portal.dat. Preserve retail formula targeting, shared Spellbook/MagicRuntime metadata ownership, and fail startup when the required SpellTable is absent.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-15 21:17:13 +02:00
parent 09612f9981
commit 0eab7497c1
19 changed files with 633 additions and 114 deletions

View file

@ -127,7 +127,6 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-14 | Encumbrance multiplier is a rough piecewise-linear stand-in (1.0→50%, ~0.7@100%, 0.1@300%) for retail's exact curve | `src/AcDream.Core/Items/ItemInstance.cs:187` | Hand-fit segments capture the curve's shape for scaffolding | Client-side burden-scaled effects (speed prediction) differ from retail at most burden ratios when loaded | r06 §6 (retail encumbered multiplier curve) |
| AP-15 | WeenieError translation table covers only ~30 common codes (from ACE enum docs, not retail string_table.bin); unknown codes render raw hex | `src/AcDream.Core/Chat/WeenieErrorMessages.cs:26` | Untranslated codes are rare, fall back losslessly, 30-second add when reported | Server messages outside the table show as raw hex instead of the retail sentence | retail string_table.bin; ACE WeenieError*.cs |
| AP-16 | Point/spot lights selected per-object / per-cell as the **8 nearest reaching lights** (sphere-overlap, nearest-first) via `LightManager.SelectForObject`, capped at `MaxLightsPerObject=8`; called from `WbDrawDispatcher.ComputeEntityLightSet` (objects) and `EnvCellRenderer.GetCellLightSet` (cell shells). Retail's bake (`SetStaticLightingVertexColors`) sums ALL reaching static lights per vertex with no count cap. Retail's *hardware* path (`minimize_object_lighting` 0x0054d480) DOES cap at 8 per object, so the cap is faithful to retail's hardware path — not to its bake path. The `LightManager.Tick` UBO path survives for DIRECTIONAL (sun) lights only; `mesh_modern.vert`'s UBO loop skips point/spot entries (`posAndKind.w != 0 → continue`) — point lights reach the shader exclusively via the per-object SSBO (binding 5) | `src/AcDream.Core/Lighting/LightManager.cs:234` (`SelectForObject`); `MaxLightsPerObject` ~line 174; call sites `WbDrawDispatcher.ComputeEntityLightSet` + `EnvCellRenderer.GetCellLightSet` | Matches retail's hardware constraint (8 lights per object/cell); selection is nearest-sphere-overlap which faithfully allocates lights to the surfaces that actually see them | Surfaces reached by >8 point lights are dimmer than retail's uncapped bake — rare (a dungeon room has a handful of torches), but real; see AP-35 for the bake-vs-GPU-evaluate architecture difference | `minimize_object_lighting` 0x0054d480 (retail's 8-light hardware cap); `SetStaticLightingVertexColors` 0x0059cfe0 (retail's bake, no count cap) |
| AP-17 | Descriptive spell metadata and Family still come from a third-party CSV (3,956 rows, bad rows silently skipped); retail DAT now supplies decrypted formulas, school, exact icons, level filters, and component preflight | `src/AcDream.Core/Spells/SpellTable.cs:10`; `src/AcDream.App/Spells/MagicRuntime.cs` | CSV originally closed #11 and unblocked #6 stacking; M3 moved every cast-critical formula/icon/level decision to portal.dat but has not yet replaced descriptive/Family metadata | CSV↔DAT drift can still produce wrong stacking winners or panel name/description/beneficial classification; component choice and level/icon presentation no longer drift here | portal.dat SpellTable 0x0E00000E |
| ~~AP-18~~ | **RETIRED 2026-07-10 — faithful retail radar port.** Exact `RGBAColor_Radar*` floats were recovered from named static data and `gmRadarUI::GetBlipColor` was re-ported with `_blipColor` overrides plus portal/vendor/attackable-creature/admin/PK/PKLite/free-PK/fellowship precedence. The old implementation was not merely hue-tuned: it also had wrong portal/vendor colors and an incomplete dispatch matrix. | `src/AcDream.Core/Ui/RadarBlipColors.cs` + radar classification tests | — | — | `gmRadarUI::GetBlipColor` 0x004d76f0; static RGBA initializers at named decomp pc:1089736-1089804 |
| AP-19 | `PortalSideEpsilon` 0.01 (≈1 cm) instead of retail F_EPSILON ≈ 0.0002 — a documented render-root-lag tolerance, NOT a retail constant. DO-NOT-RETRY: T2 (BR-4) tried the retail value; CornerFloodReplay refuted it | `src/AcDream.App/Rendering/PortalVisibilityBuilder.cs:49` | Retail's tight epsilon only works with eye-exact swept curr_cell tracking; our viewer cell lags the eye by up to ~1 cm at pressed corners. Tighten after the #108-membership family + cdstW near-clip pin land | A 1 cm misclassification band at portal planes can flood or cull a portal the eye hasn't crossed — one-frame leaks / grey flashes at knife-edge doorway/corner positions | F_EPSILON @0x007c8c70; `PView::InitCell` 0x005a4b70 |
| AP-20 | Sub-pixel view-polygon vertex merge fixed at 1080p-reference NDC units (2/1080); retail merges at ~1 actual screen pixel | `src/AcDream.App/Rendering/PortalProjection.cs:179` | Unit approximation whose coarseness only strengthens convergence — the merge is the flood's fixpoint floor (replaced MaxReprocessPerCell=16) | At 4K+ a legitimately visible 12 px sliver aperture collapses to degenerate and rejects — a thin/distant doorway stops admitting its flood slightly earlier than retail | `Render::copy_view` 0x0054dfc0 |