fix(B.6+B.7): run-all-the-way auto-walk, per-type indicator height, R = smart interact

Three user-reported fixes:

1. (B.6) Run-vs-walk decision lifted out of the per-frame overlay
   into BeginServerAutoWalk. Once set at auto-walk start, the
   character runs (or walks) the full way to the target instead of
   transitioning. Matches user-observed retail behaviour:
   'if its far away it should run all the way to the object and
   then stop'.
   _autoWalkWalkRunThreshold → _autoWalkInitiallyRunning (bool,
   sampled once from initial distance vs the wire's WalkRunThreshold).

2. (B.7) TargetIndicatorPanel now picks EntityHeight per-type:
     Creature (NPC/player)                          → 1.8 m
     Door / Lifestone / Portal (tall structures)    → 2.4 m
     Default (small ground item)                    → 0.5 m
   Items now get a small box hugging the silhouette instead of a
   humanoid-tall rectangle floating around them.

3. (Interact) R-key (UseCurrentSelection) now dispatches by target
   type:
     Item (no Creature flag, no BF_DOOR|LIFESTONE|PORTAL|CORPSE)
       → SendPickUp (PutItemInContainer 0x0019)
     Everything else  → SendUse (0x0036)
   Single hotkey to interact with whatever's selected.

Deferred (separate phase): turn-to-face on close-range use. ACE
server-side does Rotate(target) before the close-range pickup
callback (Player_Move.cs:71), but our local body doesn't echo
the turn yet — needs a synthesized client-side rotation or
MovementType=8 TurnToObject handling. Filing as follow-up.
This commit is contained in:
Erik 2026-05-15 07:35:38 +02:00
parent 1a0656a3ce
commit 211fe240b8
3 changed files with 82 additions and 24 deletions

View file

@ -9064,10 +9064,36 @@ public sealed class GameWindow : IDisposable
private void UseCurrentSelection()
{
if (_selectedGuid is uint sel)
SendUse(sel);
else
if (_selectedGuid is not uint sel)
{
_debugVm?.AddToast("Nothing selected");
return;
}
// B.7 (2026-05-15): the user requested R behave as a universal
// interact key — pickup for items, use for NPCs / doors /
// lifestones / portals / corpses. Matches retail's "use"
// behaviour where the action picked depends on the target's
// type rather than forcing the player to remember a different
// hotkey per target type.
bool isPickupableItem = true;
if (_liveEntityInfoByGuid.TryGetValue(sel, out var info)
&& (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0)
{
// NPCs / monsters / players are Use targets, never PickUp.
isPickupableItem = false;
}
if (_lastSpawnByGuid.TryGetValue(sel, out var spawn)
&& spawn.ObjectDescriptionFlags is { } odf)
{
// BF_DOOR | BF_LIFESTONE | BF_PORTAL | BF_CORPSE → Use, not PickUp.
// (acclient.h:6431-6463)
const uint NonPickupMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
if ((odf & NonPickupMask) != 0) isPickupableItem = false;
}
if (isPickupableItem) SendPickUp(sel);
else SendUse(sel);
}
private void SendUse(uint guid)