feat(ui): port retail radar and compass

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Erik 2026-07-10 16:14:37 +02:00
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# Retail radar/compass pseudocode — 2026-07-10
## Oracle and scope
This note records the primary retail behavior used by acdream's retained
radar port. The oracle is the September 2013 named client:
- `gmRadarUI` fields: `named-retail/acclient.h:54506-54548`
- color/shape: `gmRadarUI::GetBlipColor` `0x004D76F0`,
`gmRadarUI::GetBlipShape` `0x004D7B60`
- coordinates/compass/draw: `UpdateCoordinates` `0x004D8C80`,
`UpdateCompassTokens` `0x004D9060`, `DrawObjects` `0x004D9380`,
`DrawChildren` `0x004D9720`
- cadence/list maintenance: `UseTime` `0x004D98A0`, `AddObject`
`0x004D9A00`, `Init` `0x004D9B90`, `PostInit` `0x004D9D30`
- production DAT layout: `LayoutDesc 0x21000074` in
`2026-06-25-retail-ui-layout-dump.json`
The older AC2D-derived `1.18 × range`, rotating player arrow, and horizontal
scrolling compass strip are rejected by the named retail implementation.
## Retained UI ownership
The production root is a 120×140 `gmRadarUI` element of class
`0x10000010`. Custom properties set center `(60,60)` (`0x1000002E`,
nested `0x1000002F/30`) and pixel radius `50` (`0x1000002D`).
`LayoutImporter` owns the static DAT children and media.
A dedicated `UiRadar` owns the dynamic draw/tick/input behavior. Core owns
the pure projection, classification, marker geometry, compass, and coordinate
algorithms. `GameWindow` supplies live snapshots and selection/settings
actions only.
This is a screen-space retained panel. It is not an ImGui panel and does not
use the raw world-space TextRenderer overlay path.
## Per-tick pseudocode
```text
every 0.025 seconds:
range = player is outdoors ? 75 : 25
heading = physical player heading in degrees
move N/E/S/W child tokens around radar center
if CoordinatesOnRadar and LandDefs.gid_to_lcoord(playerCell):
ns = (lcoordY - 1024) * 0.1 + 0.5
ew = (lcoordX - 1024) * 0.1 + 0.5
coordinateText = abs(ns) + N/S + "," + abs(ew) + E/W
show footer/text
else:
hide footer/text
```
```text
for each maintained object except the player:
require a physics/world entity
require RadarBehavior in { ShowMovement=2, ShowAttacking=3, ShowAlways=4 }
relative = convert object position into player's oriented frame
if relative.X² + relative.Y² >= (range - 1)²:
continue
scale = radarPixelRadius / range
x = trunc(centerX + relative.X * scale)
y = trunc(centerY - relative.Y * scale)
rgbBrightness = abs(relative.Z) < 5 ? 1.0 : 0.65
color = exact _blipColor override 1..10, otherwise retail classification
shape = fellowship/allegiance/PK relationship shape, otherwise Plus
draw marker pixels
if selected: draw the open selection outline at offsets ±3
```
After all object blips, draw the player's fixed bright-green center plus.
Hover selects the nearest projected blip within squared distance 36; its
name is the tooltip. A left click selects that object.
The lock button drives the existing retained-window drag gate; the drag
affordance is hidden while locked. Completed moves are clamped inside the UI
root and persisted per character through `SettingsStore`.
## Production assets
| Role | Element | Rect | RenderSurface |
|---|---:|---:|---:|
| Face | `0x1000003F` | `(0,0) 120×120` | `0x06004CC1` |
| Coordinate footer | `0x1000003E` | `(0,120) 120×18` | `0x06004CC0` |
| N / E / S / W | `0x10000040..43` | four 10×9 tokens | `0x060011FB`, `0x06001938`, `0x0600193A`, `0x0600193C` |
| Lock | `0x10000619` | `(6,6) 27×27` | `0x060074B7` / `0x060074B8` |
| Drag | `0x100006A3` | `(87,6) 27×27` | `0x060074C9` |
The child token orbit uses `center + (sin(angle), cos(angle)) * magnitude`
with angles N=`heading+π`, E=`heading+π/2`, S=`heading`, W=`heading+3π/2`.
## Wire contract
PublicWeenieDesc flag `0x00100000` carries nullable byte
`RadarBlipColor`; flag `0x00800000` carries nullable byte `RadarBehavior`.
Absent is distinct from an explicitly transmitted zero. Both values flow
through `CreateObject.Parsed`, `WorldSession.EntitySpawn`, and
`ClientObjectTable`.
Do not infer ShowMovement/ShowAttacking from local motion. Retail's
`InqShowableOnRadar` accepts values 2, 3, and 4 directly; server/quality
changes are authoritative.