feat(combat): port retail basic combat bar
Mount authored gmCombatUI, share one press/hold/release request state machine across DAT buttons and keybindings, and recover the exact 1.0s/0.8s power timing from matching retail x86. The same timer fixes jump charge, while ready-stance, response queueing, auto-repeat, layout binding, migration, and conformance coverage keep behavior architectural rather than panel-local. Co-Authored-By: Codex <codex@openai.com>
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@ -104,11 +104,11 @@ accepted-divergence entries (#96, #49, #50).
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---
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## 3. Documented approximation (AP) — 97 active rows
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## 3. Documented approximation (AP) — 96 active rows
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Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84
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collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered
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AP-94..AP-110 for the confirmed retail-UI completion gaps.
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AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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@ -132,7 +132,7 @@ AP-94..AP-110 for the confirmed retail-UI completion gaps.
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| AP-21 | Entity translucency: two-pass alpha-test (N.5 Decision 2, invented 0.95/0.05 thresholds); AlphaBlend + Additive + InvAlpha all composite under (SrcAlpha, 1−SrcAlpha) — retail applies per-surface D3D blend incl. true additive. EnvCellRenderer + ParticleBatcher DO switch to additive; divergence confined to GfxObj/Setup entities via WbDrawDispatcher | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:1563` (+ `Shaders/mesh_modern.frag:10`; #52 amendment removed the α≥0.95 discard) | Matches original WB's model; keeps the bindless MDI pipeline at two indirect draws; spec §6 documents the falsifiable fallback — a third indirect call with `glBlendFunc(SrcAlpha, One)` (~30 min) on a magic-content regression | Additive glow/magic entity surfaces composite darker / occlude instead of brightening — the predicted regression once spell VFX density increases; α<0.05 discard drops faint fringes retail blends | SurfaceType.Additive → D3DBLEND_ONE per-surface routing |
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| 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/Rendering/GameWindow.cs:3250` | 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 |
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| AP-23 | Invented per-type use-radius heuristic (3 m creatures / 2 m doors-lifestones-portals-corpses / 0.6 m rest) for close-range gating + the speculative local TurnToObject/MoveToObject install through the player's MoveToManager (R4-V5; retail's client use flow issues the same manager calls, §9a/§9b). **R5-V3 narrowed it: the speculative install now threads the target's REAL setup radius/height (`GetSetupCylinder`, same as the wire mt-6 route) and the player's own radius is real — only the use-radius BUCKETS remain invented** (retail reads the object's UseRadius property) | `src/AcDream.App/Rendering/GameWindow.cs` (`InstallSpeculativeTurnToTarget`) | ACE broadcasts nothing actionable on the close branch (WithinUseRadius shortcut); the true radius arrives only on the far MoveToObject branch — a local stand-in is required | A target whose real UseRadius differs from the bucket misjudges the gate — Use/PickUp deferred for a completion that never comes, 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 |
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| AP-24 | Jump charge fill rate guessed at 2.0 extent/s (full in 0.5 s); retail's divisor illegible (clobbered x87 in `GetPowerBarLevel`). Height→velocity formula is byte-faithful | `src/AcDream.App/Input/PlayerMovementController.cs:176` | Only time-to-fill diverges; 2.0/s matched retail muscle memory better than 1.0/s; targeted Ghidra decompile of 0x0056ADE0 already flagged (M2 research) | Every held-spacebar jump reaches a different extent than the same hold in retail — fence/gap jumps succeed/fail differently until the constant is recovered | FUN_0056ade0 (GetPowerBarLevel) |
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| ~~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` |
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| 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) |
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| 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 |
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| 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 |
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@ -198,7 +198,7 @@ AP-94..AP-110 for the confirmed retail-UI completion gaps.
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| AP-92 | Paperdoll renders its creature through a private FBO/RTT and blits it into `UiViewport`; retail renders `CreatureMode` directly in the UI viewport/in-cell presentation path | `src/AcDream.App/Rendering/PaperdollViewportRenderer.cs`; `src/AcDream.App/UI/UiViewport.cs` | GL RTT is the modern backend equivalent and the accepted pixels/camera/pose match retail; state is sealed with `GLStateScope` | FBO origin, alpha, lighting, or state isolation can diverge from direct viewport rendering | `gmPaperDollUI::PostInit @ 0x004A5360`; `UIElement_Viewport::SetCamera`; retail `CreatureMode::Render` |
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| AP-93 | Paperdoll does not port `UpdateForRace`; all characters use the cdb-confirmed default held pose `0x030003C0` and default presentation | `src/AcDream.App/Rendering/DollEntityBuilder.cs`; paperdoll mount wiring | Exact for the tested Horan character; unresolved for other heritage/gender/body combinations | Non-default races can use the wrong pose, heading, camera framing, or presentation asset | `gmPaperDollUI::UpdateForRace @ 0x004A3ED0` |
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| AP-94 | Imported Type-12 text defaults to interactive/selectable behavior; display labels can focus/capture/drag, and vitals synthesize duplicate runtime labels instead of binding `0x100000EB/ED/EF` | `src/AcDream.App/UI/UiText.cs`; `src/AcDream.App/UI/Layout/VitalsController.cs` | Historical widget-generalization default; Wave 1 ports explicit Display/Selectable/Editable roles | Invisible/static text steals input and duplicate labels drift from DAT geometry | `UIElement_Text` property handlers; `gmVitalsUI::PostInit @ 0x004BFCE0` |
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| AP-95 | `UiButton` dispatches Click only; it lacks retail hover, pressed, released-outside, disabled, selected/toggle, and missing-state fallback transitions | `src/AcDream.App/UI/UiButton.cs` | Controllers manually set a few semantic states; generic pointer visuals remain incomplete | Buttons look inert or overwrite custom states, and disabled/toggle behavior can fire incorrectly | `UIElement_Button::UpdateState_ @ 0x00471CF0`; mouse handlers `0x00471FF0..0x004721F0` |
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| ~~AP-95~~ | **RETIRED 2026-07-11** — `UiButton` owns retail hover/pressed/released-outside, disabled, selected/toggle, missing-state fallback, hot-click, and distinct press/release controller callbacks. | `src/AcDream.App/UI/UiButton.cs`; `UiButtonStateMachine.cs` | — | — | `UIElement_Button::UpdateState_ @ 0x00471CF0`; mouse handlers `0x00471FF0..0x004721F0` |
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| AP-96 | Layout/property import loses raw edge-mode semantics (especially 3/4) and treats default scalar values as absent, so explicit `false`/`0` cannot override inheritance | `src/AcDream.App/UI/Layout/ElementReader.cs`; `LayoutImporter.cs` | Existing shipped layouts are hand-gated; Wave 1 adds presence-aware properties and the exact solver | Non-reference resizing recenters/stretches incorrectly; derived DAT properties silently inherit the wrong base value | `UIElement::UpdateForParentSizeChange @ 0x00462640`; production LayoutDesc inheritance |
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| ~~AP-97~~ | **RETIRED 2026-07-10 (Wave 1 retained-widget foundation)** — the prior generic Device-timer premise was a decomp misread. Named retail polls the hovered element's tooltip deadline, then broadcasts global UI time message `3`; it does not expose the assumed arbitrary timer queue. `UiRoot.Tick` now preserves that order and subtree removal clears input/time ownership before another pulse. | `src/AcDream.App/UI/UiRoot.cs`; `IUiGlobalTimeListener.cs` | — | — | `UIElementManager::UseTime` and hover/focus paths, pinned in `docs/research/2026-07-10-retained-widget-foundations-pseudocode.md` |
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| ~~AP-98~~ | **RETIRED 2026-07-10 (Wave 2.3)** — typed handles/manager own lifecycle; every production/Studio window uses `RetailWindowFrame`; schema-v2 `UiWindowLayout` persists outer bounds, visibility, toolbar collapse, and chat maximize by character/resolution with legacy-radar migration, nearest-resolution fallback, clamping, and a pre-login `default` write guard. Chat maximize uses DAT 100–360 limits and preserves its lower edge when growing upward. | `src/AcDream.App/UI/RetailWindowManager.cs`; `RetailWindowLayoutPersistence.cs`; `RetailWindowHandle.cs`; `Layout/RetailWindowFrame.cs`; `ChatWindowController.cs`; `SettingsStore.cs` | — | — | `gmMainChatUI::HandleMaximizeButton @ 0x004CCE50`; retail `saveui/loadui` behavior |
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@ -210,8 +210,9 @@ AP-94..AP-110 for the confirmed retail-UI completion gaps.
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| ~~AP-107~~ | **RETIRED 2026-07-11 (Wave 3.3 / #197)** — typed `OfferPrimaryClick` returns `NotActive`, `ConsumedSuccess`, or `ConsumedRejected`; every retained item surface plus radar/world offers active target mode before local selection/open/use fallback. Rejections are consumed and cannot drift selection. | `src/AcDream.App/UI/ItemInteractionController.cs`; inventory/paperdoll/toolbar/radar/world call sites | — | — | `UIElement_ItemList::HandleTargetedUseLeftClick @ 0x004E24D0` |
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| AP-108 | Paperdoll omits Aetheria, full `AutoWieldIsLegal`/dual-wield rules, double-click examine/drag from the doll, and body-part selection lighting | `src/AcDream.App/UI/Layout/PaperdollController.cs` | Basic equip slots, live doll, toggle, optimistic wield, exact DAT body hit map, authoritative upper-item priority, normal selection, and target-self dispatch work | Special slots, invalid drops, doll examine/drag, and selection lighting still differ functionally | `gmPaperDollUI @ 0x004A3590..0x004A5F90`; `InventoryPlacement::DetermineHigherPriority` |
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| 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` |
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| AP-110 | Remaining retained gameplay panels and world HUD are absent: combat/powerbar, spellbook/effects/favorite spell bars, residual social/examine/floating chat, quests/map/vitae/options/smartbox, vendor/trade/salvage/tinkering, and D.6 nameplates/floaters | D.5/D.6 roadmap; retained layout registration set | Existing panels cover the current M2 loop; Wave 10 lands each missing surface against authoritative state | Large portions of retail gameplay have no production UI | Named `gm*UI::PostInit` methods and LayoutDesc catalog |
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| AP-110 | Remaining retained gameplay panels and world HUD are absent: advanced-combat powerbar, spellbook/effects/favorite spell bars, residual social/examine/floating chat, quests/map/vitae/options/smartbox, vendor/trade/salvage/tinkering, and D.6 nameplates/floaters | D.5/D.6 roadmap; retained layout registration set | Basic `gmCombatUI` now covers the active M2 melee/missile loop; Wave 10 lands each remaining surface against authoritative state | Large portions of retail gameplay still have no production UI | Named `gm*UI::PostInit` methods and LayoutDesc catalog |
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| ~~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` |
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| 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, server-response queueing, and auto-repeat, but omits `StartAttackRequest`'s `FinishJump`/`MaybeStopCompletely` command-interpreter calls and the trained-Recklessness submeter | `src/AcDream.App/Combat/CombatAttackController.cs`; `src/AcDream.App/UI/Layout/CombatUiController.cs` | The M2 attack contract and authored basic panel are live; the two omitted seams require the jump-command owner and skill-advancement state rather than UI-local guesses | Starting an attack while charging a jump or deliberately moving may not stop/cancel exactly when retail does; trained Recklessness lacks its green range overlay | `ClientCombatSystem::StartAttackRequest @ 0x0056C040`; `gmCombatUI::ListenToElementMessage @ 0x004CC430`; `RecvNotice_SetCombatMode @ 0x004CC620` |
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## 4. Temporary stopgap (TS) — 38 rows (TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-44 narrowed same day — NPC UP unified onto the interp queue, gate retained for orientation)
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@ -497,6 +497,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
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- **Wave 4.4e implemented — exact missile ammo number (live gate pending).** Pure Core reproduces retail's thrown-weapon-vs-separate-ammo resolution over the ordered player equipment list and its zero-to-one count normalization. Relevant equipment/stack events update authored missile indicator `0x10000194` with the DAT font. Warning-free Release build and 4,754-pass / 5-skip suite are green; AP-101 is retired.
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- **M2 held-object parenting shipped and live-gated 2026-07-11.** The combat toggle now ports `GetDefaultCombatMode` over ordered equipped contents, so a bow requests Missile instead of the old hardcoded Melee. CreateObject preserves parent/placement/timestamp fields, `0xF749` ParentEvent is handled, and `EquippedChildRenderController` renders the weapon as a separate child composed from the animated hand part + holding frame + child placement frame. Live gate passed: bow selected missile stance, rendered in-hand, followed animation, unequipped cleanly, and melee remained correct. App Release builds with zero warnings; the full 4,765-pass / 5-skip suite is green. AP-111 is retired; research: `docs/research/2026-07-11-combat-default-and-parent-event-pseudocode.md`.
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- **M2 local attack receive funnel implemented 2026-07-11; live gate pending.** Retail `ExecuteAttack` only sends the request; ACE chooses the concrete melee/missile action and returns it in a non-autonomous mt-0 `UpdateMotion`. The local branch now runs that state through the same constructor-defaulted `MoveToInterpretedState` funnel and 15-bit action-stamp gate as remotes, then applies sticky/long-jump tails. The old local-only direct `Commands[]` replay is deleted. Shared conversion lives in `InboundInterpretedMotionFactory`; research: `docs/research/2026-07-11-local-combat-motion-pseudocode.md`.
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- **M2 basic retail combat bar implemented 2026-07-11; live visual gate pending.** Production now mounts authored `gmCombatUI` LayoutDesc `0x21000073`, shows it only for Melee/Missile, binds authored high/medium/low buttons and desired-power slider, and routes mouse plus keyboard through one `CombatAttackController`. Matching retail x86 recovered exact 1.0-second normal and 0.8-second dual-wield power-up times; the same constants retire the guessed jump charge. Keybinding schema v3 migrates attack actions from one-shot Press to transition-emitting Hold. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`; AP-24/AP-95 retired, AP-110 narrowed, AP-112 records the remaining advanced/Recklessness and command-interpreter seams.
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- **✓ SHIPPED — Character window** (`LayoutDesc 0x2100002E`, `CharacterStatController`, 2026-06-26, same branch). **Visually user-confirmed 2026-06-26 — Attributes tab reads as retail.** Three tabs, header (name/heritage/PK), large-gold level number (dat font, `largeDatFont` 18px), "Total Experience (XP):" + "XP for next level:" captions, 9-row attribute list (icons + right-aligned values + Health/Stamina/Mana vitals), click-to-select (top/bottom selection bars + footer State-B "{Attr}: {value}" / "Experience To Raise: Infinity!" + affordability-gated raise triangles), centered footer. User noted "still needs some polish for later" — deferred to Issue #158.
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- **✓ SHIPPED — D.5.4 — Client object/item data model (foundation).** Shipped 2026-06-18 (`b506f53`..`a33e897`, 11 commits). Renamed `ItemRepository`→`ClientObjectTable` / `ItemInstance`→`ClientObject`; broadened the table to hold EVERY server object (retail `weenie_object_table` shape). `CreateObject` is now the canonical merge-upsert (`ClientObjectTable.Ingest`, retail `SetWeenieDesc` semantics) via a new Core.Net `ObjectTableWiring` (off GameWindow); `DeleteObject` evicts; `PlayerDescription` is a membership manifest (`RecordMembership`); live container-membership index (`GetContents`, retail `object_inventory_table`). `_liveEntityInfoByGuid` retired (selection/describe resolve from the one table). Root fix: the old enrich-existing-only `EnrichItem` dropped `CreateObject`s for items with no `PlayerDescription` stub — live-Coldeve 4/6 hotbar slots blank; items are now created, not dropped. **Crux resolved:** retail is TWO tables (`object_table` + `weenie_object_table`), NOT one — acdream's `WorldEntity` (3D system) + `ClientObjectTable` (data/UI) split was already architecturally faithful; the fix was the ingestion path, not a table unification. 2671 tests green.
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- **Roadmap correction (2026-07-10):** the completion order is now the architecture-first campaign in `docs/superpowers/plans/2026-07-10-retail-ui-fidelity-completion.md`. Retail `gmToolbarUI` is object-only: preserve `ShortCutData.index_`, `objectID_`, and `spellID_`, but do not invent spell glyphs on this bar. `PlayerModule::favorite_spells_[8]` feeds separate spell bars.
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local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted
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funnel and action-stamp gate, so ACE's server-selected melee/missile action
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drives the player's motion table; direct command-list replay is removed.
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- **M2 basic combat bar (implemented 2026-07-11; live gate pending)** — authored
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`gmCombatUI` LayoutDesc `0x21000073` now pops for Melee/Missile and shares one
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press/hold/release attack-request owner across DAT buttons and keybindings.
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Retail x86 resolves full charge to 1.0 s (0.8 s dual wield), also retiring the
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guessed jump-charge timing. See `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`.
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- **L.1b** — Command router + motion-state cleanup (prereq for L.1c).
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**Freeze on landing:**
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docs/research/2026-07-11-retail-combat-bar-pseudocode.md
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# Retail basic combat bar — port pseudocode
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## Sources
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- Named retail decomp:
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- `gmCombatUI::RecvNotice_AttackHeightChanged` `0x004CC080`
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- `gmCombatUI::RecvNotice_SetPowerbarLevel` `0x004CC0E0`
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- `gmCombatUI::RecvNotice_DesiredAttackPowerChanged` `0x004CC110`
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- `gmCombatUI::ListenToElementMessage` `0x004CC430`
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- `gmCombatUI::RecvNotice_SetCombatMode` `0x004CC620`
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- `ClientCombatSystem::Begin` `0x0056A460`
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- `ClientCombatSystem::StartPowerBarBuild` `0x0056ADB0`
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- `ClientCombatSystem::GetPowerBarLevel` `0x0056ADE0`
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- `ClientCombatSystem::StartAttackRequest` `0x0056C040`
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- `ClientCombatSystem::EndAttackRequest` `0x0056C0E0`
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- `ClientCombatSystem::UseTime` `0x0056C1F0`
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- `ClientCombatSystem::HandleAttackDoneEvent` `0x0056C500`
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- `ClientCombatSystem::SetRequestedAttackHeight` `0x0056C8F0`
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- Matching retail executable disassembly (`acclient.exe` v11.4186 + PDB):
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`ATTACK_POWERUP_TIME = 1.0` seconds and
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`DUAL_WIELD_POWERUP_TIME = 0.8` seconds. The named pseudo-C's x87
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expression had incorrectly collapsed the division operands.
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- LayoutDesc `0x21000073` (`gmCombatUI`), cross-checked against the retail UI
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layout dump. Root is 610×90; basic page is `0x1000005C`, desired-power
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scrollbar is `0x1000004F`, embedded meter is `0x10000050`, and the
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high/medium/low buttons are `0x10000057/58/59`.
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- Interpretation cross-checks: ACE combat request/power fields and the
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holtburger `DesiredAttackProfile -> attack_request` wire path summarized in
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`docs/research/deepdives/r02-combat-system.md`.
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## Initial state
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```text
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combatMode = NonCombat
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buildInProgress = false
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attackRequestInProgress = false
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attackServerResponsePending = false
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requestedAttackPower = 0
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requestedAttackHeight = Medium
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desiredUiPower = 0.5
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repeatAttacking = false
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```
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## Panel visibility
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```text
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when combat mode changes:
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if AdvancedCombatUI:
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hide gmCombatUI
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else if mode == Melee:
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set root state Melee (0x10000003)
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show gmCombatUI
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else if mode == Missile:
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set root state Missile (0x10000004)
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show gmCombatUI
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else:
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hide gmCombatUI
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```
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The current acdream port binds the basic page because the persisted gameplay
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default has `AdvancedCombatUI = false`. The separate advanced-combat surface is
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still tracked by divergence row AP-110.
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## Press / charge / release
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```text
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SetRequestedAttackHeight(height):
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changed = requestedAttackHeight != height
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requestedAttackHeight = height
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if changed OR no attack request is active:
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StartAttackRequest()
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StartAttackRequest():
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||||
target = current attack target
|
||||
if target is not attackable: report no target and stop
|
||||
attackRequestInProgress = true
|
||||
requestedAttackPower = 1
|
||||
stop jump and movement
|
||||
currentBuildIsAutomatic = false
|
||||
if player is ready and no build is active:
|
||||
StartPowerBarBuild()
|
||||
|
||||
StartPowerBarBuild():
|
||||
buildInProgress = true
|
||||
buildStartTime = currentTime
|
||||
displayedPower = 0
|
||||
|
||||
GetPowerBarLevel():
|
||||
if no build: return 0
|
||||
duration = current stance is DualWieldCombat ? 0.8 seconds : 1.0 second
|
||||
return clamp((currentTime - buildStartTime) / duration, 0, 1)
|
||||
|
||||
EndAttackRequest(height, explicitPower = -1):
|
||||
if no attack request: stop
|
||||
attackRequestInProgress = false
|
||||
current = GetPowerBarLevel()
|
||||
requestedAttackPower = explicitPower >= 0
|
||||
? explicitPower
|
||||
: min(desiredUiPower, current)
|
||||
if a prior attack is awaiting the server:
|
||||
queue this power for AttackDone
|
||||
else if desiredUiPower <= current OR repeat attack is active:
|
||||
ExecuteAttack(height)
|
||||
otherwise:
|
||||
UseTime commits on its next eligible tick at requestedAttackPower
|
||||
|
||||
UseTime():
|
||||
if a build is active:
|
||||
current = GetPowerBarLevel()
|
||||
publish current to meter
|
||||
if request was released AND current >= requestedAttackPower:
|
||||
publish min(requestedAttackPower, current)
|
||||
if build is not automatic: ExecuteAttack(requestedHeight)
|
||||
else stop automatic build
|
||||
```
|
||||
|
||||
## UI messages
|
||||
|
||||
```text
|
||||
mouse-down high/medium/low:
|
||||
SetRequestedAttackHeight(High/Medium/Low)
|
||||
|
||||
mouse-up high/medium/low:
|
||||
EndAttackRequest(the height, -1)
|
||||
|
||||
desired-power slider changed with integer position 0..1000:
|
||||
desiredUiPower = clamp(position * 0.001, 0, 1)
|
||||
|
||||
attack power increase/decrease action:
|
||||
move desiredUiPower by one sixth, clamped to 0..1
|
||||
```
|
||||
|
||||
Both keyboard and retained buttons therefore use one transition-based attack
|
||||
controller. A one-shot click/keypress is not sufficient: down begins charging,
|
||||
up ends the request.
|
||||
357
src/AcDream.App/Combat/CombatAttackController.cs
Normal file
357
src/AcDream.App/Combat/CombatAttackController.cs
Normal file
|
|
@ -0,0 +1,357 @@
|
|||
using System.Diagnostics;
|
||||
using AcDream.Core.Combat;
|
||||
using AcDream.UI.Abstractions.Input;
|
||||
|
||||
namespace AcDream.App.Combat;
|
||||
|
||||
/// <summary>
|
||||
/// Owns retail's basic-combat attack request and power-bar state machine.
|
||||
/// UI buttons and keyboard actions both enter through <see cref="PressAttack"/>
|
||||
/// and <see cref="ReleaseAttack"/>; the wire send remains a host callback.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Retail references: <c>ClientCombatSystem::Begin</c> (0x0056A460),
|
||||
/// <c>StartPowerBarBuild</c> (0x0056ADB0), <c>GetPowerBarLevel</c>
|
||||
/// (0x0056ADE0), <c>StartAttackRequest</c> (0x0056C040),
|
||||
/// <c>EndAttackRequest</c> (0x0056C0E0), <c>UseTime</c> (0x0056C1F0),
|
||||
/// <c>HandleAttackDoneEvent</c> (0x0056C500), and
|
||||
/// <c>SetRequestedAttackHeight</c> (0x0056C8F0).
|
||||
/// </remarks>
|
||||
public sealed class CombatAttackController : IDisposable
|
||||
{
|
||||
public const double AttackPowerUpSeconds = CombatInputPlanner.AttackPowerUpSeconds;
|
||||
public const double DualWieldPowerUpSeconds = CombatInputPlanner.DualWieldPowerUpSeconds;
|
||||
public const float InitialDesiredPower = 0.5f;
|
||||
public const float DesiredPowerStep = 1f / 6f;
|
||||
|
||||
private readonly CombatState _combat;
|
||||
private readonly Func<bool> _canStartAttack;
|
||||
private readonly Func<AttackHeight, float, bool> _sendAttack;
|
||||
private readonly Func<bool> _isDualWield;
|
||||
private readonly Func<bool> _playerReadyForAttack;
|
||||
private readonly Func<bool> _autoRepeatAttack;
|
||||
private readonly Func<double> _now;
|
||||
|
||||
private bool _buildInProgress;
|
||||
private double _buildStartTime;
|
||||
private bool _attackRequestInProgress;
|
||||
private bool _attackServerResponsePending;
|
||||
private bool _attackWhenResponseReceived;
|
||||
private float _attackWhenResponseReceivedPower;
|
||||
private bool _currentBuildIsAutomatic;
|
||||
private bool _repeatAttacking;
|
||||
private float _requestedAttackPower;
|
||||
private float _latestPowerBarLevel;
|
||||
private bool _disposed;
|
||||
|
||||
public CombatAttackController(
|
||||
CombatState combat,
|
||||
Func<bool> canStartAttack,
|
||||
Func<AttackHeight, float, bool> sendAttack,
|
||||
Func<bool>? isDualWield = null,
|
||||
Func<bool>? playerReadyForAttack = null,
|
||||
Func<bool>? autoRepeatAttack = null,
|
||||
Func<double>? now = null)
|
||||
{
|
||||
_combat = combat ?? throw new ArgumentNullException(nameof(combat));
|
||||
_canStartAttack = canStartAttack ?? throw new ArgumentNullException(nameof(canStartAttack));
|
||||
_sendAttack = sendAttack ?? throw new ArgumentNullException(nameof(sendAttack));
|
||||
_isDualWield = isDualWield ?? (() => false);
|
||||
_playerReadyForAttack = playerReadyForAttack ?? (() => true);
|
||||
_autoRepeatAttack = autoRepeatAttack ?? (() => false);
|
||||
_now = now ?? (() => Stopwatch.GetTimestamp() / (double)Stopwatch.Frequency);
|
||||
|
||||
_combat.CombatModeChanged += OnCombatModeChanged;
|
||||
_combat.AttackCommenced += OnAttackCommenced;
|
||||
_combat.AttackDone += OnAttackDone;
|
||||
}
|
||||
|
||||
public AttackHeight RequestedHeight { get; private set; } = AttackHeight.Medium;
|
||||
public float DesiredPower { get; private set; } = InitialDesiredPower;
|
||||
public bool AttackRequestInProgress => _attackRequestInProgress;
|
||||
public bool BuildInProgress => _buildInProgress;
|
||||
|
||||
/// <summary>The level retail publishes to the embedded combat meter.</summary>
|
||||
public float PowerBarLevel => _buildInProgress
|
||||
? GetPowerBarLevel()
|
||||
: _latestPowerBarLevel;
|
||||
|
||||
public event Action? StateChanged;
|
||||
|
||||
public bool HandleInputAction(InputAction action, ActivationType activation)
|
||||
{
|
||||
AttackHeight? height = action switch
|
||||
{
|
||||
InputAction.CombatLowAttack => AttackHeight.Low,
|
||||
InputAction.CombatMediumAttack => AttackHeight.Medium,
|
||||
InputAction.CombatHighAttack => AttackHeight.High,
|
||||
_ => null,
|
||||
};
|
||||
|
||||
if (height is not null)
|
||||
{
|
||||
if (activation == ActivationType.Press)
|
||||
PressAttack(height.Value);
|
||||
else if (activation == ActivationType.Release)
|
||||
ReleaseAttack();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (activation != ActivationType.Press)
|
||||
return false;
|
||||
|
||||
if (action == InputAction.CombatDecreaseAttackPower)
|
||||
{
|
||||
StepDesiredPower(-1);
|
||||
return true;
|
||||
}
|
||||
if (action == InputAction.CombatIncreaseAttackPower)
|
||||
{
|
||||
StepDesiredPower(1);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public void SetDesiredPower(float power)
|
||||
{
|
||||
float value = Math.Clamp(power, 0f, 1f);
|
||||
if (Math.Abs(DesiredPower - value) < float.Epsilon)
|
||||
return;
|
||||
DesiredPower = value;
|
||||
StateChanged?.Invoke();
|
||||
}
|
||||
|
||||
public void PressAttack(AttackHeight height)
|
||||
{
|
||||
bool heightChanged = RequestedHeight != height;
|
||||
RequestedHeight = height;
|
||||
if (heightChanged || !_attackRequestInProgress)
|
||||
StartAttackRequest();
|
||||
StateChanged?.Invoke();
|
||||
}
|
||||
|
||||
public void ReleaseAttack()
|
||||
{
|
||||
if (!_attackRequestInProgress)
|
||||
return;
|
||||
|
||||
_attackRequestInProgress = false;
|
||||
float currentPower = GetPowerBarLevel();
|
||||
_requestedAttackPower = Math.Min(DesiredPower, currentPower);
|
||||
|
||||
if (_attackServerResponsePending)
|
||||
{
|
||||
_attackWhenResponseReceived = true;
|
||||
_attackWhenResponseReceivedPower = _requestedAttackPower;
|
||||
}
|
||||
else if (DesiredPower <= currentPower || _repeatAttacking)
|
||||
{
|
||||
ExecuteAttack(RequestedHeight, setServerPending: true);
|
||||
}
|
||||
|
||||
StateChanged?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retail <c>UseTime</c>: publishes the live build and commits a released
|
||||
/// request once the ticking level reaches the power captured on release.
|
||||
/// </summary>
|
||||
public void Tick()
|
||||
{
|
||||
if (_attackRequestInProgress
|
||||
&& !_buildInProgress
|
||||
&& !_attackServerResponsePending)
|
||||
AttemptStartBuildingAttack();
|
||||
|
||||
if (!_buildInProgress)
|
||||
return;
|
||||
|
||||
if (!_playerReadyForAttack())
|
||||
{
|
||||
if (_attackRequestInProgress)
|
||||
{
|
||||
StopBuild();
|
||||
_latestPowerBarLevel = 0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_repeatAttacking = false;
|
||||
ResetPowerBar();
|
||||
}
|
||||
StateChanged?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
float currentPower = GetPowerBarLevel();
|
||||
_latestPowerBarLevel = currentPower;
|
||||
if (!_attackRequestInProgress
|
||||
&& currentPower >= _requestedAttackPower)
|
||||
{
|
||||
_latestPowerBarLevel = Math.Min(_requestedAttackPower, currentPower);
|
||||
if (!_currentBuildIsAutomatic)
|
||||
ExecuteAttack(RequestedHeight, setServerPending: true);
|
||||
else
|
||||
StopBuild();
|
||||
}
|
||||
StateChanged?.Invoke();
|
||||
}
|
||||
|
||||
private void StepDesiredPower(int direction)
|
||||
{
|
||||
int sixth = (int)MathF.Round(DesiredPower / DesiredPowerStep);
|
||||
SetDesiredPower((sixth + Math.Sign(direction)) * DesiredPowerStep);
|
||||
}
|
||||
|
||||
private void StartAttackRequest()
|
||||
{
|
||||
if (!CombatInputPlanner.SupportsTargetedAttack(_combat.CurrentMode)
|
||||
|| !_canStartAttack())
|
||||
return;
|
||||
|
||||
_attackRequestInProgress = true;
|
||||
_requestedAttackPower = 1f;
|
||||
_currentBuildIsAutomatic = false;
|
||||
AttemptStartBuildingAttack();
|
||||
}
|
||||
|
||||
private void AttemptStartBuildingAttack()
|
||||
{
|
||||
if (_buildInProgress
|
||||
|| _attackServerResponsePending
|
||||
|| !_playerReadyForAttack())
|
||||
return;
|
||||
StartPowerBarBuild();
|
||||
}
|
||||
|
||||
private void StartPowerBarBuild()
|
||||
{
|
||||
_buildInProgress = true;
|
||||
_buildStartTime = _now();
|
||||
_latestPowerBarLevel = 0f;
|
||||
}
|
||||
|
||||
private float GetPowerBarLevel()
|
||||
{
|
||||
if (!_buildInProgress)
|
||||
return 0f;
|
||||
double duration = _isDualWield()
|
||||
? DualWieldPowerUpSeconds
|
||||
: AttackPowerUpSeconds;
|
||||
return (float)Math.Clamp((_now() - _buildStartTime) / duration, 0d, 1d);
|
||||
}
|
||||
|
||||
private void ExecuteAttack(AttackHeight height, bool setServerPending)
|
||||
{
|
||||
StopBuild();
|
||||
if (!_sendAttack(height, Math.Clamp(_requestedAttackPower, 0f, 1f)))
|
||||
{
|
||||
ResetPowerBar();
|
||||
return;
|
||||
}
|
||||
|
||||
if (_autoRepeatAttack())
|
||||
_repeatAttacking = true;
|
||||
_attackServerResponsePending = setServerPending;
|
||||
}
|
||||
|
||||
private void OnAttackCommenced()
|
||||
{
|
||||
_attackServerResponsePending = true;
|
||||
if (!_attackRequestInProgress)
|
||||
{
|
||||
_latestPowerBarLevel = _requestedAttackPower;
|
||||
StopBuild(preserveLevel: true);
|
||||
}
|
||||
StateChanged?.Invoke();
|
||||
}
|
||||
|
||||
private void OnAttackDone(uint _, uint weenieError)
|
||||
{
|
||||
_attackServerResponsePending = false;
|
||||
if (weenieError != 0)
|
||||
_repeatAttacking = false;
|
||||
|
||||
if (!_attackRequestInProgress
|
||||
&& _autoRepeatAttack()
|
||||
&& _repeatAttacking)
|
||||
{
|
||||
if (Math.Abs(_requestedAttackPower - DesiredPower) >= 0.01f)
|
||||
_requestedAttackPower = DesiredPower;
|
||||
ExecuteAttack(RequestedHeight, setServerPending: false);
|
||||
}
|
||||
|
||||
if (!_autoRepeatAttack() || !_repeatAttacking)
|
||||
{
|
||||
_repeatAttacking = false;
|
||||
ResetPowerBar();
|
||||
}
|
||||
else if (_attackRequestInProgress)
|
||||
{
|
||||
AttemptStartBuildingAttack();
|
||||
}
|
||||
else
|
||||
{
|
||||
StartPowerBarBuild();
|
||||
_currentBuildIsAutomatic = true;
|
||||
}
|
||||
|
||||
if (_attackWhenResponseReceived)
|
||||
{
|
||||
float queuedPower = _attackWhenResponseReceivedPower;
|
||||
_attackWhenResponseReceived = false;
|
||||
_attackWhenResponseReceivedPower = 0f;
|
||||
StartAttackRequest();
|
||||
if (_attackRequestInProgress)
|
||||
{
|
||||
_requestedAttackPower = queuedPower;
|
||||
_attackRequestInProgress = false;
|
||||
ExecuteAttack(RequestedHeight, setServerPending: true);
|
||||
}
|
||||
}
|
||||
|
||||
StateChanged?.Invoke();
|
||||
}
|
||||
|
||||
private void OnCombatModeChanged(CombatMode mode)
|
||||
{
|
||||
if (!CombatInputPlanner.SupportsTargetedAttack(mode))
|
||||
Reset();
|
||||
StateChanged?.Invoke();
|
||||
}
|
||||
|
||||
private void StopBuild(bool preserveLevel = false)
|
||||
{
|
||||
if (!preserveLevel && _buildInProgress)
|
||||
_latestPowerBarLevel = GetPowerBarLevel();
|
||||
_buildInProgress = false;
|
||||
_buildStartTime = 0d;
|
||||
}
|
||||
|
||||
private void ResetPowerBar()
|
||||
{
|
||||
StopBuild();
|
||||
_latestPowerBarLevel = 0f;
|
||||
_currentBuildIsAutomatic = false;
|
||||
}
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
_attackRequestInProgress = false;
|
||||
_attackServerResponsePending = false;
|
||||
_attackWhenResponseReceived = false;
|
||||
_attackWhenResponseReceivedPower = 0f;
|
||||
_repeatAttacking = false;
|
||||
_requestedAttackPower = 0f;
|
||||
ResetPowerBar();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed) return;
|
||||
_disposed = true;
|
||||
_combat.CombatModeChanged -= OnCombatModeChanged;
|
||||
_combat.AttackCommenced -= OnAttackCommenced;
|
||||
_combat.AttackDone -= OnAttackDone;
|
||||
}
|
||||
}
|
||||
|
|
@ -165,15 +165,14 @@ public sealed class PlayerMovementController
|
|||
// Jump charge state.
|
||||
private bool _jumpCharging;
|
||||
private float _jumpExtent;
|
||||
// K-fix6 (2026-04-26): retail's PowerBar charge constant for jump is
|
||||
// not legible in the named decomp (the divisor was clobbered in
|
||||
// GetPowerBarLevel's FPU stack reordering at FUN_0056ade0). 2.0/s
|
||||
// (full charge in 0.5s) feels matches retail muscle memory better
|
||||
// than the previous 1.0/s — a tap gives a noticeable hop, half-hold
|
||||
// a meaningful jump, full-hold the maximum extent. The vertical
|
||||
// velocity formula itself (height × 19.6 → vz) is unchanged and
|
||||
// matches retail byte-for-byte; only the time-to-fill is faster.
|
||||
private const float JumpChargeRate = 2.0f;
|
||||
// Matching v11.4186 x86 resolves GetPowerBarLevel's collapsed x87
|
||||
// operands: ATTACK_POWERUP_TIME=1.0 s, DUAL_WIELD_POWERUP_TIME=0.8 s.
|
||||
// Jump uses the same shared powerbar function, so its normal fill rate is
|
||||
// 1 extent/s and DualWieldCombat is 1/0.8 = 1.25 extent/s.
|
||||
private const float JumpChargeRate =
|
||||
1f / (float)AcDream.Core.Combat.CombatInputPlanner.AttackPowerUpSeconds;
|
||||
private const float DualWieldJumpChargeRate =
|
||||
1f / (float)AcDream.Core.Combat.CombatInputPlanner.DualWieldPowerUpSeconds;
|
||||
|
||||
// Airborne → grounded transition detection. Flipped on every frame where
|
||||
// the body transitions from airborne to on-walkable; used by the GameWindow
|
||||
|
|
@ -780,7 +779,11 @@ public sealed class PlayerMovementController
|
|||
// this line despite the W3 port.
|
||||
_motion.ChargeJump();
|
||||
}
|
||||
_jumpExtent = MathF.Min(_jumpExtent + dt * JumpChargeRate, 1.0f);
|
||||
float chargeRate = _motion.InterpretedState.CurrentStyle
|
||||
== AcDream.Core.Combat.CombatInputPlanner.DualWieldCombatStyle
|
||||
? DualWieldJumpChargeRate
|
||||
: JumpChargeRate;
|
||||
_jumpExtent = MathF.Min(_jumpExtent + dt * chargeRate, 1.0f);
|
||||
}
|
||||
else if (_jumpCharging)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -760,6 +760,7 @@ public sealed class GameWindow : IDisposable
|
|||
// Phase D.2b — retained host + composition runtime. Null unless ACDREAM_RETAIL_UI=1.
|
||||
private AcDream.App.UI.UiHost? _uiHost;
|
||||
private AcDream.App.UI.RetailUiRuntime? _retailUiRuntime;
|
||||
private AcDream.App.Combat.CombatAttackController? _combatAttackController;
|
||||
private AcDream.App.UI.ItemInteractionController? _itemInteractionController;
|
||||
private readonly AcDream.Core.Items.StackSplitQuantityState _stackSplitQuantity = new();
|
||||
// Phase D.2b Sub-phase C Slice 2 — the 3-D doll viewport: an off-screen RTT renderer, the UiViewport
|
||||
|
|
@ -1979,11 +1980,19 @@ public sealed class GameWindow : IDisposable
|
|||
// references/WorldBuilder/Chorizite.OpenGLSDLBackend/OpenGLGraphicsDevice.cs:115-132.
|
||||
_samplerCache = new SamplerCache(_gl);
|
||||
|
||||
// Phase D.2b — retail-look UI (ACDREAM_RETAIL_UI=1). Wires the existing
|
||||
// UiHost retained-mode tree (dormant until now) + a first vitals panel.
|
||||
// Render-only: UiHost input is NOT yet bridged to the InputDispatcher
|
||||
// (next sub-phase), so the close button + window drag are inert. Coexists
|
||||
// with the ImGui devtools path (ACDREAM_DEVTOOLS=1), which is unchanged.
|
||||
// Retail ClientCombatSystem attack-request owner. This exists independently
|
||||
// of the retained UI so keyboard combat keeps the same press/hold/release
|
||||
// semantics even when the retail renderer is disabled.
|
||||
_combatAttackController = new AcDream.App.Combat.CombatAttackController(
|
||||
Combat,
|
||||
CanStartLiveCombatAttack,
|
||||
SendLiveCombatAttack,
|
||||
isDualWield: () => _playerController?.Motion.InterpretedState.CurrentStyle
|
||||
== AcDream.Core.Combat.CombatInputPlanner.DualWieldCombatStyle,
|
||||
playerReadyForAttack: IsPlayerReadyForCombatAttack,
|
||||
autoRepeatAttack: () => _persistedGameplay.AutoRepeatAttack);
|
||||
|
||||
// Phase D.2b retail-look retained UI (ACDREAM_RETAIL_UI=1).
|
||||
if (_options.RetailUi)
|
||||
{
|
||||
_vitalsVm ??= new AcDream.UI.Abstractions.Panels.Vitals.VitalsVM(Combat, LocalPlayer);
|
||||
|
|
@ -2116,6 +2125,9 @@ public sealed class GameWindow : IDisposable
|
|||
radarSnapshotProvider.BuildSnapshot,
|
||||
_selection,
|
||||
SetRetailUiLocked),
|
||||
Combat: new AcDream.App.UI.CombatRuntimeBindings(
|
||||
Combat,
|
||||
_combatAttackController),
|
||||
Toolbar: new AcDream.App.UI.ToolbarRuntimeBindings(
|
||||
Objects,
|
||||
() => Shortcuts,
|
||||
|
|
@ -8194,6 +8206,7 @@ public sealed class GameWindow : IDisposable
|
|||
// re-fire while their chord is held. K.1b adds the subscribers
|
||||
// that actually consume the events.
|
||||
_inputDispatcher?.Tick();
|
||||
_combatAttackController?.Tick();
|
||||
|
||||
// Phase D.5.3a — advance the selected-object overlay flash (0.25s green pulse
|
||||
// on selection, then revert). No-op when nothing is flashing.
|
||||
|
|
@ -11730,6 +11743,12 @@ public sealed class GameWindow : IDisposable
|
|||
return;
|
||||
}
|
||||
|
||||
// Retail attack actions consume their full transition stream: key-down
|
||||
// starts the power build and key-up commits it. Handle them before the
|
||||
// generic Press-only gate below.
|
||||
if (_combatAttackController?.HandleInputAction(action, activation) == true)
|
||||
return;
|
||||
|
||||
// Every other action fires on Press only (no Release / Hold side-
|
||||
// effects in the K.1b set). Filter out non-Press activations early
|
||||
// so subscribers that have Release-mode bindings don't accidentally
|
||||
|
|
@ -11853,18 +11872,6 @@ public sealed class GameWindow : IDisposable
|
|||
ToggleLiveCombatMode();
|
||||
break;
|
||||
|
||||
case AcDream.UI.Abstractions.Input.InputAction.CombatLowAttack:
|
||||
SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction.Low);
|
||||
break;
|
||||
|
||||
case AcDream.UI.Abstractions.Input.InputAction.CombatMediumAttack:
|
||||
SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction.Medium);
|
||||
break;
|
||||
|
||||
case AcDream.UI.Abstractions.Input.InputAction.CombatHighAttack:
|
||||
SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction.High);
|
||||
break;
|
||||
|
||||
case AcDream.UI.Abstractions.Input.InputAction.SelectLeft:
|
||||
PickAndStoreSelection(useImmediately: false);
|
||||
break;
|
||||
|
|
@ -11928,17 +11935,28 @@ public sealed class GameWindow : IDisposable
|
|||
_debugVm?.AddToast(text);
|
||||
}
|
||||
|
||||
private void SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction action)
|
||||
private bool IsPlayerReadyForCombatAttack()
|
||||
{
|
||||
if (_playerController is null)
|
||||
return false;
|
||||
var motion = _playerController.Motion.InterpretedState;
|
||||
return AcDream.Core.Combat.CombatInputPlanner.PlayerInReadyPositionForAttack(
|
||||
Combat.CurrentMode,
|
||||
motion.CurrentStyle,
|
||||
motion.ForwardCommand);
|
||||
}
|
||||
|
||||
private bool CanStartLiveCombatAttack()
|
||||
{
|
||||
if (_liveSession is null
|
||||
|| _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld)
|
||||
return;
|
||||
return false;
|
||||
|
||||
if (!AcDream.Core.Combat.CombatInputPlanner.SupportsTargetedAttack(Combat.CurrentMode))
|
||||
{
|
||||
_debugVm?.AddToast("Enter melee or missile combat first");
|
||||
Console.WriteLine("combat: attack ignored; not in melee/missile combat mode");
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
uint? target = GetSelectedOrClosestCombatTarget();
|
||||
|
|
@ -11946,21 +11964,32 @@ public sealed class GameWindow : IDisposable
|
|||
{
|
||||
_debugVm?.AddToast("No monster target");
|
||||
Console.WriteLine("combat: attack ignored; no creature target found");
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
var height = AcDream.Core.Combat.CombatInputPlanner.HeightFor(action);
|
||||
const float FullBar = 1.0f;
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool SendLiveCombatAttack(
|
||||
AcDream.Core.Combat.AttackHeight height,
|
||||
float power)
|
||||
{
|
||||
if (!CanStartLiveCombatAttack())
|
||||
return false;
|
||||
|
||||
uint target = _selection.SelectedObjectId!.Value;
|
||||
power = Math.Clamp(power, 0f, 1f);
|
||||
if (Combat.CurrentMode == AcDream.Core.Combat.CombatMode.Missile)
|
||||
{
|
||||
_liveSession.SendMissileAttack(target.Value, height, FullBar);
|
||||
Console.WriteLine($"combat: missile attack target=0x{target.Value:X8} height={height} accuracy={FullBar:F2}");
|
||||
_liveSession!.SendMissileAttack(target, height, power);
|
||||
Console.WriteLine($"combat: missile attack target=0x{target:X8} height={height} accuracy={power:F2}");
|
||||
}
|
||||
else
|
||||
{
|
||||
_liveSession.SendMeleeAttack(target.Value, height, FullBar);
|
||||
Console.WriteLine($"combat: melee attack target=0x{target.Value:X8} height={height} power={FullBar:F2}");
|
||||
_liveSession!.SendMeleeAttack(target, height, power);
|
||||
Console.WriteLine($"combat: melee attack target=0x{target:X8} height={height} power={power:F2}");
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private uint? GetSelectedOrClosestCombatTarget()
|
||||
|
|
@ -13556,6 +13585,8 @@ public sealed class GameWindow : IDisposable
|
|||
// UI resource is still alive. UiHost disposes controllers before its renderer.
|
||||
_retailUiRuntime?.Dispose();
|
||||
_retailUiRuntime = null;
|
||||
_combatAttackController?.Dispose();
|
||||
_combatAttackController = null;
|
||||
_uiHost = null;
|
||||
_itemInteractionController?.Dispose();
|
||||
_itemInteractionController = null;
|
||||
|
|
|
|||
158
src/AcDream.App/UI/Layout/CombatUiController.cs
Normal file
158
src/AcDream.App/UI/Layout/CombatUiController.cs
Normal file
|
|
@ -0,0 +1,158 @@
|
|||
using AcDream.App.Combat;
|
||||
using AcDream.Core.Combat;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Binds the imported retail <c>gmCombatUI</c> layout to the client combat
|
||||
/// state machine. No panel geometry is synthesized here: every control is the
|
||||
/// authored element from LayoutDesc <c>0x21000073</c>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Retail references: <c>gmCombatUI::RecvNotice_AttackHeightChanged</c>
|
||||
/// (0x004CC080), <c>RecvNotice_SetPowerbarLevel</c> (0x004CC0E0),
|
||||
/// <c>RecvNotice_DesiredAttackPowerChanged</c> (0x004CC110),
|
||||
/// <c>ListenToElementMessage</c> (0x004CC430), and
|
||||
/// <c>RecvNotice_SetCombatMode</c> (0x004CC620).
|
||||
/// </remarks>
|
||||
public sealed class CombatUiController : IRetainedPanelController
|
||||
{
|
||||
public const uint LayoutId = 0x21000073u;
|
||||
public const uint BasicPanelId = 0x1000005Cu;
|
||||
public const uint AdvancedPanelId = 0x10000061u;
|
||||
public const uint PowerControlId = 0x1000004Fu;
|
||||
public const uint HighButtonId = 0x10000057u;
|
||||
public const uint MediumButtonId = 0x10000058u;
|
||||
public const uint LowButtonId = 0x10000059u;
|
||||
|
||||
private const uint MeleeState = 0x10000003u;
|
||||
private const uint MissileState = 0x10000004u;
|
||||
|
||||
private readonly UiElement _root;
|
||||
private readonly UiElement _basicPanel;
|
||||
private readonly UiElement _advancedPanel;
|
||||
private readonly UiScrollbar _powerControl;
|
||||
private readonly UiButton _high;
|
||||
private readonly UiButton _medium;
|
||||
private readonly UiButton _low;
|
||||
private readonly CombatState _combat;
|
||||
private readonly CombatAttackController _attacks;
|
||||
private readonly Action<bool> _setWindowVisible;
|
||||
private bool _disposed;
|
||||
|
||||
private CombatUiController(
|
||||
ImportedLayout layout,
|
||||
UiElement basicPanel,
|
||||
UiElement advancedPanel,
|
||||
UiScrollbar powerControl,
|
||||
UiButton high,
|
||||
UiButton medium,
|
||||
UiButton low,
|
||||
CombatState combat,
|
||||
CombatAttackController attacks,
|
||||
Action<bool> setWindowVisible)
|
||||
{
|
||||
_root = layout.Root;
|
||||
_basicPanel = basicPanel;
|
||||
_advancedPanel = advancedPanel;
|
||||
_powerControl = powerControl;
|
||||
_high = high;
|
||||
_medium = medium;
|
||||
_low = low;
|
||||
_combat = combat;
|
||||
_attacks = attacks;
|
||||
_setWindowVisible = setWindowVisible;
|
||||
|
||||
// PlayerModule::AdvancedCombatUI false selects gmCombatUI's authored
|
||||
// basic page. The advanced page belongs to the separate advanced-
|
||||
// combat flow and stays hidden in the basic panel.
|
||||
_basicPanel.Visible = true;
|
||||
_advancedPanel.Visible = false;
|
||||
|
||||
_powerControl.SetScalarPosition(_attacks.DesiredPower);
|
||||
_powerControl.ScalarChanged = _attacks.SetDesiredPower;
|
||||
_powerControl.ScalarFill = () => _attacks.PowerBarLevel;
|
||||
|
||||
BindAttackButton(_high, AttackHeight.High);
|
||||
BindAttackButton(_medium, AttackHeight.Medium);
|
||||
BindAttackButton(_low, AttackHeight.Low);
|
||||
|
||||
_combat.CombatModeChanged += OnCombatModeChanged;
|
||||
_attacks.StateChanged += OnAttackStateChanged;
|
||||
SyncControls();
|
||||
}
|
||||
|
||||
public static CombatUiController? Bind(
|
||||
ImportedLayout layout,
|
||||
CombatState combat,
|
||||
CombatAttackController attacks,
|
||||
Action<bool> setWindowVisible)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(layout);
|
||||
ArgumentNullException.ThrowIfNull(combat);
|
||||
ArgumentNullException.ThrowIfNull(attacks);
|
||||
ArgumentNullException.ThrowIfNull(setWindowVisible);
|
||||
|
||||
if (layout.FindElement(BasicPanelId) is not { } basic
|
||||
|| layout.FindElement(AdvancedPanelId) is not { } advanced
|
||||
|| layout.FindElement(PowerControlId) is not UiScrollbar power
|
||||
|| layout.FindElement(HighButtonId) is not UiButton high
|
||||
|| layout.FindElement(MediumButtonId) is not UiButton medium
|
||||
|| layout.FindElement(LowButtonId) is not UiButton low)
|
||||
return null;
|
||||
|
||||
return new CombatUiController(
|
||||
layout, basic, advanced, power, high, medium, low,
|
||||
combat, attacks, setWindowVisible);
|
||||
}
|
||||
|
||||
public void SyncVisibility() => OnCombatModeChanged(_combat.CurrentMode);
|
||||
|
||||
private void BindAttackButton(UiButton button, AttackHeight height)
|
||||
{
|
||||
button.OnPressed = () => _attacks.PressAttack(height);
|
||||
button.OnReleased = _attacks.ReleaseAttack;
|
||||
}
|
||||
|
||||
private void OnCombatModeChanged(CombatMode mode)
|
||||
{
|
||||
bool visible = CombatInputPlanner.SupportsTargetedAttack(mode);
|
||||
if (_root is IUiDatStateful stateful)
|
||||
{
|
||||
if (mode == CombatMode.Melee)
|
||||
stateful.TrySetRetailState(MeleeState);
|
||||
else if (mode == CombatMode.Missile)
|
||||
stateful.TrySetRetailState(MissileState);
|
||||
}
|
||||
_setWindowVisible(visible);
|
||||
SyncControls();
|
||||
}
|
||||
|
||||
private void OnAttackStateChanged() => SyncControls();
|
||||
|
||||
private void SyncControls()
|
||||
{
|
||||
_powerControl.SetScalarPosition(_attacks.DesiredPower);
|
||||
_high.Selected = _attacks.RequestedHeight == AttackHeight.High;
|
||||
_medium.Selected = _attacks.RequestedHeight == AttackHeight.Medium;
|
||||
_low.Selected = _attacks.RequestedHeight == AttackHeight.Low;
|
||||
}
|
||||
|
||||
public void OnShown() => SyncControls();
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed) return;
|
||||
_disposed = true;
|
||||
_combat.CombatModeChanged -= OnCombatModeChanged;
|
||||
_attacks.StateChanged -= OnAttackStateChanged;
|
||||
_powerControl.ScalarChanged = null;
|
||||
_powerControl.ScalarFill = () => null;
|
||||
_high.OnPressed = null;
|
||||
_high.OnReleased = null;
|
||||
_medium.OnPressed = null;
|
||||
_medium.OnReleased = null;
|
||||
_low.OnPressed = null;
|
||||
_low.OnReleased = null;
|
||||
}
|
||||
}
|
||||
|
|
@ -160,6 +160,19 @@ public static class DatWidgetFactory
|
|||
.FirstOrDefault();
|
||||
bar.TrackSprite = track is null ? 0u : DefaultImage(track);
|
||||
bar.ThumbSprite = scalarThumb is null ? 0u : DefaultImage(scalarThumb);
|
||||
|
||||
// gmCombatUI's desired-power slider (0x1000004F) authors the
|
||||
// live charge as a nested Type-7 meter. UiScrollbar consumes its
|
||||
// DAT children, so retain the meter's fill image on the scalar
|
||||
// widget itself. The fill container is element 2; the Recklessness
|
||||
// overlay (0x100005EF) is deliberately not the charge image.
|
||||
ElementInfo? meter = info.Children.FirstOrDefault(child => child.Type == 7u);
|
||||
ElementInfo? fill = meter?.Children.FirstOrDefault(child => child.Id == 2u)
|
||||
?? meter?.Children
|
||||
.Where(child => DefaultImage(child) != 0u)
|
||||
.OrderByDescending(child => child.ReadOrder)
|
||||
.FirstOrDefault();
|
||||
bar.ScalarFillSprite = fill is null ? 0u : DefaultImage(fill);
|
||||
return bar;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using System.Collections.Generic;
|
||||
using AcDream.App.Plugins;
|
||||
using AcDream.App.Combat;
|
||||
using AcDream.App.Rendering;
|
||||
using AcDream.App.UI.Layout;
|
||||
using AcDream.App.UI.Testing;
|
||||
|
|
@ -35,6 +36,10 @@ public sealed record RadarRuntimeBindings(
|
|||
SelectionState Selection,
|
||||
Action<bool> SetUiLocked);
|
||||
|
||||
public sealed record CombatRuntimeBindings(
|
||||
CombatState State,
|
||||
CombatAttackController Attacks);
|
||||
|
||||
public sealed record ToolbarRuntimeBindings(
|
||||
ClientObjectTable Objects,
|
||||
Func<IReadOnlyList<ShortcutEntry>> Shortcuts,
|
||||
|
|
@ -96,6 +101,7 @@ public sealed record RetailUiRuntimeBindings(
|
|||
VitalsRuntimeBindings Vitals,
|
||||
ChatRuntimeBindings Chat,
|
||||
RadarRuntimeBindings Radar,
|
||||
CombatRuntimeBindings Combat,
|
||||
ToolbarRuntimeBindings Toolbar,
|
||||
CharacterRuntimeBindings Character,
|
||||
InventoryRuntimeBindings Inventory,
|
||||
|
|
@ -125,6 +131,7 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
MountRadar();
|
||||
MountChat();
|
||||
MountToolbar();
|
||||
MountCombat();
|
||||
MountCharacter();
|
||||
MountPlugins();
|
||||
MountInventory();
|
||||
|
|
@ -160,6 +167,7 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
public CharacterSheetProvider CharacterSheetProvider => _bindings.Character.Provider;
|
||||
public ToolbarController? ToolbarController { get; private set; }
|
||||
public ToolbarInputController? ToolbarInputController { get; private set; }
|
||||
public CombatUiController? CombatUiController { get; private set; }
|
||||
public SelectedObjectController? SelectedObjectController { get; private set; }
|
||||
public UiViewport? PaperdollViewportWidget { get; private set; }
|
||||
public UiNineSlicePanel? InventoryFrame { get; private set; }
|
||||
|
|
@ -439,6 +447,54 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
Console.WriteLine("[D.5.1] retail toolbar window from LayoutDesc importer (0x21000016).");
|
||||
}
|
||||
|
||||
private void MountCombat()
|
||||
{
|
||||
ImportedLayout? layout = Import(CombatUiController.LayoutId);
|
||||
if (layout is null)
|
||||
{
|
||||
Console.WriteLine("[M2] combat: LayoutDesc 0x21000073 not found.");
|
||||
return;
|
||||
}
|
||||
|
||||
CombatUiController? controller = Layout.CombatUiController.Bind(
|
||||
layout,
|
||||
_bindings.Combat.State,
|
||||
_bindings.Combat.Attacks,
|
||||
visible =>
|
||||
{
|
||||
if (visible) Host.ShowWindow(WindowNames.Combat);
|
||||
else Host.HideWindow(WindowNames.Combat);
|
||||
});
|
||||
if (controller is null)
|
||||
{
|
||||
Console.WriteLine("[M2] combat: required controls missing in LayoutDesc 0x21000073.");
|
||||
return;
|
||||
}
|
||||
|
||||
CombatUiController = controller;
|
||||
UiElement root = layout.Root;
|
||||
RetailWindowFrame.Mount(
|
||||
Host.Root,
|
||||
root,
|
||||
_bindings.Assets.ResolveSprite,
|
||||
new RetailWindowFrame.Options
|
||||
{
|
||||
WindowName = WindowNames.Combat,
|
||||
Chrome = RetailWindowChrome.Imported,
|
||||
Left = Math.Max(0f, (Host.Root.Width - root.Width) * 0.5f),
|
||||
Top = Math.Max(0f, Host.Root.Height - root.Height - 10f),
|
||||
Visible = false,
|
||||
Resizable = false,
|
||||
ResizeX = false,
|
||||
ResizeY = false,
|
||||
ConstrainDragToParent = true,
|
||||
ContentClickThrough = false,
|
||||
Controller = controller,
|
||||
});
|
||||
controller.SyncVisibility();
|
||||
Console.WriteLine("[M2] retail combat bar from gmCombatUI LayoutDesc 0x21000073.");
|
||||
}
|
||||
|
||||
private (uint[] Peace, uint[] War, uint[]? Empty) LoadToolbarDigits()
|
||||
{
|
||||
uint[]? peace = null, war = null, empty = null;
|
||||
|
|
|
|||
|
|
@ -47,6 +47,14 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
|
|||
/// <summary>Optional click handler. Wired by the controller (e.g. chat Submit, ToggleMaximize).</summary>
|
||||
public Action? OnClick { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Optional pointer transition handlers. These expose retail's distinct
|
||||
/// pressed/released element messages for controls such as the combat-height
|
||||
/// buttons, where mouse-down begins charging and mouse-up commits the attack.
|
||||
/// </summary>
|
||||
public Action? OnPressed { get; set; }
|
||||
public Action? OnReleased { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Optional position-aware click handler. Coordinates are local pixels in this button,
|
||||
/// matching retail's <c>UIElementMessageInfo.ptWindow</c> paperdoll hit-test input.
|
||||
|
|
@ -292,6 +300,8 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
|
|||
_pointerOver = ContainsLocal(e.Data1, e.Data2);
|
||||
_pressed = true;
|
||||
UpdateVisualState();
|
||||
if (Enabled)
|
||||
OnPressed?.Invoke();
|
||||
if (HotClickEnabled && Enabled)
|
||||
{
|
||||
OnClick?.Invoke();
|
||||
|
|
@ -319,6 +329,8 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
|
|||
_nextHotClickTime = double.NaN;
|
||||
if (_pressed && _pointerOver && Enabled && ToggleBehavior)
|
||||
_selected = !_selected;
|
||||
if (_pressed && Enabled)
|
||||
OnReleased?.Invoke();
|
||||
_pressed = false;
|
||||
UpdateVisualState();
|
||||
return true;
|
||||
|
|
|
|||
|
|
@ -33,6 +33,15 @@ public sealed class UiScrollbar : UiElement
|
|||
public Action<float>? ScalarChanged { get; set; }
|
||||
public bool Horizontal { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Optional fill rendered beneath the scalar thumb. Retail's combat power
|
||||
/// control is a horizontal scrollbar containing a meter child; the importer
|
||||
/// folds that authored child into these properties because scrollbars consume
|
||||
/// their DAT children.
|
||||
/// </summary>
|
||||
public Func<float?> ScalarFill { get; set; } = () => null;
|
||||
public uint ScalarFillSprite { get; set; }
|
||||
|
||||
/// <summary>Programmatically set retail scrollbar attribute 0x86 without broadcasting.</summary>
|
||||
public void SetScalarPosition(float position)
|
||||
=> ScalarPosition = Math.Clamp(position, 0f, 1f);
|
||||
|
|
@ -102,6 +111,11 @@ public sealed class UiScrollbar : UiElement
|
|||
if (Horizontal)
|
||||
{
|
||||
DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height);
|
||||
if (ScalarFill() is float fill && ScalarFillSprite != 0)
|
||||
{
|
||||
float visibleWidth = Width * Math.Clamp(fill, 0f, 1f);
|
||||
DrawTiled(ctx, resolve, ScalarFillSprite, 0f, 0f, visibleWidth, Height);
|
||||
}
|
||||
float thumbWidth = ScalarThumbWidth(resolve);
|
||||
float travel = MathF.Max(0f, Width - thumbWidth);
|
||||
float x = travel * ScalarPosition;
|
||||
|
|
|
|||
|
|
@ -10,4 +10,5 @@ public static class WindowNames
|
|||
public const string Inventory = "inventory";
|
||||
public const string Chat = "chat";
|
||||
public const string Radar = "radar";
|
||||
public const string Combat = "combat";
|
||||
}
|
||||
|
|
|
|||
|
|
@ -50,6 +50,38 @@ public enum CombatAttackAction
|
|||
/// </summary>
|
||||
public static class CombatInputPlanner
|
||||
{
|
||||
/// <summary>
|
||||
/// Retail MotionStance_DualWieldCombat. GetPowerBarLevel (0x0056ADE0)
|
||||
/// selects the faster 0.8-second charge when this is the current style.
|
||||
/// </summary>
|
||||
public const uint DualWieldCombatStyle = 0x80000046u;
|
||||
public const uint ReadyForwardCommand = 0x41000003u;
|
||||
public const double AttackPowerUpSeconds = 1.0;
|
||||
public const double DualWieldPowerUpSeconds = 0.8;
|
||||
|
||||
/// <summary>
|
||||
/// Attack-time branch of retail <c>PlayerInReadyPosition</c>
|
||||
/// (0x0056B820, arg2=true). Melee accepts a valid maneuver table;
|
||||
/// every player has one, while missile additionally requires one of
|
||||
/// retail's launcher/thrown styles to be at Ready.
|
||||
/// </summary>
|
||||
public static bool PlayerInReadyPositionForAttack(
|
||||
CombatMode mode,
|
||||
uint currentStyle,
|
||||
uint forwardCommand)
|
||||
{
|
||||
if (mode == CombatMode.Melee)
|
||||
return true;
|
||||
if (mode != CombatMode.Missile || forwardCommand != ReadyForwardCommand)
|
||||
return false;
|
||||
return currentStyle is 0x8000003Fu
|
||||
or 0x80000041u
|
||||
or 0x80000043u
|
||||
or 0x80000047u
|
||||
or 0x80000138u
|
||||
or 0x80000139u;
|
||||
}
|
||||
|
||||
private const EquipMask PrimaryWeaponLocations =
|
||||
EquipMask.MeleeWeapon | EquipMask.MissileWeapon | EquipMask.TwoHanded;
|
||||
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ namespace AcDream.UI.Abstractions.Input;
|
|||
/// </summary>
|
||||
public sealed class KeyBindings
|
||||
{
|
||||
private const int CurrentSchemaVersion = 2;
|
||||
private const int CurrentSchemaVersion = 3;
|
||||
|
||||
private readonly List<Binding> _bindings = new();
|
||||
|
||||
|
|
@ -244,9 +244,12 @@ public sealed class KeyBindings
|
|||
// Melee mode (active when MeleeCombat scope pushed).
|
||||
b.Add(new(new KeyChord(Key.Insert, ModifierMask.None), InputAction.CombatDecreaseAttackPower));
|
||||
b.Add(new(new KeyChord(Key.PageUp, ModifierMask.None), InputAction.CombatIncreaseAttackPower));
|
||||
b.Add(new(new KeyChord(Key.Delete, ModifierMask.None), InputAction.CombatLowAttack));
|
||||
b.Add(new(new KeyChord(Key.End, ModifierMask.None), InputAction.CombatMediumAttack));
|
||||
b.Add(new(new KeyChord(Key.PageDown, ModifierMask.None), InputAction.CombatHighAttack));
|
||||
// Retail HandleCombatAction consumes key-down AND key-up for attack
|
||||
// height actions: down starts charging, up ends the request. Hold is
|
||||
// our binding representation for that transition pair.
|
||||
b.Add(new(new KeyChord(Key.Delete, ModifierMask.None), InputAction.CombatLowAttack, ActivationType.Hold));
|
||||
b.Add(new(new KeyChord(Key.End, ModifierMask.None), InputAction.CombatMediumAttack, ActivationType.Hold));
|
||||
b.Add(new(new KeyChord(Key.PageDown, ModifierMask.None), InputAction.CombatHighAttack, ActivationType.Hold));
|
||||
// Missile + Magic + Spell-tab — same chords; resolved by scope at
|
||||
// runtime per InputDispatcher's stack lookup. Add the bindings;
|
||||
// subscribers arrive in Phase L when CombatState.CurrentMode is
|
||||
|
|
@ -420,6 +423,7 @@ public sealed class KeyBindings
|
|||
}
|
||||
var chord = new KeyChord(silkKey, mods, device);
|
||||
action = MigrateLegacyQuickSlotIntent(version, action, chord, activation);
|
||||
activation = MigrateCombatAttackActivation(version, action, activation);
|
||||
loaded.Add(new(chord, action, activation));
|
||||
}
|
||||
}
|
||||
|
|
@ -516,6 +520,25 @@ public sealed class KeyBindings
|
|||
: action;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Schema v2 stored the three attack-height commands as one-shot Press
|
||||
/// bindings. Retail requires both press and release, so old and customized
|
||||
/// chords retain their key while upgrading to Hold transition semantics.
|
||||
/// </summary>
|
||||
private static ActivationType MigrateCombatAttackActivation(
|
||||
int version,
|
||||
InputAction action,
|
||||
ActivationType activation)
|
||||
{
|
||||
if (version >= 3 || activation != ActivationType.Press)
|
||||
return activation;
|
||||
return action is InputAction.CombatLowAttack
|
||||
or InputAction.CombatMediumAttack
|
||||
or InputAction.CombatHighAttack
|
||||
? ActivationType.Hold
|
||||
: activation;
|
||||
}
|
||||
|
||||
private static ModifierMask ParseModifiers(JsonElement bindingEl)
|
||||
{
|
||||
if (!bindingEl.TryGetProperty("mod", out var modEl)) return ModifierMask.None;
|
||||
|
|
|
|||
147
tests/AcDream.App.Tests/Combat/CombatAttackControllerTests.cs
Normal file
147
tests/AcDream.App.Tests/Combat/CombatAttackControllerTests.cs
Normal file
|
|
@ -0,0 +1,147 @@
|
|||
using AcDream.App.Combat;
|
||||
using AcDream.Core.Combat;
|
||||
using AcDream.UI.Abstractions.Input;
|
||||
|
||||
namespace AcDream.App.Tests.Combat;
|
||||
|
||||
public sealed class CombatAttackControllerTests
|
||||
{
|
||||
[Fact]
|
||||
public void NormalStance_ChargesLinearlyOverOneSecond_AndReleaseSendsCurrentPower()
|
||||
{
|
||||
double now = 10d;
|
||||
var sent = new List<(AttackHeight Height, float Power)>();
|
||||
var combat = new CombatState();
|
||||
using var controller = Create(combat, () => now, sent);
|
||||
combat.SetCombatMode(CombatMode.Melee);
|
||||
|
||||
controller.PressAttack(AttackHeight.High);
|
||||
now = 10.5d;
|
||||
|
||||
Assert.Equal(0.5f, controller.PowerBarLevel, 3);
|
||||
controller.ReleaseAttack();
|
||||
|
||||
var attack = Assert.Single(sent);
|
||||
Assert.Equal(AttackHeight.High, attack.Height);
|
||||
Assert.Equal(0.5f, attack.Power, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DualWieldStance_UsesRetailPointEightSecondPowerUpTime()
|
||||
{
|
||||
double now = 3d;
|
||||
var combat = new CombatState();
|
||||
using var controller = Create(
|
||||
combat,
|
||||
() => now,
|
||||
[],
|
||||
isDualWield: () => true);
|
||||
combat.SetCombatMode(CombatMode.Melee);
|
||||
|
||||
controller.PressAttack(AttackHeight.Medium);
|
||||
now = 3.4d;
|
||||
|
||||
Assert.Equal(0.5f, controller.PowerBarLevel, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EarlyRelease_CommitsOnUseTimeTickAtReleasedPower()
|
||||
{
|
||||
double now = 0d;
|
||||
var sent = new List<(AttackHeight Height, float Power)>();
|
||||
var combat = new CombatState();
|
||||
using var controller = Create(combat, () => now, sent);
|
||||
combat.SetCombatMode(CombatMode.Missile);
|
||||
controller.SetDesiredPower(1f);
|
||||
|
||||
controller.PressAttack(AttackHeight.Low);
|
||||
now = 0.25d;
|
||||
controller.ReleaseAttack();
|
||||
Assert.Empty(sent);
|
||||
|
||||
now = 0.26d;
|
||||
controller.Tick();
|
||||
|
||||
var attack = Assert.Single(sent);
|
||||
Assert.Equal(AttackHeight.Low, attack.Height);
|
||||
Assert.Equal(0.25f, attack.Power, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HoldBinding_UsesPressAndReleaseTransitions()
|
||||
{
|
||||
double now = 1d;
|
||||
var sent = new List<(AttackHeight Height, float Power)>();
|
||||
var combat = new CombatState();
|
||||
using var controller = Create(combat, () => now, sent);
|
||||
combat.SetCombatMode(CombatMode.Melee);
|
||||
|
||||
Assert.True(controller.HandleInputAction(
|
||||
InputAction.CombatLowAttack, ActivationType.Press));
|
||||
now = 1.5d;
|
||||
Assert.True(controller.HandleInputAction(
|
||||
InputAction.CombatLowAttack, ActivationType.Release));
|
||||
|
||||
Assert.Equal(AttackHeight.Low, Assert.Single(sent).Height);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LeavingTargetedCombat_CancelsAnActiveBuild()
|
||||
{
|
||||
double now = 0d;
|
||||
var combat = new CombatState();
|
||||
using var controller = Create(combat, () => now, []);
|
||||
combat.SetCombatMode(CombatMode.Melee);
|
||||
controller.PressAttack(AttackHeight.Medium);
|
||||
now = 0.4d;
|
||||
|
||||
combat.SetCombatMode(CombatMode.NonCombat);
|
||||
|
||||
Assert.False(controller.BuildInProgress);
|
||||
Assert.False(controller.AttackRequestInProgress);
|
||||
Assert.Equal(0f, controller.PowerBarLevel);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RequestWaitsUntilPlayerReachesReadyStanceBeforeBuilding()
|
||||
{
|
||||
double now = 0d;
|
||||
bool ready = false;
|
||||
var combat = new CombatState();
|
||||
using var controller = new CombatAttackController(
|
||||
combat,
|
||||
() => true,
|
||||
(_, _) => true,
|
||||
playerReadyForAttack: () => ready,
|
||||
now: () => now);
|
||||
combat.SetCombatMode(CombatMode.Missile);
|
||||
|
||||
controller.PressAttack(AttackHeight.High);
|
||||
Assert.True(controller.AttackRequestInProgress);
|
||||
Assert.False(controller.BuildInProgress);
|
||||
|
||||
ready = true;
|
||||
now = 5d;
|
||||
controller.Tick();
|
||||
|
||||
Assert.True(controller.BuildInProgress);
|
||||
Assert.Equal(0f, controller.PowerBarLevel);
|
||||
}
|
||||
|
||||
private static CombatAttackController Create(
|
||||
CombatState combat,
|
||||
Func<double> now,
|
||||
List<(AttackHeight Height, float Power)> sent,
|
||||
Func<bool>? isDualWield = null)
|
||||
=> new(
|
||||
combat,
|
||||
canStartAttack: () => true,
|
||||
sendAttack: (height, power) =>
|
||||
{
|
||||
sent.Add((height, power));
|
||||
return true;
|
||||
},
|
||||
isDualWield: isDualWield,
|
||||
autoRepeatAttack: () => false,
|
||||
now: now);
|
||||
}
|
||||
106
tests/AcDream.App.Tests/UI/Layout/CombatUiControllerTests.cs
Normal file
106
tests/AcDream.App.Tests/UI/Layout/CombatUiControllerTests.cs
Normal file
|
|
@ -0,0 +1,106 @@
|
|||
using AcDream.App.Combat;
|
||||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
using AcDream.Core.Combat;
|
||||
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
public sealed class CombatUiControllerTests
|
||||
{
|
||||
private static (uint, int, int) NoTex(uint _) => (0u, 0, 0);
|
||||
|
||||
[Fact]
|
||||
public void CombatMode_ShowsOnlyTargetedModes_AndSelectsMediumByDefault()
|
||||
{
|
||||
double now = 0d;
|
||||
var combat = new CombatState();
|
||||
using var attacks = CreateAttacks(combat, () => now, []);
|
||||
var (layout, _, _, power, high, medium, low) = BuildLayout();
|
||||
var visibility = new List<bool>();
|
||||
using var controller = CombatUiController.Bind(
|
||||
layout, combat, attacks, visibility.Add)!;
|
||||
|
||||
controller.SyncVisibility();
|
||||
combat.SetCombatMode(CombatMode.Melee);
|
||||
combat.SetCombatMode(CombatMode.Magic);
|
||||
|
||||
Assert.Equal([false, true, false], visibility);
|
||||
Assert.False(high.Selected);
|
||||
Assert.True(medium.Selected);
|
||||
Assert.False(low.Selected);
|
||||
Assert.Equal(CombatAttackController.InitialDesiredPower, power.ScalarPosition);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AuthoredHeightButton_PressChargesAndReleaseSendsThroughSharedController()
|
||||
{
|
||||
double now = 4d;
|
||||
var sent = new List<(AttackHeight Height, float Power)>();
|
||||
var combat = new CombatState();
|
||||
using var attacks = CreateAttacks(combat, () => now, sent);
|
||||
var (layout, basic, advanced, power, high, _, _) = BuildLayout();
|
||||
using var controller = CombatUiController.Bind(
|
||||
layout, combat, attacks, _ => { })!;
|
||||
combat.SetCombatMode(CombatMode.Melee);
|
||||
|
||||
high.OnEvent(new UiEvent(0, high, UiEventType.MouseDown, Data1: 2, Data2: 2));
|
||||
now = 4.5d;
|
||||
Assert.Equal(0.5f, power.ScalarFill()!.Value, 3);
|
||||
high.OnEvent(new UiEvent(0, high, UiEventType.MouseUp, Data1: 2, Data2: 2));
|
||||
|
||||
var attack = Assert.Single(sent);
|
||||
Assert.Equal(AttackHeight.High, attack.Height);
|
||||
Assert.Equal(0.5f, attack.Power, 3);
|
||||
Assert.True(basic.Visible);
|
||||
Assert.False(advanced.Visible);
|
||||
}
|
||||
|
||||
private static CombatAttackController CreateAttacks(
|
||||
CombatState combat,
|
||||
Func<double> now,
|
||||
List<(AttackHeight Height, float Power)> sent)
|
||||
=> new(
|
||||
combat,
|
||||
() => true,
|
||||
(height, power) =>
|
||||
{
|
||||
sent.Add((height, power));
|
||||
return true;
|
||||
},
|
||||
autoRepeatAttack: () => false,
|
||||
now: now);
|
||||
|
||||
private static (
|
||||
ImportedLayout Layout,
|
||||
UiElement Basic,
|
||||
UiElement Advanced,
|
||||
UiScrollbar Power,
|
||||
UiButton High,
|
||||
UiButton Medium,
|
||||
UiButton Low) BuildLayout()
|
||||
{
|
||||
var root = new UiPanel { Width = 610, Height = 90 };
|
||||
var basic = new UiPanel();
|
||||
var advanced = new UiPanel();
|
||||
var power = new UiScrollbar { Width = 507, Height = 14, Horizontal = true };
|
||||
UiButton Button(uint id) => new(
|
||||
new ElementInfo { Id = id, Type = 1, Width = 72, Height = 19 }, NoTex)
|
||||
{
|
||||
Width = 72,
|
||||
Height = 19,
|
||||
};
|
||||
var high = Button(CombatUiController.HighButtonId);
|
||||
var medium = Button(CombatUiController.MediumButtonId);
|
||||
var low = Button(CombatUiController.LowButtonId);
|
||||
var byId = new Dictionary<uint, UiElement>
|
||||
{
|
||||
[CombatUiController.BasicPanelId] = basic,
|
||||
[CombatUiController.AdvancedPanelId] = advanced,
|
||||
[CombatUiController.PowerControlId] = power,
|
||||
[CombatUiController.HighButtonId] = high,
|
||||
[CombatUiController.MediumButtonId] = medium,
|
||||
[CombatUiController.LowButtonId] = low,
|
||||
};
|
||||
return (new ImportedLayout(root, byId), basic, advanced, power, high, medium, low);
|
||||
}
|
||||
}
|
||||
|
|
@ -451,6 +451,47 @@ public class DatWidgetFactoryTests
|
|||
Assert.Equal(gold, t.DefaultColor);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HorizontalScrollbar_PreservesNestedCombatMeterFillSprite()
|
||||
{
|
||||
var track = new ElementInfo { Id = 4, Type = 3, Width = 507, Height = 14 };
|
||||
track.StateMedia[""] = (0x06001919u, 1);
|
||||
track.States[UiStateInfo.DirectStateId] = new UiStateInfo
|
||||
{ Id = UiStateInfo.DirectStateId, Image = new UiImageMedia(0x06001919u, 1) };
|
||||
var thumb = new ElementInfo { Id = 1, Type = 1, Width = 12, Height = 14 };
|
||||
thumb.StateMedia[""] = (0x06001923u, 1);
|
||||
thumb.States[UiStateInfo.DirectStateId] = new UiStateInfo
|
||||
{ Id = UiStateInfo.DirectStateId, Image = new UiImageMedia(0x06001923u, 1) };
|
||||
var fill = new ElementInfo { Id = 2, Type = 3, Width = 507, Height = 14 };
|
||||
fill.StateMedia[""] = (0x06001200u, 1);
|
||||
fill.States[UiStateInfo.DirectStateId] = new UiStateInfo
|
||||
{ Id = UiStateInfo.DirectStateId, Image = new UiImageMedia(0x06001200u, 1) };
|
||||
var meter = new ElementInfo
|
||||
{
|
||||
Id = CombatUiController.PowerControlId + 1,
|
||||
Type = 7,
|
||||
Width = 507,
|
||||
Height = 14,
|
||||
Children = [fill],
|
||||
};
|
||||
var info = new ElementInfo
|
||||
{
|
||||
Id = CombatUiController.PowerControlId,
|
||||
Type = 11,
|
||||
Width = 507,
|
||||
Height = 14,
|
||||
Children = [track, meter, thumb],
|
||||
};
|
||||
|
||||
var bar = Assert.IsType<UiScrollbar>(
|
||||
DatWidgetFactory.Create(info, NoTex, null));
|
||||
|
||||
Assert.True(bar.Horizontal);
|
||||
Assert.Equal(0x06001919u, bar.TrackSprite);
|
||||
Assert.Equal(0x06001923u, bar.ThumbSprite);
|
||||
Assert.Equal(0x06001200u, bar.ScalarFillSprite);
|
||||
}
|
||||
|
||||
private static ElementInfo TextInfo(params (uint Id, UiPropertyValue Value)[] properties)
|
||||
{
|
||||
var info = new ElementInfo { Id = 0x10000016u, Type = 12, Width = 100, Height = 20 };
|
||||
|
|
|
|||
|
|
@ -30,6 +30,24 @@ public class UiButtonTests
|
|||
Assert.Equal((17, 9), clicked);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PointerDownAndUp_InvokeDistinctTransitionHandlers()
|
||||
{
|
||||
var transitions = new List<string>();
|
||||
var b = new UiButton(new ElementInfo { Type = 1, Width = 20, Height = 20 }, NoTex)
|
||||
{
|
||||
Width = 20,
|
||||
Height = 20,
|
||||
OnPressed = () => transitions.Add("pressed"),
|
||||
OnReleased = () => transitions.Add("released"),
|
||||
};
|
||||
|
||||
b.OnEvent(new UiEvent(0, b, UiEventType.MouseDown, Data1: 5, Data2: 5));
|
||||
b.OnEvent(new UiEvent(0, b, UiEventType.MouseUp, Data1: 30, Data2: 30));
|
||||
|
||||
Assert.Equal(["pressed", "released"], transitions);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NotClickThrough_SoItReceivesClicks()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -94,6 +94,24 @@ public sealed class CombatInputPlannerTests
|
|||
Assert.Equal(expected, CombatInputPlanner.SupportsTargetedAttack(mode));
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(CombatMode.Melee, 0x8000003Du, 0u, true)]
|
||||
[InlineData(CombatMode.Missile, 0x8000003Fu, CombatInputPlanner.ReadyForwardCommand, true)]
|
||||
[InlineData(CombatMode.Missile, 0x80000041u, CombatInputPlanner.ReadyForwardCommand, true)]
|
||||
[InlineData(CombatMode.Missile, 0x8000003Du, CombatInputPlanner.ReadyForwardCommand, false)]
|
||||
[InlineData(CombatMode.Missile, 0x8000003Fu, 0x41000006u, false)]
|
||||
[InlineData(CombatMode.NonCombat, 0x8000003Du, CombatInputPlanner.ReadyForwardCommand, false)]
|
||||
public void PlayerInReadyPositionForAttack_MatchesRetailAttackBranch(
|
||||
CombatMode mode,
|
||||
uint style,
|
||||
uint forward,
|
||||
bool expected)
|
||||
{
|
||||
Assert.Equal(
|
||||
expected,
|
||||
CombatInputPlanner.PlayerInReadyPositionForAttack(mode, style, forward));
|
||||
}
|
||||
|
||||
private static ClientObject Equipped(
|
||||
EquipMask location,
|
||||
ItemType type,
|
||||
|
|
|
|||
|
|
@ -223,6 +223,40 @@ public class KeyBindingsJsonTests
|
|||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoadOrDefault_migratesV2CombatPressBindingToHold()
|
||||
{
|
||||
var path = TempFile();
|
||||
try
|
||||
{
|
||||
const string json = """
|
||||
{
|
||||
"version": 2,
|
||||
"actions": {
|
||||
"CombatHighAttack": [
|
||||
{ "key": "F7" }
|
||||
]
|
||||
}
|
||||
}
|
||||
""";
|
||||
File.WriteAllText(path, json);
|
||||
|
||||
var loaded = KeyBindings.LoadOrDefault(path);
|
||||
|
||||
Assert.Equal(InputAction.CombatHighAttack,
|
||||
loaded.Find(
|
||||
new KeyChord(Key.F7, ModifierMask.None),
|
||||
ActivationType.Hold)?.Action);
|
||||
Assert.Null(loaded.Find(
|
||||
new KeyChord(Key.F7, ModifierMask.None),
|
||||
ActivationType.Press));
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (File.Exists(path)) File.Delete(path);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoadOrDefault_unknown_action_name_skipped_silently()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -108,6 +108,19 @@ public class KeyBindingsRetailTests
|
|||
Assert.Equal(InputAction.EscapeKey, hit!.Value.Action);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(Key.Delete, InputAction.CombatLowAttack)]
|
||||
[InlineData(Key.End, InputAction.CombatMediumAttack)]
|
||||
[InlineData(Key.PageDown, InputAction.CombatHighAttack)]
|
||||
public void CombatAttackHeightBindings_EmitHoldTransitions(Key key, InputAction action)
|
||||
{
|
||||
var b = KeyBindings.RetailDefaults();
|
||||
|
||||
var hit = b.Find(new KeyChord(key, ModifierMask.None), ActivationType.Hold);
|
||||
|
||||
Assert.Equal(action, hit?.Action);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void QuickSlot_5_bareUsesAndCtrlSelects()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue