feat(B.8): retail useability gate + tall-scenery indicator scaling
Two retail divergences fixed end-to-end: 1. R-key Use on non-useable entities (signs, banners, decorative scenery) was silently sending Use/PickUp to ACE, triggering auto-walk + NPC-style chat fallback. Retail's client checks ITEM_USEABLE (acclient.h:6478) and silently ignores Use when the USEABLE_REMOTE (0x20) bit isn't set. Now ports that gate. 2. Holtburg town sign indicator + click sphere only covered the base of the pole because the "everything else" default in EntityHeightFor was 1.5 m and the picker's vertical offset for default class was 0.2 m. A 3 m sign on a pole was almost entirely outside both shapes. Wire change: - CreateObject parser now walks the WeenieHeader optional tail (per ACE WorldObject_Networking.cs:87-114) up through Useability + UseRadius. Captures weenieFlags upfront, then conditionally skips PluralName, ItemCapacity, ContainerCapacity, AmmoType, Value before reading Useability (u32) and UseRadius (f32). - CreateObject.Parsed + WorldSession.EntitySpawn record append two new optional fields (Useability uint?, UseRadius float?), both defaulting to null. Existing call sites unchanged. - 3 new tests cover: no weenieFlags → null, weenieFlags=0x10 alone → useability read, weenieFlags=0x8|0x10|0x20 → walker skips Value then reads Useability + UseRadius in correct order. Behaviour change: - GameWindow.IsUseableTarget(guid) — authoritative path uses spawn .Useability when present (REMOTE bit gate); fallback when null permits Use on creatures + BF_DOOR/LIFESTONE/PORTAL/CORPSE for M1 flow continuity. - UseCurrentSelection (R-key dispatcher) and SendUse + SendPickUp (double-click + F-key direct paths) gate on IsUseableTarget, silent early-return matching retail. isRetryAfterArrival skips the gate (re-fires only previously-gated actions). - TargetIndicatorPanel.EntityHeightFor default branch 1.5 m → 3 m for non-creature non-flat non-small-item entities (sign-class). Scale > 1 still grows proportionally. - WorldPicker callbacks: new IsTallSceneryGuid branch lifts sphere centre to 1.5 m with 1.6 m radius for sign-class entities, mirroring the indicator's 3 m default so click sphere matches the visible box. Tests: 293/293 pass in AcDream.Core.Net.Tests (+3 new walker tests). dotnet build clean. Retail anchors: - acclient.h:6478 — ITEM_USEABLE enum (USEABLE_REMOTE = 0x20) - acclient.h:6431-6463 — PWD bitfield (BF_DOOR etc.) - ACE WorldObject_Networking.cs:87-114 — wire field order - ACE WeenieHeaderFlag — Usable = 0x10, UseRadius = 0x20 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
520badd566
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5 changed files with 369 additions and 16 deletions
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@ -9007,6 +9007,14 @@ public sealed class GameWindow : IDisposable
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// origin is a single point. 0.7 m default is fine for
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// humanoids and most items; doors / portals need ~2 m
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// to cover the doorframe.
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//
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// 2026-05-15 sign-class extension: post-mounted scenery
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// (Holtburg town sign etc.) needs the sphere TALLER than
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// wider. We classify "non-creature, non-flat, non-small-item"
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// as tall scenery and grow the sphere to 1.6 m radius lifted
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// to 1.5 m vertical offset — covers a 3 m post from
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// ground to top. Mirrors TargetIndicatorPanel.EntityHeightFor's
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// 3 m default so the click sphere matches the visible box.
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radiusForGuid: g =>
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{
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if (_lastSpawnByGuid.TryGetValue(g, out var s)
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@ -9018,6 +9026,7 @@ public sealed class GameWindow : IDisposable
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const uint LargeFlatMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
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if ((odf & LargeFlatMask) != 0) return 2.0f;
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}
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if (IsTallSceneryGuid(g)) return 1.6f;
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// 1.0 m sphere centred at chest height (see
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// verticalOffsetForGuid) covers a 1.8 m humanoid from
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// shin to crown without overlapping neighbours.
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@ -9039,6 +9048,7 @@ public sealed class GameWindow : IDisposable
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const uint LargeFlatMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
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if ((odf & LargeFlatMask) != 0) return 1.0f; // mid-door
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}
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if (IsTallSceneryGuid(g)) return 1.5f; // mid-pole height
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return 0.2f; // small ground item — sphere just above feet
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});
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@ -9079,6 +9089,19 @@ public sealed class GameWindow : IDisposable
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return;
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}
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// 2026-05-15: retail-faithful useability gate. Signs / banners /
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// decorative scenery have ITEM_USEABLE = USEABLE_UNDEF (acclient.h:6478)
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// and the retail client silently ignores R-key on them — no walk,
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// no packet, no toast. We honor that here. The user can still
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// left-click to select and see the entity's name; only the
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// interact action is suppressed.
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if (!IsUseableTarget(sel))
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{
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
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Console.WriteLine($"[B.4b] use ignored — not useable guid=0x{sel:X8}");
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return;
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}
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// B.7 (2026-05-15): the user requested R behave as a universal
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// interact key — pickup for items, use for NPCs / doors /
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// lifestones / portals / corpses. Matches retail's "use"
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@ -9113,6 +9136,18 @@ public sealed class GameWindow : IDisposable
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_debugVm?.AddToast("Not in world");
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return;
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}
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// 2026-05-15: defense-in-depth useability gate. Double-click flows
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// directly through SendUse without passing UseCurrentSelection's
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// dispatcher gate, so re-check here. Silent ignore matches retail
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// (acclient.h:6478 ITEM_USEABLE — USEABLE_REMOTE bit required).
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// isRetryAfterArrival bypasses the gate because we only retry an
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// action we previously gated through.
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if (!isRetryAfterArrival && !IsUseableTarget(guid))
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{
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
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Console.WriteLine($"[B.4b] SendUse ignored — not useable guid=0x{guid:X8}");
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return;
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}
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// B.6 (2026-05-15): install a speculative auto-walk on the local
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// player toward the target. For far targets ACE will overwrite
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// this with its own MovementType=6 wire payload (and a better
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@ -9165,6 +9200,18 @@ public sealed class GameWindow : IDisposable
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_debugVm?.AddToast("Not in world");
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return;
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}
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// 2026-05-15: useability gate (acclient.h:6478 ITEM_USEABLE).
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// F-key on a non-useable entity (sign, banner, decorative
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// scenery) is silently ignored — without this we'd send
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// PutItemInContainer for a sign and ACE would reply with a
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// noisy InventoryServerSaveFailed. Retail's client doesn't
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// attempt the wire send at all.
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if (!isRetryAfterArrival && !IsUseableTarget(itemGuid))
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{
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
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Console.WriteLine($"[B.5] SendPickUp ignored — not useable item=0x{itemGuid:X8}");
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return;
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}
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// B.6 (2026-05-15): same speculative turn-to-target + deferral as
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// SendUse — close-range pickup rotates locally to face the
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// item first, then the wire packet fires when the local
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@ -9429,6 +9476,130 @@ public sealed class GameWindow : IDisposable
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return (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0;
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}
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/// <summary>
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/// 2026-05-15. True when the entity is "tall scenery" — has a known
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/// non-zero ItemType that is NOT in the small-carry-item mask AND
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/// has no door/lifestone/portal/corpse PWD bits AND is not a
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/// creature. The Holtburg town sign is the canonical example: a
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/// 3 m post-mounted entity that needs the pick sphere lifted to
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/// mid-pole with a wider radius so the user can click any part of
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/// the visible mesh, not just the pole base.
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///
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/// <para>
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/// Mirrors <see cref="UI.TargetIndicatorPanel.EntityHeightFor"/>'s
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/// classification — both fall into the "everything else: 3 m default"
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/// branch — so the visible indicator box and the click sphere
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/// match.
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/// </para>
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/// </summary>
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private bool IsTallSceneryGuid(uint guid)
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{
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if (_liveEntityInfoByGuid.TryGetValue(guid, out var info)
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&& (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0)
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return false;
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if (!_lastSpawnByGuid.TryGetValue(guid, out var spawn))
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return false;
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if (spawn.ObjectDescriptionFlags is { } odf)
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{
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// Excludes door/lifestone/portal/corpse — handled by
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// the LargeFlatMask branch in the picker callbacks.
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const uint LargeFlatMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
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if ((odf & LargeFlatMask) != 0) return false;
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}
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uint it = spawn.ItemType ?? 0u;
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if (it == 0u) return false; // no ItemType info — keep default behaviour
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// Same SmallItemMask as TargetIndicatorPanel.EntityHeightFor.
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const uint SmallItemMask =
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(uint)(AcDream.Core.Items.ItemType.MeleeWeapon
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| AcDream.Core.Items.ItemType.Armor
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| AcDream.Core.Items.ItemType.Clothing
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| AcDream.Core.Items.ItemType.Jewelry
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| AcDream.Core.Items.ItemType.Food
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| AcDream.Core.Items.ItemType.Money
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| AcDream.Core.Items.ItemType.Misc
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| AcDream.Core.Items.ItemType.MissileWeapon
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| AcDream.Core.Items.ItemType.Container
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| AcDream.Core.Items.ItemType.Gem
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| AcDream.Core.Items.ItemType.SpellComponents
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| AcDream.Core.Items.ItemType.Writable
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| AcDream.Core.Items.ItemType.Key
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| AcDream.Core.Items.ItemType.Caster);
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if ((it & SmallItemMask) != 0) return false;
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// Has an ItemType, but not creature / flat-class / small-item:
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// tall scenery (sign / banner / generic post-mounted object).
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return true;
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}
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/// <summary>
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/// 2026-05-15. Retail-faithful gate for R-key Use / F-key PickUp.
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/// Returns true when the entity is interactable from the world per
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/// the server-supplied <c>ITEM_USEABLE _useability</c> field
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/// (acclient.h:6478) — specifically when the <c>USEABLE_REMOTE
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/// (0x20)</c> bit is set OR a composite form containing it
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/// (<c>USEABLE_REMOTE_NEVER_WALK = 0x60</c>, the
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/// <c>SOURCE_X_TARGET_REMOTE</c> variants in the 0x200000+ range).
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///
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/// <para>
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/// Retail behaviour for non-useable entities (signs, banners,
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/// decorative scenery): the R-key does nothing — no walk, no Use
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/// packet, no toast. The retail client checks useability before
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/// any action and silently ignores the press. We honor that with
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/// a silent early return at the call site.
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/// </para>
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///
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/// <para>
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/// <b>Fallback when useability is unknown.</b> The wire's
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/// <c>weenieFlags & 0x10</c> bit gates whether ACE serializes
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/// useability at all. If absent, <see cref="CreateObject.Parsed.Useability"/>
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/// is null. Conservatively we permit Use for entities we've
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/// historically been able to interact with — creatures, doors,
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/// lifestones, portals, corpses — to avoid regressing the existing
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/// M1 flows. Pure-scenery untyped entities (the sign case) fall
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/// through to "blocked".
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/// </para>
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/// </summary>
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private bool IsUseableTarget(uint guid)
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{
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if (_lastSpawnByGuid.TryGetValue(guid, out var spawn))
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{
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// Authoritative path: server published Useability.
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if (spawn.Useability is uint useability)
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{
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// USEABLE_REMOTE (0x20) — bit set in every from-world
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// useable variant per acclient.h:6478 ITEM_USEABLE enum.
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const uint USEABLE_REMOTE_BIT = 0x20u;
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return (useability & USEABLE_REMOTE_BIT) != 0;
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}
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// Useability NOT in PWD — fall back to known-useable types.
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// ObjectDescriptionFlags BF_DOOR|BF_LIFESTONE|BF_PORTAL|BF_CORPSE
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// historically work with Use; allow them through.
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if (spawn.ObjectDescriptionFlags is { } odf)
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{
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const uint UseableFlatMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
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if ((odf & UseableFlatMask) != 0) return true;
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}
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}
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// Creatures (NPCs / players) are always Use targets (dialogue,
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// PvP target). Keeps the fallback permissive for the M1 flows.
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if (_liveEntityInfoByGuid.TryGetValue(guid, out var info)
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&& (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0)
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{
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return true;
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}
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// Default: not useable. Signs, banners, untyped scenery with no
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// server-supplied useability and no creature/door PWD bits land
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// here — exactly the retail "nothing happens" case.
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return false;
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}
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private string DescribeLiveEntity(uint guid)
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{
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if (_liveEntityInfoByGuid.TryGetValue(guid, out var info)
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@ -79,15 +79,23 @@ public sealed class TargetIndicatorPanel
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/// <item>Small carry items (Money, Food, Gem, SpellComponents,
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/// Misc, Weapons, Armour, Clothing, Jewelry, Container):
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/// 0.8 m (item dropped on the ground)</item>
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/// <item>Everything else (signs, generic objects, untyped
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/// scenery interactables): 1.5 m (mid-sized object
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/// default; without mesh AABB this is a best guess)</item>
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/// <item>Everything else (signs on a pole, generic tall scenery,
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/// untyped scenery interactables): 3.0 m (post-on-ground
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/// tall — bumped from 1.5 m on 2026-05-15 because the
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/// Holtburg sign was getting a tiny pole-only box. Most
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/// non-typed non-flat AC scenery is either small-item-on-
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/// ground (handled above) or post-mounted; 3 m is the
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/// right midpoint for the post case. Scale > 1 grows
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/// the box proportionally.)</item>
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/// </list>
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///
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/// <para>
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/// Future refinement (deferred): read the entity's actual mesh
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/// AABB at registration time and use the projected silhouette
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/// for an exact-fit box. Issue #66-ish.
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/// for an exact-fit box.
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/// <see cref="AcDream.Core.Physics.PhysicsDataCache.GetVisualBounds"/>
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/// already caches per-GfxObj AABBs; combining them across a
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/// multi-part Setup gives the entity-level bounds we'd want.
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/// </para>
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/// </summary>
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public float EntityHeightFor(uint itemType, uint pwdBitfield, float scale)
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@ -125,11 +133,9 @@ public sealed class TargetIndicatorPanel
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| AcDream.Core.Items.ItemType.Caster);
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if ((itemType & SmallItemMask) != 0) return 0.8f * scale;
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// Everything else (signs, scenery interactables, untyped objects):
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// 1.5 m default — bigger than a small item but smaller than a
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// humanoid, splitting the difference until we have real mesh
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// bounds to project.
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return 1.5f * scale;
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// Tall scenery (signs / banners / untyped post-mounted objects):
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// 3.0 m. See class doc above for the bump rationale.
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return 3.0f * scale;
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}
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/// <summary>
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