fix(combat): match retail live attack feedback

Keep AttackDone control statuses out of chat, preserve dead motion across zero-velocity position updates, render the authored power meter from right to left, and retain the rotatable viewer offset during target tracking.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-11 21:10:01 +02:00
parent 33cc9aa16a
commit 5276a83087
16 changed files with 231 additions and 67 deletions

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@ -83,7 +83,7 @@ W1 plan: [`docs/superpowers/plans/2026-06-02-unified-cell-graph-stage1.md`](../s
| I.4 | `ChatPanel` input field + slash commands — Enter-to-submit input field; `ChatInputParser` recognises `/say` `/t` `/tell` `/r` `/g` `/f` `/a` `/m` `/p` `/v` `/cv` `/lfg` `/trade` `/role` `/society` `/olthoi`; `ChatVM.LastIncomingTellSender` tracks for `/r` reply. `ImGui.WantCaptureKeyboard` already suppresses WASD on focus. | Live ✓ |
| I.5 | Holtburger inbound chat parity + Windows-1252 codec — `EmoteText (0x01E0)`, `SoulEmote (0x01E2)`, `ServerMessage (0xF7E0)`, `PlayerKilled (0x019E)` parsers + `WeenieError` routing through `GameEventWiring`. Global string codec switch from `Encoding.ASCII` to `Encoding.GetEncoding(1252)` so accented names round-trip per retail + holtburger. | Tests ✓ |
| I.6 | TurbineChat codec + `ChatChannelInfo` — full `0xF7DE` codec with three payload variants (`EventSendToRoom`, `RequestSendToRoomById`, `Response`), UTF-16LE strings with variable-length prefix, `SetTurbineChatChannels (0x0295)` parser, unified `ChatChannelInfo` (Legacy + Turbine variants), `TurbineChatState`. **ACE doesn't host a TurbineChat server — codec is ready when retail-emulating servers exist.** | Tests ✓ |
| I.7 | `CombatChatTranslator` — retail-faithful combat-text formatters into `ChatLog` ("You hit drudge for 50 slashing damage (87%)"). Subscribes to `CombatState`'s `DamageTaken` / `DamageDealtAccepted` / `EvadedIncoming` / `MissedOutgoing` / `AttackDone` / `KillLanded`; templates ported verbatim from holtburger `panels/chat.rs:221-308`. | Tests ✓ |
| I.7 | `CombatChatTranslator` — retail-faithful combat-text formatters into `ChatLog` ("You hit drudge for 50 slashing damage (87%)"). Subscribes to `CombatState`'s `DamageTaken` / `DamageDealtAccepted` / `EvadedIncoming` / `MissedOutgoing` / `KillLanded`; `AttackDone` is control-only and deliberately silent. | Tests ✓ |
| K | Input architecture — `Action` enum, `KeyChord`, `KeyBindings`, multicast `InputDispatcher` with scope-stack + modal capture, retail-default keymap (152 bindings), `keybinds.json` persistence, F11 Settings panel with click-to-rebind + conflict detection, main menu bar + View menu | Live ✓ |
| L.0 | Full retail-style Settings interface — F11 tabbed panel with 6 tabs (Keybinds + Display + Audio + Gameplay + Chat + Character). `settings.json` at `%LOCALAPPDATA%\acdream\`, per-toon `Character` keying (swapped on EnterWorld). Display GL knobs (Resolution / Fullscreen / VSync / FOV / ShowFps) + Audio (Master / SFX) live-wired; Gameplay / Chat / Character settings persist for server-sync wiring later. Tab API extension to `IPanelRenderer`; chat Copy mode (read-only multi-line); per-panel layout reset; FramebufferResize handler keeps GL viewport + camera aspect + panel positions in sync. | Live ✓ |
| C.1 | PES particle system + sky-pass refinements — retail-faithful `ParticleEmitterInfo` unpack with all 13 motion integrators (`Particle::Init`/`Update` ports of `0x0051c290`/`0x0051c930`), `PhysicsScriptRunner` with `CallPES` self-loop semantics, `ParticleHookSink` with `EmitterDied` cleanup, instanced billboard `ParticleRenderer` with material-derived blend (DAT emitters never default additive — pulled from particle GfxObj surface), global back-to-front sort, BC clipmap alpha-keying, AttachLocal `is_parent_local=1` live-parent follow via `UpdateEmitterAnchor`. Sky pass: `Translucent+ClipMap` → alpha-blend cloud sheet (matches `D3DPolyRender::SetSurface` `0x0059c4d0`), raw-`Additive` fog-skip (matches `0x0059c882`), per-keyframe `SkyObjectReplace` Translucency/Luminosity/MaxBright divide-by-100, bit `0x01` pre/post-scene split (matches `GameSky::CreateDeletePhysicsObjects` `0x005073c0`), Setup-backed (`0x020xxxxx`) sky objects via `SetupMesh.Flatten`, persistent GL sampler objects (Wrap + ClampToEdge) replace per-frame wrap-mode mutation (ported from WorldBuilder's `OpenGLGraphicsDevice`), post-scene Z-offset gated on `(Properties & 4) != 0 && (Properties & 8) == 0` per `GameSky::UpdatePosition` `0x00506dd0`. Sky-PES playback disabled by default (named-retail proves `GameSky` drops `pes_id`); `ACDREAM_ENABLE_SKY_PES=1` opens the experimental path. 1325 → 1331 tests. | Live ✓ |
@ -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.
- **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 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.
- **M2 basic retail combat bar implemented 2026-07-11; corrective live visual gate pending.** Production mounts authored `gmCombatUI` LayoutDesc `0x21000073`, shows it only for Melee/Missile, and routes mouse plus keyboard through one `CombatAttackController`. Corrections now include the right-to-left red charge meter, silent control-only `AttackDone(ActionCancelled)`, persistent Dead cycles despite zero-velocity position updates, and target-frame Keep in View that preserves manual viewer-offset orbit. Matching retail x86 recovered exact 1.0-second normal and 0.8-second dual-wield power-up times. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`, `docs/research/2026-07-11-combat-target-camera-pseudocode.md`, `docs/research/2026-07-11-combat-live-gate-corrections-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 — 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.
@ -580,7 +580,7 @@ the way retail + holtburger expect.
- **✓ SHIPPED — I.4 — `ChatPanel` input field + slash commands.** Enter-to-submit input field on `ChatPanel`; `ChatInputParser` recognises `/say` `/t` `/tell` `/r` `/g` `/f` `/a` `/m` `/p` `/v` `/cv` `/lfg` `/trade` `/role` `/society` `/olthoi`; `ChatVM.LastIncomingTellSender` tracks for `/r` reply. `ImGui.WantCaptureKeyboard` already suppresses WASD on input focus. Commit `f14296c`.
- **✓ SHIPPED — I.5 — Holtburger inbound chat parity + Windows-1252.** `EmoteText (0x01E0)`, `SoulEmote (0x01E2)`, `ServerMessage (0xF7E0)`, `PlayerKilled (0x019E)` parsers + `WeenieError` routing through `GameEventWiring`. Global string codec switch from `Encoding.ASCII` to `Encoding.GetEncoding(1252)` so accented names round-trip per retail + holtburger. Commit `ff5ed9e`.
- **✓ SHIPPED — I.6 — TurbineChat codec + `ChatChannelInfo`.** Full `0xF7DE` codec with three payload variants (`EventSendToRoom`, `RequestSendToRoomById`, `Response`), UTF-16LE strings with variable-length prefix, `SetTurbineChatChannels (0x0295)` parser, unified `ChatChannelInfo` (Legacy + Turbine variants), `TurbineChatState`. **ACE doesn't host a TurbineChat server — codec is ready when retail-emulating servers exist.** Commit `ca968fc`.
- **✓ SHIPPED — I.7 — `CombatChatTranslator`.** Retail-faithful combat-text formatters into `ChatLog` ("You hit drudge for 50 slashing damage (87%)"). Subscribes to `CombatState`'s `DamageTaken` / `DamageDealtAccepted` / `EvadedIncoming` / `MissedOutgoing` / `AttackDone` / `KillLanded`; templates ported verbatim from holtburger `panels/chat.rs:221-308`. Commit `3d26c8e`.
- **✓ SHIPPED — I.7 — `CombatChatTranslator`.** Retail-faithful combat-text formatters into `ChatLog` ("You hit drudge for 50 slashing damage (87%)"). Subscribes to visible damage/evasion/miss/kill events; `AttackDone` was removed from chat after named retail + ACE proved its nonzero final status is control-only. Commit `3d26c8e`, corrected 2026-07-11.
- **✓ SHIPPED — I.8 — Docs alignment.** Roadmap (this file) + `docs/ISSUES.md` issues #14-#20 closed + `memory/project_chat_pipeline.md` crib + `MEMORY.md` index entry + `CLAUDE.md` UI strategy paragraph all updated to reflect Phase I shipped state. Commit `(this commit)`.
**Acceptance (verified 2026-04-25):**

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@ -462,7 +462,10 @@ include dungeons.
`gmCombatUI` LayoutDesc `0x21000073` now pops for Melee/Missile and shares one
press/hold/release attack-request owner across DAT buttons and keybindings.
Retail x86 resolves full charge to 1.0 s (0.8 s dual wield), also retiring the
guessed jump-charge timing. See `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`.
guessed jump-charge timing. The corrective gate ports the right-to-left red
meter, silent AttackDone control status, persistent corpse motion, and
target-frame Keep in View with retained manual orbit. See
`docs/research/2026-07-11-combat-live-gate-corrections-pseudocode.md`.
- **L.1b** — Command router + motion-state cleanup (prereq for L.1c).
**Freeze on landing:**

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@ -0,0 +1,74 @@
# Combat live-gate corrections pseudocode
Sources: Sept 2013 EoR named retail client and ACE server source.
- `ClientCombatSystem::HandleAttackDoneEvent` (`0x0056C500`)
- `gmCombatUI::RecvNotice_SetPowerbarLevel` (`0x004CC0E0`)
- `CPhysicsObj::MoveOrTeleport` (`0x00516330`)
- `CameraSet::Rotate` (`0x00458310`)
- ACE `Player.OnAttackDone`, `Player_Melee.cs`
- ACE `WeenieError.YouChargedTooFar`, `Player_Move.cs`
## Attack completion versus visible errors
```text
HandleAttackDoneEvent(sequence, error):
consume error as combat-controller state
decide whether repeat may continue or the attack aborts
do not write an error line to chat
ACE OnAttackDone(final sequence):
send AttackDone(ActionCancelled) to reset the client power meter
if the player must see a failure:
send a separate WeenieError event
```
Therefore `AttackDone(ActionCancelled)` is silent. A separate
`YouChargedTooFar` (`0x003D`) remains visible and is formatted by the ordinary
WeenieError path. ACE emits it when the charge exceeds 15 metres; target
selection itself is not range-limited by retail.
## Power meter direction
```text
RecvNotice_SetPowerbarLevel(level):
find nested meter 0x10000050
set meter scalar attribute 0x69 to level
authored meter direction = 1
visible fill = rightmost (width * clamp(level)) pixels
```
The red meter grows from the Power label at the right toward Speed at the
left. The green desired-power thumb remains an independent scrollbar child.
Clipping the rightmost portion must retain the full tiled image's UV offset.
## Persistent death motion
```text
on UpdatePosition(position, velocity):
update physics pose and velocity
do not derive an interpreted motion command from velocity
on UpdateMotion(Dead):
apply the persistent Dead motion cycle through the motion interpreter
```
A corpse legitimately sends zero velocity. Turning that velocity into Ready
overrides the server-authored Dead cycle and makes the creature stand again.
Retail keeps position/velocity transport separate from interpreted motion.
## Keep in View orbit
See `2026-07-11-combat-target-camera-pseudocode.md`. The corrective detail is:
```text
targetHeadingFrame = frame looking from player pivot toward target point
viewerOffset.xy = the independently rotatable camera boom offset
eye = pivot + targetHeadingFrame.transform(viewerOffset)
forward = normalize(pivot - eye) // LOOK_AT_PIVOT
```
Tracking changes the frame that transforms `viewerOffset`; it does not reset
or discard the offset. Manual camera orbit therefore remains usable while
Keep in View is active.

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@ -36,6 +36,10 @@ CameraSet.TrackTarget(targetId):
SetTargetForOffset(viewerOffset), while targeting:
camera.targetStatus = LOOK_AT_OBJECT | LOOK_AT_PIVOT
CameraSet.Rotate(angle), including while targeting:
viewerOffset.xy = rotate(viewerOffset.xy, angle)
SetTargetForOffset(viewerOffset)
```
## Per-frame pose
@ -60,14 +64,17 @@ 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.
The viewer offset remains independently rotatable: manual camera orbit rotates
that offset inside the target-facing frame rather than being discarded or
snapped back to zero.
## 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.
- `RetailChaseCamera.ComputeDesiredPose` ports the heading-frame transform and
preserves the viewer-offset yaw while tracking.
- The diagnostic legacy `ChaseCamera` remains intentionally non-retail under
existing divergence row TS-19; the production retail camera owns this behavior.

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@ -5854,23 +5854,11 @@ public sealed class GameWindow : IDisposable
if (update.Velocity is { } svel)
{
rmState.Body.Velocity = svel;
// Only use the < 0.2 m/s stop signal when velocity was
// explicitly provided (i.e. server sent HasVelocity + tiny
// value = "I'm definitely stopped"). Absent velocity field
// carries no stop information for our ACE.
if (svel.LengthSquared() < 0.04f)
{
rmState.Motion.StopCompletely();
if (_animatedEntities.TryGetValue(entity.Id, out var aeForStop)
&& aeForStop.Sequencer is not null)
{
uint curStyle = aeForStop.Sequencer.CurrentStyle;
uint readyCmd = (curStyle & 0xFF000000u) != 0
? ((curStyle & 0xFF000000u) | 0x01000003u)
: 0x41000003u;
aeForStop.Sequencer.SetCycle(curStyle, readyCmd);
}
}
// Position updates carry physics velocity only. Retail
// CPhysicsObj::MoveOrTeleport never derives an animation
// command from it; UpdateMotion owns the interpreted state.
// In particular, a dead creature legitimately broadcasts
// zero velocity while its Dead cycle must remain persistent.
}
else if (!IsPlayerGuid(update.Guid) && rmState.HasServerVelocity
&& !snapSuppressedByStick && rmState.Airborne)

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@ -156,7 +156,8 @@ public sealed class RetailChaseCamera : ICamera
// CameraSet::TrackTarget 0x00458280 and CameraManager::UpdateCamera
// 0x00456826-0x00456915.
Vector3 pivotWorld = playerPosition + new Vector3(0f, 0f, PivotHeight);
Vector3 heading = ComputeTrackedHeading(pivotWorld, trackedTargetPoint)
Vector3? trackedHeading = ComputeTrackedHeading(pivotWorld, trackedTargetPoint);
Vector3 heading = trackedHeading
?? ComputeHeading(
avgVel,
playerYaw + YawOffset,
@ -164,15 +165,14 @@ public sealed class RetailChaseCamera : ICamera
contactPlaneNormal,
CameraDiagnostics.AlignToSlope);
// 3. Orthonormal heading-frame basis.
var (forward, _, up) = BuildBasis(heading);
// 4. Target pose.
float horizontal = Distance * MathF.Cos(Pitch);
float vertical = Distance * MathF.Sin(Pitch);
// viewer_offset = -horizontal along forward + vertical along up.
Vector3 targetEye = pivotWorld + forward * (-horizontal) + up * vertical;
Vector3 targetForward = Vector3.Normalize(pivotWorld - targetEye);
// 3-4. Target pose. Retail TrackTarget changes the frame that
// transforms viewer_offset; it does not replace that offset. CameraSet::Rotate
// (0x00458310) therefore continues to orbit viewer_offset.x/y while the
// target supplies the frame heading. Without this local rotation, enabling
// Keep in View snaps the camera behind the target and disables RMB orbit.
float viewerYawOffset = trackedHeading.HasValue ? YawOffset : 0f;
(Vector3 targetEye, Vector3 targetForward) = ComputeDesiredPose(
pivotWorld, heading, Distance, Pitch, viewerYawOffset);
// 5. Stateful sought position (#180). Retail CameraManager::UpdateCamera
// (0x00456660) interpolates FROM THE CURRENT SWEPT VIEWER toward the
@ -380,6 +380,35 @@ public sealed class RetailChaseCamera : ICamera
: Vector3.Normalize(towardTarget);
}
/// <summary>
/// Ports retail's heading-frame transform of <c>viewer_offset</c> in
/// CameraManager::UpdateCamera (0x00456660), including the X/Y rotation
/// retained by CameraSet::Rotate (0x00458310) while target tracking is active.
/// The returned forward always looks back at the player pivot, matching
/// LOOK_AT_PIVOT.
/// </summary>
internal static (Vector3 eye, Vector3 forward) ComputeDesiredPose(
Vector3 pivotWorld,
Vector3 heading,
float distance,
float pitch,
float viewerYawOffset)
{
var (frameForward, frameRight, frameUp) = BuildBasis(heading);
// AC's frame-local +Y points opposite our screen-right basis. Rotating
// viewer_offset.x/y by +yaw therefore produces this boom direction.
Vector3 boomForward = Vector3.Normalize(
frameForward * MathF.Cos(viewerYawOffset)
- frameRight * MathF.Sin(viewerYawOffset));
float horizontal = distance * MathF.Cos(pitch);
float vertical = distance * MathF.Sin(pitch);
Vector3 eye = pivotWorld - boomForward * horizontal + frameUp * vertical;
Vector3 forward = Vector3.Normalize(pivotWorld - eye);
return (eye, forward);
}
/// <summary>
/// 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

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@ -177,6 +177,10 @@ public static class DatWidgetFactory
.OrderByDescending(child => child.ReadOrder)
.FirstOrDefault();
bar.ScalarFillSprite = fill is null ? 0u : DefaultImage(fill);
// gmCombatUI meter 0x10000050 grows from the Power end at the
// right toward Speed at the left (retail screenshot oracle +
// gmCombatUI::RecvNotice_SetPowerbarLevel 0x004CC0E0).
bar.ScalarFillFromRight = meter?.Id == 0x10000050u;
return bar;
}

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@ -41,6 +41,11 @@ public sealed class UiScrollbar : UiElement
/// </summary>
public Func<float?> ScalarFill { get; set; } = () => null;
public uint ScalarFillSprite { get; set; }
/// <summary>
/// Draw the scalar meter from the power end (right) toward the speed end
/// (left). This is the authored gmCombatUI power meter direction.
/// </summary>
public bool ScalarFillFromRight { get; set; }
/// <summary>Programmatically set retail scrollbar attribute 0x86 without broadcasting.</summary>
public void SetScalarPosition(float position)
@ -105,6 +110,14 @@ public sealed class UiScrollbar : UiElement
return (y, h);
}
/// <summary>Returns the clipped scalar-meter span in local pixels.</summary>
public static (float x, float width) ScalarFillRect(
float totalWidth, float fill, bool fromRight)
{
float visibleWidth = totalWidth * Math.Clamp(fill, 0f, 1f);
return (fromRight ? totalWidth - visibleWidth : 0f, visibleWidth);
}
protected override void OnDraw(UiRenderContext ctx)
{
if (SpriteResolve is not { } resolve) return;
@ -113,7 +126,11 @@ public sealed class UiScrollbar : UiElement
DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height);
if (ScalarFill() is float fill && ScalarFillSprite != 0)
{
float visibleWidth = Width * Math.Clamp(fill, 0f, 1f);
var (fillX, visibleWidth) = ScalarFillRect(Width, fill, ScalarFillFromRight);
if (ScalarFillFromRight)
DrawTiledRightClipped(
ctx, resolve, ScalarFillSprite, fillX, visibleWidth, Height);
else
DrawTiled(ctx, resolve, ScalarFillSprite, 0f, 0f, visibleWidth, Height);
}
float thumbWidth = ScalarThumbWidth(resolve);
@ -178,6 +195,25 @@ public sealed class UiScrollbar : UiElement
ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, w / tw, h / th, Vector4.One);
}
/// <summary>
/// Draws the rightmost portion of a full-width tiled scalar image. UVs
/// start at the same offset they would have in the uncut image, matching
/// retail meter clipping rather than restarting the wave at the clip edge.
/// </summary>
private void DrawTiledRightClipped(
UiRenderContext ctx,
Func<uint, (uint tex, int w, int h)> resolve,
uint id,
float x,
float w,
float h)
{
if (id == 0 || w <= 0f || h <= 0f) return;
var (tex, tw, th) = resolve(id);
if (tex == 0 || tw == 0 || th == 0) return;
ctx.DrawSprite(tex, x, 0f, w, h, x / tw, 0f, (x + w) / tw, h / th, Vector4.One);
}
public override bool OnEvent(in UiEvent e)
{
if (Horizontal && ScalarChanged is not null)

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@ -47,7 +47,6 @@ public sealed class CombatChatTranslator : IDisposable
private readonly Action<CombatState.DamageIncoming> _onTaken;
private readonly Action<string> _onMissed;
private readonly Action<string> _onEvaded;
private readonly Action<uint, uint> _onAttackDone;
private readonly Action<string, uint> _onKill;
private bool _disposed;
@ -61,14 +60,12 @@ public sealed class CombatChatTranslator : IDisposable
_onTaken = HandleDamageTaken;
_onMissed = HandleMissedOutgoing;
_onEvaded = HandleEvadedIncoming;
_onAttackDone = HandleAttackDone;
_onKill = HandleKillLanded;
_combat.DamageDealtAccepted += _onDealt;
_combat.DamageTaken += _onTaken;
_combat.MissedOutgoing += _onMissed;
_combat.EvadedIncoming += _onEvaded;
_combat.AttackDone += _onAttackDone;
_combat.KillLanded += _onKill;
}
@ -80,7 +77,6 @@ public sealed class CombatChatTranslator : IDisposable
_combat.DamageTaken -= _onTaken;
_combat.MissedOutgoing -= _onMissed;
_combat.EvadedIncoming -= _onEvaded;
_combat.AttackDone -= _onAttackDone;
_combat.KillLanded -= _onKill;
}
@ -141,25 +137,6 @@ public sealed class CombatChatTranslator : IDisposable
_chat.OnCombatLine($"You evaded {attackerName}'s attack.", CombatLineKind.Info);
}
private void HandleAttackDone(uint attackSequence, uint weenieError)
{
if (weenieError == 0)
{
// chat.rs:223-228 — silent on a clean finish (debug tag in
// holtburger). We mirror: AttackDone with no error doesn't
// need a chat line; the engine state already advanced.
return;
}
// chat.rs:230-234 — "Attack sequence finished with {:?}.".
// {:?} formats the WeenieError variant name; without that enum
// mapped client-side we surface the hex code (matches the style
// of ChatLog.OnWeenieError).
var line = "Attack sequence finished with WeenieError 0x"
+ weenieError.ToString("X4", CultureInfo.InvariantCulture)
+ ".";
_chat.OnCombatLine(line, CombatLineKind.Error);
}
private void HandleKillLanded(string victimName, uint victimGuid)
{
// chat.rs:301-303 — KillerNotification: "{death_message}".

View file

@ -92,6 +92,8 @@ public static class WeenieErrorMessages
[0x0535] = "You do not have the authority within your allegiance to do that.",
// Movement / teleport / housing
[0x0036] = "Action cancelled!", // ActionCancelled
[0x003D] = "You charged too far!", // YouChargedTooFar
[0x0498] = "You have moved too far!", // YouHaveMovedTooFar
[0x0499] = "That is not a valid destination!", // TeleToInvalidPosition
[0x0532] = "You must wait 30 days after purchasing a house before you may purchase another with any character on the same account.",

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@ -141,6 +141,33 @@ public class RetailChaseCameraTests
Assert.Null(RetailChaseCamera.ComputeTrackedHeading(pivot, pivot));
}
[Fact]
public void DesiredPose_TrackedHeadingWithNoOrbit_PlacesBoomBehindTargetDirection()
{
var pivot = new Vector3(10f, 20f, 1.5f);
var (eye, forward) = RetailChaseCamera.ComputeDesiredPose(
pivot, Vector3.UnitX, distance: 5f, pitch: 0f, viewerYawOffset: 0f);
Assert.Equal(new Vector3(5f, 20f, 1.5f), eye);
Assert.Equal(Vector3.UnitX, forward);
}
[Fact]
public void DesiredPose_TrackedHeadingRetainsViewerOffsetOrbitAndLooksAtPivot()
{
var pivot = new Vector3(10f, 20f, 1.5f);
var (eye, forward) = RetailChaseCamera.ComputeDesiredPose(
pivot, Vector3.UnitX, distance: 5f, pitch: 0f,
viewerYawOffset: MathF.PI / 2f);
Assert.Equal(10f, eye.X, 5);
Assert.Equal(15f, eye.Y, 5);
Assert.Equal(1.5f, eye.Z, 5);
Assert.Equal(Vector3.Normalize(pivot - eye), forward);
}
[Fact]
public void Basis_HorizontalHeading_IsOrthonormalAndRightHanded()
{

View file

@ -27,6 +27,7 @@ public sealed class CombatLayoutConformanceTests
Assert.Equal(0x060074CAu, power.TrackSprite);
Assert.Equal(0x06001923u, power.ThumbSprite);
Assert.Equal(0x06001200u, power.ScalarFillSprite);
Assert.True(power.ScalarFillFromRight);
var repeat = Assert.IsType<UiButton>(
layout.FindElement(CombatUiController.RepeatAttacksId));

View file

@ -490,6 +490,7 @@ public class DatWidgetFactoryTests
Assert.Equal(0x06001919u, bar.TrackSprite);
Assert.Equal(0x06001923u, bar.ThumbSprite);
Assert.Equal(0x06001200u, bar.ScalarFillSprite);
Assert.True(bar.ScalarFillFromRight);
}
private static ElementInfo TextInfo(params (uint Id, UiPropertyValue Value)[] properties)

View file

@ -102,4 +102,16 @@ public class UiScrollbarTests
Assert.True(bar.OnEvent(new UiEvent(0u, bar, UiEventType.MouseUp, Data1: 45)));
}
[Theory]
[InlineData(0f, 100f, 0f)]
[InlineData(0.5f, 50f, 50f)]
[InlineData(1f, 0f, 100f)]
public void ScalarFillRect_CombatPower_GrowsRightToLeft(
float fill, float expectedX, float expectedWidth)
{
var (x, width) = UiScrollbar.ScalarFillRect(100f, fill, fromRight: true);
Assert.Equal(expectedX, x, 3);
Assert.Equal(expectedWidth, width, 3);
}
}

View file

@ -91,23 +91,20 @@ public sealed class CombatChatTranslatorTests
}
[Fact]
public void AttackDone_NonZeroError_EmitsErrorLine()
public void AttackDone_NonZeroControlStatus_EmitsNothing()
{
var (chat, combat, _) = Setup();
combat.OnAttackDone(attackSequence: 7, weenieError: 0x1234u);
combat.OnAttackDone(attackSequence: 7, weenieError: 0x0036u);
var entry = Assert.Single(chat.Snapshot());
Assert.Equal(ChatKind.Combat, entry.Kind);
Assert.Equal(CombatLineKind.Error, entry.CombatKind);
Assert.Contains("Attack sequence finished with", entry.Text);
Assert.Contains("0x1234", entry.Text);
// Retail HandleAttackDoneEvent consumes this only as control state.
// ACE deliberately uses ActionCancelled to reset the meter and sends
// a separate WeenieError event for any player-visible failure.
Assert.Empty(chat.Snapshot());
}
[Fact]
public void AttackDone_ZeroError_EmitsNothing()
{
// Holtburger silently logs a debug-tag line; we omit since chat
// panel doesn't surface debug entries.
var (chat, combat, _) = Setup();
combat.OnAttackDone(attackSequence: 7, weenieError: 0u);

View file

@ -96,6 +96,12 @@ public sealed class WeenieErrorMessagesTests
WeenieErrorMessages.Format(0x050F, null));
}
[Theory]
[InlineData(0x0036u, "Action cancelled!")]
[InlineData(0x003Du, "You charged too far!")]
public void Format_CombatMovementErrors(uint code, string expected)
=> Assert.Equal(expected, WeenieErrorMessages.Format(code, null));
// ── unknown codes — graceful fallback preserves debug info ───────
[Fact]