refactor(runtime): own combat and magic intent

Move attack build/repeat state, combat-mode policy, authoritative auto-target transitions, and spell-cast intent beneath RuntimeActionState. Keep App as the input, world-query, DAT-policy, transport, and presentation adapter while preserving retail request and busy ordering. Add direct/graphical parity, reset, failure, and instance-isolation coverage.

Co-authored-by: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-26 11:56:40 +02:00
parent 81b31857c6
commit 20df9d155d
49 changed files with 1949 additions and 634 deletions

View file

@ -135,7 +135,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-21 | Entity translucency retains the invented α<0.05 fragment discard. World GfxObj/Setup instances now apply their DAT AlphaBlend/Additive/InvAlpha factors through the retail shared alpha queue, but sealed off-screen WbDrawDispatcher consumers (paperdoll/UI Studio) retain the old immediate normal-alpha pass for all three kinds | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag`; `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`DrawDeferredAlphaBatch` versus immediate Phase 8) | World presentation needed exact per-surface blend for spell/particle density and translucent-object intersections. Off-screen object previews are isolated render targets and have not shown an authored additive entity surface that justifies splitting their compact immediate pass | A faint world fringe below 5% alpha is discarded; a hypothetical additive/inverse-alpha paperdoll or UI Studio entity composites darker than retail inside that private viewport | `D3DPolyRender::SetSurface`; `D3DPolyRender::RenderMeshSubset`; SurfaceType.Additive D3DBLEND_ONE |
| AP-22 | Invented `setup.Radius` cylinder (height = Height or Radius×2) for shapeless live entities; shape + height formula not from the retail shape walk | `src/AcDream.App/Physics/LiveEntityCollisionBuilder.cs`; `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` | ShadowShapeBuilder (faithful walk) only emits CylSphere/Sphere/Part-BSP; the legacy cylinder preserves prior behavior so rare decorative props don't lose collision | Those props collide with an invented footprint (especially the Radius×2 height guess) — slides/blocks at non-retail distances | `find_obj_collisions``CPartArray::FindObjCollisions` pc:286236 |
| AP-23 | Invented per-type pickup-radius heuristic (3 m creatures / 2 m doors-lifestones-portals-corpses / 0.6 m rest) for close-range gating plus the speculative local TurnToObject/MoveToObject install through the player's MoveToManager. **R5-V3 narrowed it:** the install threads the target's real Setup radius/height (`GetSetupCylinder`, same as wire mt-6) and the player's real radius; only the radius buckets remain invented. **Use retired from this seam 2026-07-25** and now sends immediately. | `src/AcDream.App/Interaction/WorldSelectionQuery.cs` (`TryGetApproach`/`GetUseRadius`); `src/AcDream.App/Interaction/PlayerInteractionMovementSink.cs` (`BeginApproach`) | The retained pickup presentation reserves a destination slot before the authoritative transfer; its close branch still needs an arrival boundary | A target whose real UseRadius differs from the bucket misjudges the pickup gate — pickup waits forever or fires early into a server "too far" | ACE Player_Move.cs:66; wire MoveToObject (type 6) carries the true radius; `CPhysicsObj::TurnToObject/MoveToObject` callers §9a/§9b |
| ~~AP-24~~ | **RETIRED 2026-07-11** — matching v11.4186 x86 disassembly recovered `ATTACK_POWERUP_TIME=1.0` seconds and `DUAL_WIELD_POWERUP_TIME=0.8` seconds from the operands loaded by `GetPowerBarLevel`; jump and combat now share those constants. | `src/AcDream.Core/Combat/CombatModel.cs`; `src/AcDream.App/Input/PlayerMovementController.cs`; `src/AcDream.App/Combat/CombatAttackController.cs` | — | — | `ClientCombatSystem::GetPowerBarLevel @ 0x0056ADE0`; static data `0x007CEFC8/0x007CEFD0` |
| ~~AP-24~~ | **RETIRED 2026-07-11** — matching v11.4186 x86 disassembly recovered `ATTACK_POWERUP_TIME=1.0` seconds and `DUAL_WIELD_POWERUP_TIME=0.8` seconds from the operands loaded by `GetPowerBarLevel`; jump and combat now share those constants. | `src/AcDream.Core/Combat/CombatModel.cs`; `src/AcDream.App/Input/PlayerMovementController.cs`; `src/AcDream.Runtime/Gameplay/RuntimeCombatAttackState.cs` | — | — | `ClientCombatSystem::GetPowerBarLevel @ 0x0056ADE0`; static data `0x007CEFC8/0x007CEFD0` |
| AP-25 | Run/Jump skill pushed to movement = attributeBonus + Init + Ranks — no augmentations, multipliers, or vitae | `src/AcDream.Core.Net/GameEventWiring.cs:346` | Closest to ACE's CreatureSkill.Current short of porting the full Aug/Multiplier/Vitae chain (K-fix7/13) | A character with augs or post-death vitae predicts wrong local run speed / jump arc — dying would NOT slow the local player though the server moves them slower: drift + snap-back | ACE CreatureSkill.Current; ACE Skill.cs (Jump=22, Run=24) |
| AP-26 | DDD interrogation answered with an empty dat-version list (count=0); retail reports actual dat iteration state | `src/AcDream.Core.Net/Messages/DddInterrogationResponse.cs:18` | ACE is satisfied by the empty ack; pattern from holtburger | A dat-patching-enabled server could push a full patch or reject on version mismatch — the lie is harmless only while the server never acts on it | DDD flow 0xF7E5/0xF7E6 |
| AP-27 | PlayerDescription trailer: GameplayOptions skipped by a 4-byte-aligned heuristic scan for a valid inventory parse; options blob captured opaque, never decoded (retail decodes + applies UI options) | `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs:69` | Variable-length opaque blobs; mirrors holtburger's heuristics; follow-up issue extends when panels consume those sections | An options blob that coincidentally parses as a valid inventory (or inventory not landing at EOF) yields wrong/empty inventory+equipped at login; retail-persisted UI options silently ignored | ACE GameEventPlayerDescription.WriteEventBody; holtburger events.rs:195-218 |
@ -208,7 +208,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-109 | Character Titles page is inert and live displayed-title/luminance state is absent | `src/AcDream.App/UI/Layout/CharacterStatController.cs`; `CharacterSheetProvider.cs` | Attributes/skills core output is user-accepted | Titles cannot be selected/displayed and level-200 luminance fields are missing | `gmCharacterTitleUI @ 0x0049A610`; `gmStatManagementUI::UpdateExperience @ 0x004F0A70` |
| AP-110 | Remaining retained gameplay panels and world HUD are absent: advanced-combat powerbar, residual social/floating chat, quests/map/options/smartbox, vendor/trade/salvage/tinkering, mini-game gameplay, Link Status NAK/retransmission packet-loss averaging, and D.6 nameplates/floaters. Examination has its independent authored floaty layout, inscription transaction, retail creature stat/rating/animated-preview presentation, default selection-follow, authored local spell subview with appropriate-formula component state, and the full EoR item-report dispatch: appraisal-only unknowns; exact equipment-set/rating/tinkering/weapon/armor/caster/requirement/XP/healer/rare prose and intentional blank section rows; ordinary/enchantment DAT spell descriptions; live material-decorated appropriate titles plus DAT material and creature names; expiry, decorated material/gem descriptions; and portal/PK restrictions with authored item colors. It still lacks item-object preview, player-dependent effective shield projection, live cooldown-remaining projection, localized augmentation-cost `StringInfo`, exhaustive character detail regions, and exact creature appraisal FontInfo-list selection. | `src/AcDream.App/UI/RetailUiRuntime.cs`; `src/AcDream.App/UI/Layout/AppraisalUiController.cs`; `src/AcDream.App/UI/Layout/ItemAppraisalTextFormatter.cs`; `src/AcDream.App/UI/Layout/RetailAppraisalNameResolver.cs`; `src/AcDream.App/UI/Layout/CreatureAppraisalRows.cs`; `src/AcDream.App/Rendering/CreatureAppraisalPresentation.cs`; `src/AcDream.Core.Net/LinkStatusSnapshot.cs`; D.5/D.6 roadmap | Basic combat, M3 magic/Link/Vitae surfaces, and the core examination request/presentation/inscription/creature-preview/item-report loop cover the active loops; the residual examination mechanisms require live player/enchantment/localization state or object-preview ownership rather than fabricated content | Item assessments omit only the listed live/localized/preview projections; enchanted/incomplete creature appraisal rows use the normal authored font until the exact FontInfo list is bound; other absent panels remain unavailable; real packet loss is displayed as 0.00% instead of retail's moving average | `BasicCreatureExamineUI::Init @ 0x004AB9C0`; `CreatureExamineUI::SetAppraiseInfo @ 0x004B3FF0`; `gmExaminationUI::RecvNotice_SelectionChanged @ 0x004AB3D0`; `gmExaminationUI::ExamineSpell @ 0x004B6900`; `SpellExamineUI::ExamineSpell @ 0x004B6210`; `AttributeInfoRegion::Update @ 0x004F1D90`; `gmExaminationUI::SetAppraiseInfo @ 0x004ADAE0`; `ACCWeenieObject::GetObjectName @ 0x0058E6E0`; `ItemExamineUI::SetAppraiseInfo @ 0x004B72B0`; `ItemExamineUI::AddItemInfo @ 0x004AC050`; `ItemExamineUI::Appraisal_ShowCapacity @ 0x004B2680`; `ItemExamineUI::Appraisal_ShowSpecialProperties @ 0x004B0140`; `ItemExamineUI::Appraisal_ShowWeaponAndArmorData @ 0x004B10E0`; `ItemExamineUI::Appraisal_ShowMagicInfo @ 0x004B2E10`; `ItemExamineUI::Appraisal_ShowDescription @ 0x004B6990`; `MaterialTypeEnumMapper::MaterialTypeToString @ 0x005CD500`; `ItemExamineUI::SetInscription @ 0x004AE2F0`; `CM_Writing::Event_SetInscription @ 0x006A98B0`; `CLinkStatusAverages::GetAveragePacketLoss @ 0x00546610`; LayoutDesc catalog |
| ~~AP-111~~ | **RETIRED 2026-07-11 (M2 held-object parenting)** — equipped hand items are no longer omitted from the render world. CreateObject now preserves Placement/Parent/position timestamp bootstrap; live `0xF749` ParentEvent is parsed with retail sequence freshness; a focused render controller resolves `Setup.HoldingLocations`, applies the child's placement frame, and recomposes the separate child entity after every parent animation tick. Pickup retains the weenie's visual metadata for a later wield. | `src/AcDream.Core.Net/Messages/{CreateObject,ParentEvent}.cs`; `src/AcDream.Core/Meshing/EquippedChildAttachment.cs`; `src/AcDream.App/Rendering/EquippedChildRenderController.cs` | — | — | `ClientCombatSystem::GetDefaultCombatMode @ 0x0056B310`; `SmartBox::HandleParentEvent @ 0x004535D0`; `CPhysicsObj::set_parent @ 0x00515A90`; `CPhysicsObj::UpdateChild @ 0x00512D50` |
| AP-112 | The basic combat bar ports visibility, height selection, desired-power slider, exact 1.0/0.8-second charge, ready-stance gating, request/release, `MaybeStopCompletely`, server-response queueing, and auto-repeat, but still omits `StartAttackRequest`'s `FinishJump` call and exact trained-Recklessness visibility semantics (IA-20 keeps the dark range as the accepted baseline) | `src/AcDream.App/Combat/CombatAttackController.cs`; `src/AcDream.App/UI/Layout/CombatUiController.cs` | The shared player movement owner now performs retail's server-control-gated full stop and movement report before an attack build; the remaining seams require the jump owner and a distinct Recklessness treatment | Starting an attack while charging a jump may not finish that jump exactly when retail does; trained/untrained Recklessness presentation is identical | `ClientCombatSystem::StartAttackRequest @ 0x0056C040`; `CommandInterpreter::MaybeStopCompletely @ 0x006B3B90`; `gmCombatUI::ListenToElementMessage @ 0x004CC430` |
| AP-112 | The basic combat bar ports visibility, height selection, desired-power slider, exact 1.0/0.8-second charge, ready-stance gating, request/release, `MaybeStopCompletely`, server-response queueing, and auto-repeat, but still omits `StartAttackRequest`'s `FinishJump` call and exact trained-Recklessness visibility semantics (IA-20 keeps the dark range as the accepted baseline) | `src/AcDream.Runtime/Gameplay/RuntimeCombatAttackState.cs`; `src/AcDream.App/UI/Layout/CombatUiController.cs` | The shared player movement owner now performs retail's server-control-gated full stop and movement report before an attack build; the remaining seams require the jump owner and a distinct Recklessness treatment | Starting an attack while charging a jump may not finish that jump exactly when retail does; trained/untrained Recklessness presentation is identical | `ClientCombatSystem::StartAttackRequest @ 0x0056C040`; `CommandInterpreter::MaybeStopCompletely @ 0x006B3B90`; `gmCombatUI::ListenToElementMessage @ 0x004CC430` |
| AP-113 | Invalid lifestone-command arguments display the local text `Usage: /lifestone`; retail definitely emits a local usage/error line but Binary Ninja misidentifies the referenced wide-string address, so its exact wording is not yet recovered | `src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs`; `RetailClientCommandCatalog.cs` | The behavior boundary is exact (handled locally, no chat and no game action); only a low-impact diagnostic sentence differs | `/ls now` can show different wording/color from retail while still refusing the invalid request correctly | `ClientCommunicationSystem::DoLifestone @ 0x0056FC70` |
| ~~AP-114~~ | **RETIRED 2026-07-14 (protection-effect corrective gate)** — the particle renderer no longer replaces every authored GfxObj with one bounding-box quad. Retail `Always2D` classification preserves mode-1/no-degrade full meshes through the modern shared mesh buffer and leaves only other degrade modes on the billboard path; stable emitter handles balance mesh ownership. | `src/AcDream.App/Rendering/ParticleRenderer.cs`; `RetailParticleGeometryClassifier.cs`; `particle_mesh.vert/.frag` | — | — | `CPhysicsPart::Draw @ 0x0050D7A0`; `CPhysicsPart::Always2D @ 0x0050D8A0`; `ParticleEmitter::SetInfo @ 0x0051CE90`; `docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md` |