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