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:
Erik 2026-07-11 14:03:28 +02:00
parent 9958458318
commit 2215c76c7e
22 changed files with 1265 additions and 46 deletions

View file

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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;
}
}