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.
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3 changed files with 82 additions and 24 deletions
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@ -54,15 +54,36 @@ public sealed class TargetIndicatorPanel
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public float TriangleSize { get; set; } = 10f;
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/// <summary>
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/// World-space height of the indicator box. The panel projects feet
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/// (at <c>WorldPosition</c>) and head (at <c>WorldPosition.Z +
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/// EntityHeight</c>) to screen space and uses the projected pixel
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/// distance as the box height. 1.8 m matches a standing humanoid;
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/// World-space height of the indicator box for entities that don't
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/// have a more specific type tag. Items use a smaller value (see
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/// <see cref="EntityHeightFor"/>). 1.8 m matches a standing humanoid;
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/// short items still get a small box because the projection
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/// preserves apparent size.
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/// </summary>
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public float EntityHeight { get; set; } = 1.8f;
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/// <summary>
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/// Resolve the world-space height to use for a given entity's
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/// indicator box. Humanoids (Creature flag) use 1.8 m; doors /
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/// lifestones / portals use 2.4 m (door-frame tall); ground items
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/// use 0.5 m so the box hugs the item rather than ballooning out
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/// to humanoid height. Falls back to <see cref="EntityHeight"/>
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/// for entities without a recognisable type tag.
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/// </summary>
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public float EntityHeightFor(uint itemType, uint pwdBitfield)
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{
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bool isCreature = (itemType & (uint)AcDream.Core.Items.ItemType.Creature) != 0;
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if (isCreature) return 1.8f;
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// BF_DOOR = 0x1000, BF_LIFESTONE = 0x4000, BF_PORTAL = 0x40000
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// (acclient.h:6431-6463)
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const uint TallStructureMask = 0x1000u | 0x4000u | 0x40000u;
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if ((pwdBitfield & TallStructureMask) != 0) return 2.4f;
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// Default: small ground item / object.
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return 0.5f;
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}
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/// <summary>
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/// Box width = <see cref="EntityHeight"/> projected height ×
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/// <see cref="WidthHeightRatio"/>. Retail's Vivid Target Indicator
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@ -111,10 +132,11 @@ public sealed class TargetIndicatorPanel
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// projection.
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if (!TryProjectToScreen(info.WorldPosition, viewProj, viewport, out var feetScreen))
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return;
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float entityHeight = EntityHeightFor(info.ItemType, info.ObjectDescriptionFlags);
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var headWorld = new Vector3(
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info.WorldPosition.X,
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info.WorldPosition.Y,
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info.WorldPosition.Z + EntityHeight);
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info.WorldPosition.Z + entityHeight);
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if (!TryProjectToScreen(headWorld, viewProj, viewport, out var headScreen))
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return;
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