fix(B.7): square indicator box + bigger pick sphere for doors/lifestones/portals + diag
Visual test surfaced three follow-ups:
1. Square box, not 1:2 rectangle.
WidthHeightRatio: 0.5 → 1.0. Retail's Vivid Target Indicator draws
a square; the earlier humanoid-aspect ratio looked wrong for
non-humanoids and didn't match retail screenshots.
2. Large flat objects (doors / lifestones / portals / corpses)
weren't selectable with the new tight 0.7 m pick sphere.
WorldPicker.Pick now takes an optional radiusForGuid callback so
the host can per-entity decide a larger radius. GameWindow's pick
site supplies a lambda that bumps to 2.0 m for any entity with
BF_DOOR (0x1000), BF_LIFESTONE (0x4000), BF_PORTAL (0x40000), or
BF_CORPSE (0x2000) set in ObjectDescriptionFlags. Default stays
at 0.7 m for humanoids and items.
3. New [B.7] pick-info diagnostic on each successful pick:
[B.7] pick-info guid=0x... itemType=0x... pwd=0x... color=(r,g,b)
Lets us verify e.g. whether a 'green NPC' really is server-side
flagged as Vendor (BF_VENDOR=0x200, retail-defined green) vs a
bug in our colour lookup. The pwd bit table is acclient.h:6431-
6463 — same flags retail's gmRadarUI::GetBlipColor branches on.
Note: textured retail-sprite corner triangles remain a B.7 follow-up
deferred per the spec. MVP uses procedural fills.
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3 changed files with 51 additions and 8 deletions
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@ -8991,13 +8991,47 @@ public sealed class GameWindow : IDisposable
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origin, direction,
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_entitiesByServerGuid.Values,
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skipServerGuid: _playerServerGuid,
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maxDistance: 50f);
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maxDistance: 50f,
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// B.7 (2026-05-15): widen the pick sphere for large flat
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// objects (doors, lifestones, portals, corpses) so their
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// visible surface stays clickable even though the entity
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// origin is a single point. 0.7 m default is fine for
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// humanoids and most items; doors / portals need ~2 m
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// to cover the doorframe.
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radiusForGuid: g =>
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{
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if (_lastSpawnByGuid.TryGetValue(g, out var s)
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&& s.ObjectDescriptionFlags is { } odf)
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{
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// BF_DOOR = 0x1000, BF_LIFESTONE = 0x4000,
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// BF_PORTAL = 0x40000, BF_CORPSE = 0x2000
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// (acclient.h:6431-6463)
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const uint LargeFlatMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
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if ((odf & LargeFlatMask) != 0) return 2.0f;
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}
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return 0.7f;
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});
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if (picked is uint guid)
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{
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_selectedGuid = guid;
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string label = DescribeLiveEntity(guid);
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Console.WriteLine($"[B.4b] pick guid=0x{guid:X8} name={label}");
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// B.7 (2026-05-15): one-shot per-pick diagnostic so we can
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// see exactly which ItemType + PWD bitfield bits + resolved
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// RadarBlipColor are produced for the just-picked entity.
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// Helps verify whether a "green NPC" really is flagged as
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// Vendor server-side or whether our lookup is wrong.
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uint rawItemType = 0;
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if (_liveEntityInfoByGuid.TryGetValue(guid, out var info))
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rawItemType = (uint)info.ItemType;
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uint pwdBits = 0;
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if (_lastSpawnByGuid.TryGetValue(guid, out var spawn)
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&& spawn.ObjectDescriptionFlags is { } odf)
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pwdBits = odf;
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var col = AcDream.Core.Ui.RadarBlipColors.For(rawItemType, pwdBits);
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Console.WriteLine(System.FormattableString.Invariant(
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$"[B.7] pick-info guid=0x{guid:X8} itemType=0x{rawItemType:X8} pwd=0x{pwdBits:X8} color=({col.R},{col.G},{col.B})"));
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_debugVm?.AddToast($"Selected: {label}");
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if (useImmediately) SendUse(guid);
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}
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