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>
This commit is contained in:
Erik 2026-07-11 20:36:58 +02:00
parent 927fa7881a
commit 33cc9aa16a
5 changed files with 159 additions and 14 deletions

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@ -497,7 +497,7 @@ behavior. Estimated 1726 days focused work, 35 weeks calendar.
- **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. - **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.
- **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`. - **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`.
- **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`. - **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`.
- **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. - **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.
- **✓ 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. - **✓ 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.
- **✓ 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. - **✓ 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.
- **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. - **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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@ -0,0 +1,77 @@
# Retail combat target camera pseudocode
Source: Sept 2013 EoR named retail client.
- `ClientCombatSystem::UpdateTargetTracking` (`0x0056A950`)
- `ClientCombatSystem::TrackTarget` (`0x0056AED0`)
- `CameraSet::TrackTarget` (`0x00458280`)
- `CameraSet::SetTargetForOffset` (`0x004576E0`)
- `CameraManager::SetTargetObject` (`0x00456380`)
- `CameraManager::UpdateCamera` (`0x00456660`)
## Option consumer
```text
UpdateTargetTracking():
if ViewCombatTarget is enabled
and combat mode is Melee or Missile
and current attack target is valid:
camera.TrackTarget(attackTarget)
else:
camera.TrackTarget(0)
```
## Camera state
```text
CameraSet.TrackTarget(targetId):
if targetId != 0:
targeting = true
camera.SetTargetObject(targetId, wholeObject)
camera.targetOffset = (0, 0, 0.5 metres)
else:
targeting = false
SetTargetForOffset(camera.viewerOffset)
SetTargetForOffset(viewerOffset), while targeting:
camera.targetStatus = LOOK_AT_OBJECT | LOOK_AT_PIVOT
```
## Per-frame pose
```text
pivot = player part position + transformed pivotOffset
direction = zero
if targetStatus contains LOOK_AT_OBJECT and target object exists:
targetPoint = target.position localToGlobal targetOffset
direction += normalize(targetPoint - pivot)
headingFrame = frameWhoseForwardIs(direction)
desiredEye = pivot + headingFrame.transformVector(viewerOffset)
if targetStatus contains LOOK_AT_PIVOT:
desiredForward = normalize(pivot - desiredEye)
damp current viewer toward (desiredEye, desiredForward)
```
The target therefore changes the direction of the boom around the player; it
does not replace the player as the boom's pivot. `LOOK_AT_PIVOT` keeps the
player centered while the target-facing boom keeps the combat target in view.
## Port mapping
- `GameWindow.GetCombatCameraTargetPoint` applies the option/mode/valid-target
gates and transforms the target-local 0.5 metre Z offset.
- `RetailChaseCamera.ComputeTrackedHeading` ports the pivot-to-target direction.
- Existing `RetailChaseCamera` boom construction and damping consume that
heading unchanged.
- The diagnostic legacy `ChaseCamera` remains intentionally non-retail under
existing divergence row TS-19; the production retail camera owns this behavior.
The ACE and ACME reference trees are not present in this worktree (only the
in-tree WorldBuilder reference is available), so no interpretation-aid cross
check was possible. The named retail functions above are complete for this
behavior and remain the ground truth.

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@ -8415,13 +8415,15 @@ public sealed class GameWindow : IDisposable
// player visibly rises in frame without the camera // player visibly rises in frame without the camera
// swinging vertically (was the symptom of using raw // swinging vertically (was the symptom of using raw
// velocity-vector heading). // velocity-vector heading).
System.Numerics.Vector3? trackedCombatTarget = GetCombatCameraTargetPoint();
_retailChaseCamera!.Update(result.RenderPosition, _playerController.Yaw, _retailChaseCamera!.Update(result.RenderPosition, _playerController.Yaw,
playerVelocity: _playerController.BodyVelocity, playerVelocity: _playerController.BodyVelocity,
isOnGround: result.IsOnGround, isOnGround: result.IsOnGround,
contactPlaneNormal: _playerController.ContactPlane.Normal, contactPlaneNormal: _playerController.ContactPlane.Normal,
dt: (float)dt, dt: (float)dt,
cellId: _playerController.CellId, cellId: _playerController.CellId,
selfEntityId: _playerController.LocalEntityId); selfEntityId: _playerController.LocalEntityId,
trackedTargetPoint: trackedCombatTarget);
// Send outbound movement messages to the live server. // Send outbound movement messages to the live server.
if (_liveSession is not null) if (_liveSession is not null)
@ -12021,6 +12023,26 @@ public sealed class GameWindow : IDisposable
return SelectClosestCombatTarget(showToast: false); return SelectClosestCombatTarget(showToast: false);
} }
/// <summary>
/// Resolves retail's combat-camera target. ClientCombatSystem::
/// UpdateTargetTracking (0x0056A950) enables CameraSet::TrackTarget only
/// for melee/missile combat with the option enabled and a valid attack
/// target. TrackTarget applies target-local offset (0,0,0.5).
/// </summary>
private System.Numerics.Vector3? GetCombatCameraTargetPoint()
{
if (!_persistedGameplay.ViewCombatTarget
|| !AcDream.Core.Combat.CombatInputPlanner.SupportsTargetedAttack(Combat.CurrentMode)
|| _selection.SelectedObjectId is not uint selected
|| !IsLiveCreatureTarget(selected)
|| !_entitiesByServerGuid.TryGetValue(selected, out var target))
return null;
return target.Position
+ System.Numerics.Vector3.Transform(
new System.Numerics.Vector3(0f, 0f, 0.5f), target.Rotation);
}
// ============================================================ // ============================================================
// Phase B.4b — outbound Use handler. Wires three input actions // Phase B.4b — outbound Use handler. Wires three input actions
// (LMB click select, LMB-double-click select+use, R hotkey // (LMB click select, LMB-double-click select+use, R hotkey

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@ -143,28 +143,31 @@ public sealed class RetailChaseCamera : ICamera
Vector3 contactPlaneNormal, Vector3 contactPlaneNormal,
float dt, float dt,
uint cellId = 0, uint cellId = 0,
uint selfEntityId = 0) uint selfEntityId = 0,
Vector3? trackedTargetPoint = null)
{ {
// 1. Push velocity into 5-frame ring, get average. // 1. Push velocity into 5-frame ring, get average.
PushVelocity(_velocityRing, ref _velocityCount, playerVelocity); PushVelocity(_velocityRing, ref _velocityCount, playerVelocity);
Vector3 avgVel = AverageVelocity(_velocityRing, _velocityCount); Vector3 avgVel = AverageVelocity(_velocityRing, _velocityCount);
// 2. Heading vector — player's facing projected onto the contact // 2. Heading vector. TrackTarget uses the pivot-to-target direction;
// plane (grounded) or world XY (airborne). See ComputeHeading // otherwise this is the player's facing projected onto the contact
// doc + retail decomp :95644-95795 for why this is facing-based // plane (grounded) or world XY (airborne). See named retail
// rather than velocity-based. // CameraSet::TrackTarget 0x00458280 and CameraManager::UpdateCamera
Vector3 heading = ComputeHeading( // 0x00456826-0x00456915.
avgVel, Vector3 pivotWorld = playerPosition + new Vector3(0f, 0f, PivotHeight);
playerYaw + YawOffset, Vector3 heading = ComputeTrackedHeading(pivotWorld, trackedTargetPoint)
isOnGround, ?? ComputeHeading(
contactPlaneNormal, avgVel,
CameraDiagnostics.AlignToSlope); playerYaw + YawOffset,
isOnGround,
contactPlaneNormal,
CameraDiagnostics.AlignToSlope);
// 3. Orthonormal heading-frame basis. // 3. Orthonormal heading-frame basis.
var (forward, _, up) = BuildBasis(heading); var (forward, _, up) = BuildBasis(heading);
// 4. Target pose. // 4. Target pose.
Vector3 pivotWorld = playerPosition + new Vector3(0f, 0f, PivotHeight);
float horizontal = Distance * MathF.Cos(Pitch); float horizontal = Distance * MathF.Cos(Pitch);
float vertical = Distance * MathF.Sin(Pitch); float vertical = Distance * MathF.Sin(Pitch);
// viewer_offset = -horizontal along forward + vertical along up. // viewer_offset = -horizontal along forward + vertical along up.
@ -359,6 +362,24 @@ public sealed class RetailChaseCamera : ICamera
return Vector3.Normalize(projected); return Vector3.Normalize(projected);
} }
/// <summary>
/// Port of the LOOK_AT_OBJECT direction contribution in retail
/// CameraManager::UpdateCamera (0x00456826-0x00456915). The caller
/// supplies the transformed world-space target point, including retail's
/// local (0,0,0.5) target offset. A coincident point cannot define a
/// heading, so the ordinary player-facing path remains active.
/// </summary>
internal static Vector3? ComputeTrackedHeading(Vector3 pivotWorld, Vector3? trackedTargetPoint)
{
if (trackedTargetPoint is not Vector3 targetPoint)
return null;
Vector3 towardTarget = targetPoint - pivotWorld;
return towardTarget.LengthSquared() < 1e-8f
? null
: Vector3.Normalize(towardTarget);
}
/// <summary> /// <summary>
/// Build an orthonormal basis with <c>forward = heading</c>. World /// Build an orthonormal basis with <c>forward = heading</c>. World
/// up is <c>(0, 0, 1)</c>; if <c>heading</c> is near-parallel to it /// up is <c>(0, 0, 1)</c>; if <c>heading</c> is near-parallel to it

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@ -116,6 +116,31 @@ public class RetailChaseCameraTests
// ── Basis from heading ──────────────────────────────────────────── // ── Basis from heading ────────────────────────────────────────────
[Fact]
public void TrackedHeading_UsesPivotToRetailTargetOffsetPoint()
{
// The target is ten metres east and one metre below the player's
// 1.5 metre camera pivot after TrackTarget's 0.5 metre offset.
var pivot = new Vector3(0f, 0f, 1.5f);
var targetPoint = new Vector3(10f, 0f, 0.5f);
Vector3 expected = Vector3.Normalize(new Vector3(10f, 0f, -1f));
Vector3 heading = RetailChaseCamera.ComputeTrackedHeading(pivot, targetPoint)!.Value;
Assert.Equal(expected.X, heading.X, 5);
Assert.Equal(expected.Y, heading.Y, 5);
Assert.Equal(expected.Z, heading.Z, 5);
}
[Fact]
public void TrackedHeading_MissingOrCoincidentTarget_FallsBack()
{
var pivot = new Vector3(1f, 2f, 3f);
Assert.Null(RetailChaseCamera.ComputeTrackedHeading(pivot, null));
Assert.Null(RetailChaseCamera.ComputeTrackedHeading(pivot, pivot));
}
[Fact] [Fact]
public void Basis_HorizontalHeading_IsOrthonormalAndRightHanded() public void Basis_HorizontalHeading_IsOrthonormalAndRightHanded()
{ {