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>
This commit is contained in:
parent
9958458318
commit
2215c76c7e
22 changed files with 1265 additions and 46 deletions
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;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue