fix(ui): port exact selected health policy
Replace the toolbar's PWD-bit approximation with retail ObjectIsAttackable composed with the exact player and pet short-circuits. Carry second-header PetOwner through CreateObject, session, and ClientObject state so self, pet, and Free-PK cases match retail while friendly NPCs and attackable non-creatures remain name-only. Co-Authored-By: Codex <codex@openai.com>
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18 changed files with 416 additions and 50 deletions
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@ -12568,39 +12568,17 @@ public sealed class GameWindow : IDisposable
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return (LiveItemType(guid) & AcDream.Core.Items.ItemType.Creature) != 0;
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}
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// PublicWeenieDesc _bitfield flags (acclient.h:6431-6463) — same bitfield RadarBlipColors reads.
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private const uint BfPlayer = 0x8u; // BF_PLAYER (acclient.h:6434)
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private const uint BfAttackable = 0x10u; // BF_ATTACKABLE (acclient.h:6437)
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/// <summary>
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/// True if the selected-object strip should show a Health meter for <paramref name="guid"/>.
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/// Approximates retail's <c>IsPlayer() || pet_owner || ClientCombatSystem::ObjectIsAttackable()</c>
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/// gate (gmToolbarUI::HandleSelectionChanged :198754) using the server-provided PWD flags:
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/// the <c>BF_ATTACKABLE</c> bit (monsters) or the <c>BF_PLAYER</c> bit (other players).
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/// A friendly NPC (e.g. a vendor) has neither bit set → name-only, matching retail.
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/// The full PK/faction logic of ObjectIsAttackable + the pet case are not ported (divergence AP-46).
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/// Exact projection of retail's <c>IsPlayer() || pet_owner ||
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/// ClientCombatSystem::ObjectIsAttackable()</c> gate from
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/// <c>gmToolbarUI::HandleSelectionChanged @ 0x004BF380</c>.
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/// </summary>
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private bool IsHealthBarTarget(uint guid)
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{
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if (guid == _playerServerGuid)
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return false;
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if (!_entitiesByServerGuid.ContainsKey(guid))
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return false;
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uint pwd = _lastSpawnByGuid.TryGetValue(guid, out var spawn)
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&& spawn.ObjectDescriptionFlags is { } odf ? odf : 0u;
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// Another player → health bar (retail IsPlayer branch).
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if ((pwd & BfPlayer) != 0)
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return true;
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// Attackable branch: retail ObjectIsAttackable requires the object to be a CREATURE
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// first (InqType() & 0x10, acclient_2013_pseudo_c.txt:375406), THEN attackable. A Door
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// carries the BF_ATTACKABLE bit but is ItemType Misc, so it is never a health-bar target —
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// require the Creature flag here too (matches retail; excludes attackable doors/objects).
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bool isCreature = (LiveItemType(guid) & AcDream.Core.Items.ItemType.Creature) != 0;
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return isCreature && (pwd & BfAttackable) != 0;
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}
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=> AcDream.Core.Combat.SelectedObjectHealthPolicy.ShouldQueryHealth(
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_playerServerGuid,
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Objects.Get(_playerServerGuid),
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Objects.Get(guid));
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/// <summary>
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