fix(combat): track targets with retail camera
Port ClientCombatSystem's Keep in View consumer through CameraSet's pivot-to-target boom heading, including the transformed half-metre target offset and melee/missile validity gates. Preserve the existing stateful chase damping and collision architecture, with conformance coverage and named-retail pseudocode. Co-Authored-By: Codex <codex@openai.com>
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5 changed files with 159 additions and 14 deletions
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@ -497,7 +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; corrective 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`. The corrective pass ports local.dat StringInfo labels, `gmCombatUI::PostInit` runtime option captions, interactive `UIOption_Checkbox` controls, and structural horizontal-scrollbar track/thumb roles. 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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- **M2 basic retail combat bar implemented 2026-07-11; corrective 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`. The corrective pass ports local.dat StringInfo labels, `gmCombatUI::PostInit` runtime option captions, interactive `UIOption_Checkbox` controls, structural horizontal-scrollbar track/thumb roles, and `ClientCombatSystem::UpdateTargetTracking` so Keep in View rotates the retail chase-camera boom around the player toward the selected attack target. 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`, `docs/research/2026-07-11-combat-target-camera-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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docs/research/2026-07-11-combat-target-camera-pseudocode.md
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docs/research/2026-07-11-combat-target-camera-pseudocode.md
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@ -0,0 +1,77 @@
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# Retail combat target camera pseudocode
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Source: Sept 2013 EoR named retail client.
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- `ClientCombatSystem::UpdateTargetTracking` (`0x0056A950`)
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- `ClientCombatSystem::TrackTarget` (`0x0056AED0`)
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- `CameraSet::TrackTarget` (`0x00458280`)
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- `CameraSet::SetTargetForOffset` (`0x004576E0`)
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- `CameraManager::SetTargetObject` (`0x00456380`)
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- `CameraManager::UpdateCamera` (`0x00456660`)
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## Option consumer
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```text
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UpdateTargetTracking():
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if ViewCombatTarget is enabled
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and combat mode is Melee or Missile
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and current attack target is valid:
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camera.TrackTarget(attackTarget)
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else:
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camera.TrackTarget(0)
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```
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## Camera state
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```text
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CameraSet.TrackTarget(targetId):
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if targetId != 0:
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targeting = true
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camera.SetTargetObject(targetId, wholeObject)
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camera.targetOffset = (0, 0, 0.5 metres)
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else:
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targeting = false
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SetTargetForOffset(camera.viewerOffset)
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SetTargetForOffset(viewerOffset), while targeting:
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camera.targetStatus = LOOK_AT_OBJECT | LOOK_AT_PIVOT
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```
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## Per-frame pose
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```text
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pivot = player part position + transformed pivotOffset
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direction = zero
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if targetStatus contains LOOK_AT_OBJECT and target object exists:
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targetPoint = target.position localToGlobal targetOffset
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direction += normalize(targetPoint - pivot)
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headingFrame = frameWhoseForwardIs(direction)
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desiredEye = pivot + headingFrame.transformVector(viewerOffset)
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if targetStatus contains LOOK_AT_PIVOT:
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desiredForward = normalize(pivot - desiredEye)
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damp current viewer toward (desiredEye, desiredForward)
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```
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The target therefore changes the direction of the boom around the player; it
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does not replace the player as the boom's pivot. `LOOK_AT_PIVOT` keeps the
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player centered while the target-facing boom keeps the combat target in view.
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## Port mapping
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- `GameWindow.GetCombatCameraTargetPoint` applies the option/mode/valid-target
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gates and transforms the target-local 0.5 metre Z offset.
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- `RetailChaseCamera.ComputeTrackedHeading` ports the pivot-to-target direction.
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- Existing `RetailChaseCamera` boom construction and damping consume that
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heading unchanged.
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- The diagnostic legacy `ChaseCamera` remains intentionally non-retail under
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existing divergence row TS-19; the production retail camera owns this behavior.
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The ACE and ACME reference trees are not present in this worktree (only the
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in-tree WorldBuilder reference is available), so no interpretation-aid cross
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check was possible. The named retail functions above are complete for this
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behavior and remain the ground truth.
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@ -8415,13 +8415,15 @@ public sealed class GameWindow : IDisposable
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// player visibly rises in frame without the camera
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// swinging vertically (was the symptom of using raw
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// velocity-vector heading).
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System.Numerics.Vector3? trackedCombatTarget = GetCombatCameraTargetPoint();
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_retailChaseCamera!.Update(result.RenderPosition, _playerController.Yaw,
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playerVelocity: _playerController.BodyVelocity,
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isOnGround: result.IsOnGround,
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contactPlaneNormal: _playerController.ContactPlane.Normal,
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dt: (float)dt,
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cellId: _playerController.CellId,
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selfEntityId: _playerController.LocalEntityId);
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selfEntityId: _playerController.LocalEntityId,
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trackedTargetPoint: trackedCombatTarget);
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// Send outbound movement messages to the live server.
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if (_liveSession is not null)
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@ -12021,6 +12023,26 @@ public sealed class GameWindow : IDisposable
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return SelectClosestCombatTarget(showToast: false);
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}
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/// <summary>
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/// Resolves retail's combat-camera target. ClientCombatSystem::
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/// UpdateTargetTracking (0x0056A950) enables CameraSet::TrackTarget only
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/// for melee/missile combat with the option enabled and a valid attack
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/// target. TrackTarget applies target-local offset (0,0,0.5).
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/// </summary>
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private System.Numerics.Vector3? GetCombatCameraTargetPoint()
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{
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if (!_persistedGameplay.ViewCombatTarget
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|| !AcDream.Core.Combat.CombatInputPlanner.SupportsTargetedAttack(Combat.CurrentMode)
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|| _selection.SelectedObjectId is not uint selected
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|| !IsLiveCreatureTarget(selected)
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|| !_entitiesByServerGuid.TryGetValue(selected, out var target))
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return null;
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return target.Position
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+ System.Numerics.Vector3.Transform(
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new System.Numerics.Vector3(0f, 0f, 0.5f), target.Rotation);
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}
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// ============================================================
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// Phase B.4b — outbound Use handler. Wires three input actions
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// (LMB click select, LMB-double-click select+use, R hotkey
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@ -143,28 +143,31 @@ public sealed class RetailChaseCamera : ICamera
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Vector3 contactPlaneNormal,
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float dt,
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uint cellId = 0,
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uint selfEntityId = 0)
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uint selfEntityId = 0,
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Vector3? trackedTargetPoint = null)
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{
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// 1. Push velocity into 5-frame ring, get average.
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PushVelocity(_velocityRing, ref _velocityCount, playerVelocity);
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Vector3 avgVel = AverageVelocity(_velocityRing, _velocityCount);
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// 2. Heading vector — player's facing projected onto the contact
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// plane (grounded) or world XY (airborne). See ComputeHeading
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// doc + retail decomp :95644-95795 for why this is facing-based
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// rather than velocity-based.
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Vector3 heading = ComputeHeading(
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avgVel,
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playerYaw + YawOffset,
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isOnGround,
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contactPlaneNormal,
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CameraDiagnostics.AlignToSlope);
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// 2. Heading vector. TrackTarget uses the pivot-to-target direction;
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// otherwise this is the player's facing projected onto the contact
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// plane (grounded) or world XY (airborne). See named retail
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// CameraSet::TrackTarget 0x00458280 and CameraManager::UpdateCamera
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// 0x00456826-0x00456915.
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Vector3 pivotWorld = playerPosition + new Vector3(0f, 0f, PivotHeight);
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Vector3 heading = ComputeTrackedHeading(pivotWorld, trackedTargetPoint)
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?? ComputeHeading(
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avgVel,
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playerYaw + YawOffset,
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isOnGround,
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contactPlaneNormal,
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CameraDiagnostics.AlignToSlope);
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// 3. Orthonormal heading-frame basis.
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var (forward, _, up) = BuildBasis(heading);
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// 4. Target pose.
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Vector3 pivotWorld = playerPosition + new Vector3(0f, 0f, PivotHeight);
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float horizontal = Distance * MathF.Cos(Pitch);
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float vertical = Distance * MathF.Sin(Pitch);
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// viewer_offset = -horizontal along forward + vertical along up.
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return Vector3.Normalize(projected);
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}
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/// <summary>
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/// Port of the LOOK_AT_OBJECT direction contribution in retail
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/// CameraManager::UpdateCamera (0x00456826-0x00456915). The caller
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/// supplies the transformed world-space target point, including retail's
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/// local (0,0,0.5) target offset. A coincident point cannot define a
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/// heading, so the ordinary player-facing path remains active.
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/// </summary>
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internal static Vector3? ComputeTrackedHeading(Vector3 pivotWorld, Vector3? trackedTargetPoint)
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{
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if (trackedTargetPoint is not Vector3 targetPoint)
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return null;
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Vector3 towardTarget = targetPoint - pivotWorld;
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return towardTarget.LengthSquared() < 1e-8f
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? null
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: Vector3.Normalize(towardTarget);
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}
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/// <summary>
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/// Build an orthonormal basis with <c>forward = heading</c>. World
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/// up is <c>(0, 0, 1)</c>; if <c>heading</c> is near-parallel to it
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// ── Basis from heading ────────────────────────────────────────────
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[Fact]
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public void TrackedHeading_UsesPivotToRetailTargetOffsetPoint()
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{
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// The target is ten metres east and one metre below the player's
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// 1.5 metre camera pivot after TrackTarget's 0.5 metre offset.
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var pivot = new Vector3(0f, 0f, 1.5f);
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var targetPoint = new Vector3(10f, 0f, 0.5f);
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Vector3 expected = Vector3.Normalize(new Vector3(10f, 0f, -1f));
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Vector3 heading = RetailChaseCamera.ComputeTrackedHeading(pivot, targetPoint)!.Value;
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Assert.Equal(expected.X, heading.X, 5);
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Assert.Equal(expected.Y, heading.Y, 5);
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Assert.Equal(expected.Z, heading.Z, 5);
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}
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[Fact]
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public void TrackedHeading_MissingOrCoincidentTarget_FallsBack()
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{
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var pivot = new Vector3(1f, 2f, 3f);
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Assert.Null(RetailChaseCamera.ComputeTrackedHeading(pivot, null));
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Assert.Null(RetailChaseCamera.ComputeTrackedHeading(pivot, pivot));
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}
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[Fact]
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public void Basis_HorizontalHeading_IsOrthonormalAndRightHanded()
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{
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