feat(chat): Campaign CH slice CH1 — retail LogTextType color table
Retail colors chat lines by the 34-value wire LogTextType (ACE's ChatMessageType), NOT by acdream's synthetic 9-value ChatKind. The old ChatWindowController.RetailChatColor(ChatKind) collapsed distinct retail colors onto one bucket per ChatKind — e.g. every Channel line rendered colorLightBlue (Magic's slot) when retail's actual palette spans five different colors across the Turbine rooms and legacy allegiance family. Ports ChatInterface::BuildChatColorLookupTable @0x004F31C0 verbatim (RetailChatColorTable, all 34 RGBA floats read from the PDB-paired binary's .data section) and threads a new ChatEntry.LogTextType field through every ingestion site to the correct retail wire value: HearSpeech/Tell pass the wire chatType through verbatim; Emote/SoulEmote hard-code 0x0C; the Tell self-echo hard-codes 0x04; legacy ChatChannel broadcasts derive their type from the channel bit via the new LegacyChannelChatType helper (ported from the decompiled Handle_Communication__ChannelBroadcast dispatch, hear vs. own-send); TurbineChat rooms map through TurbineChatDisplayNames.LogTextType; CombatChatTranslator's hit/miss/evade lines map to ACE's CombatSelf/ CombatEnemy per Player_Combat.cs; kill/death lines use retail's decompiled 0x00 Default (not a combat color). ChatWindowController's transcript now folds LogTextType through RetailChatColorTable with retail's exact "out-of-range keeps the previous line's color" carry rule; ChatPanel's combat highlighting sources the same table. Corrects HearSpeech.cs's doc-comment ChatType legend (4 of 6 entries were wrong). Adds register row AP-175 for the pre-existing (unchanged) Popup-renders-in-chat divergence and updates AP-39's stale per-ChatKind description. Narrows ISSUES #139 — its chat-colors half is done. Retail renders no chat timestamp prefix path exists in acdream today, so the "timestamp is always colorGrey 0x0C" rule has nothing to attach to; noted here per the research doc rather than left silent. Research: docs/research/2026-08-09-chat-retail-color-table.md Full Release suite: 11,833 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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26 changed files with 1360 additions and 85 deletions
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@ -115,7 +115,11 @@ public sealed class CombatChatTranslator : IDisposable
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// grows that field, append " Critical hit." here.
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"",
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FormatAttackConditionsSuffix(0));
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_chat.OnCombatLine(line, CombatLineKind.Info);
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// Combat_Self (0x16): retail squelch-checks the attacker's OWN
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// outgoing-hit notification against ChatMessageType.CombatSelf —
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// references/ACE/Source/ACE.Server/WorldObjects/Player_Combat.cs:162-163
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// (GameEventAttackerNotification, "You hit X...").
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_chat.OnCombatLine(line, CombatLineKind.Info, logTextType: 0x16u);
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}
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private void HandleDamageTaken(CombatState.DamageIncoming e)
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@ -138,21 +142,33 @@ public sealed class CombatChatTranslator : IDisposable
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sb.Append('.');
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if (e.Critical) sb.Append(" Critical hit.");
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sb.Append(FormatAttackConditionsSuffix(0));
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_chat.OnCombatLine(sb.ToString(), CombatLineKind.Warning);
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// Combat_Enemy (0x15): retail squelch-checks the defender's
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// incoming-hit notification against ChatMessageType.CombatEnemy —
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// references/ACE/Source/ACE.Server/WorldObjects/Player_Combat.cs:541
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// (GameEventDefenderNotification, "X hit you...").
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_chat.OnCombatLine(sb.ToString(), CombatLineKind.Warning, logTextType: 0x15u);
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}
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private void HandleMissedOutgoing(string defenderName)
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{
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// chat.rs:286-291 — EvasionAttackerNotification:
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// "{} evaded your attack."
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_chat.OnCombatLine($"{defenderName} evaded your attack.", CombatLineKind.Info);
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// Combat_Self (0x16): this is about the LOCAL PLAYER'S OWN attack
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// missing — retail squelch-checks GameEventEvasionAttackerNotification
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// against CombatSelf, same family as the hit-dealt line above —
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// references/ACE/Source/ACE.Server/WorldObjects/Player_Combat.cs:150.
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_chat.OnCombatLine($"{defenderName} evaded your attack.", CombatLineKind.Info, logTextType: 0x16u);
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}
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private void HandleEvadedIncoming(string attackerName)
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{
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// chat.rs:292-297 — EvasionDefenderNotification:
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// "You evaded {}'s attack."
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_chat.OnCombatLine($"You evaded {attackerName}'s attack.", CombatLineKind.Info);
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// Combat_Enemy (0x15): this is about an ENEMY'S attack (that the
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// local player evaded) — retail squelch-checks
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// GameEventEvasionDefenderNotification against CombatEnemy —
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// references/ACE/Source/ACE.Server/WorldObjects/Player_Combat.cs:345.
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_chat.OnCombatLine($"You evaded {attackerName}'s attack.", CombatLineKind.Info, logTextType: 0x15u);
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}
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private void HandleKillLanded(string victimName, uint victimGuid)
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@ -164,7 +180,12 @@ public sealed class CombatChatTranslator : IDisposable
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// synthesize a minimal "You killed Foo." line here. The
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// detailed sentence (used by retail) arrives separately via
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// ChatLog.OnPlayerKilled and is rendered as ChatKind.System.
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_chat.OnCombatLine($"You killed {victimName}.", CombatLineKind.Info);
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// LogTextType 0x00 Default: retail's own kill/death notification
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// handler (VictimNotification 0x01AC + KillerNotification 0x01AD,
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// both via ClientCombatSystem::HandleKillerNotificationEvent
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// @0x0056C410) calls AddTextToScroll(..., 0, 1, 0) — see
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// ChatLog.OnPlayerKilled's identical citation.
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_chat.OnCombatLine($"You killed {victimName}.", CombatLineKind.Info, logTextType: 0x00u);
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}
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// ── Formatters (ported VERBATIM from chat.rs:561-595) ───────────────────
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