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>
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5 changed files with 369 additions and 16 deletions
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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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