feat(D.5.3a): selected-object meter — Health bar + name on the action bar
Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635). When the player selects a world object the action bar's bottom strip shows the object name + (for player/pet/attackable targets) a live Health meter; deselect clears it. Mana (#140) + stack slider deferred. - SelectedObjectController (new): clear-then-populate on selection change; sets name (UiText child, VitalsController pattern), overlay state (ObjectSelected / StackedItemSelected via UiDatElement.ActiveState), shows the health meter and sends QueryHealth for health targets. Subscribes via a delegate seam (no GameWindow coupling). - GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged event (fires on actual change only); 3 write sites converted, reads untouched. All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on the render thread, so the event-driven UI mutation is single-threaded. - WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth. - DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape (back-track on the element's own DirectState, fill on one Type-3 child). The sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a sub-140px sprite. Vitals 3-slice path unchanged. - ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController; A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't render as stray empty bars. Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden) and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47 (meter shown on select vs on UpdateHealth reply). Spec §5 corrected. Build + full test suite green (2,684 passed / 4 skipped). Health meter render fidelity (full-width fill + fraction mapping) pending the user's visual gate. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
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11 changed files with 851 additions and 30 deletions
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@ -619,6 +619,8 @@ public sealed class GameWindow : IDisposable
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private AcDream.App.UI.UiHost? _uiHost;
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// Phase D.5.1 — toolbar controller (kept for lifetime clarity; mirrors _chatWindowController pattern).
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private AcDream.App.UI.Layout.ToolbarController? _toolbarController;
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// Phase D.5.3a — selected-object strip controller (name, overlay state, health meter).
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private AcDream.App.UI.Layout.SelectedObjectController? _selectedObjectController;
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// Phase D.2b Task 9 — plugin UI registrations buffered before OnLoad; drained in OnLoad.
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private readonly AcDream.App.Plugins.BufferedUiRegistry? _uiRegistry;
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// Phase I.2: ImGui debug panel ViewModel. Lives for as long as
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@ -846,6 +848,21 @@ public sealed class GameWindow : IDisposable
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private readonly Dictionary<uint, AcDream.Core.Net.WorldSession.EntitySpawn> _lastSpawnByGuid = new();
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// Current selection: written by Q-cycle (combat) and LMB click (interact); cleared on entity despawn.
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private uint? _selectedGuid;
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/// <summary>Fires when the selected world object changes (retail gmToolbarUI selection-change event,
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/// acclient_2013_pseudo_c.txt:198635). Private: only the internal SelectedObjectController subscribes.</summary>
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private event Action<uint?>? SelectionChanged;
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/// <summary>Currently-selected world object guid. The setter fires <see cref="SelectionChanged"/> only on
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/// an actual change (dedup), so all writes go through here; reads may use the field directly.</summary>
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private uint? SelectedGuid
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{
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get => _selectedGuid;
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set
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{
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if (_selectedGuid == value) return;
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_selectedGuid = value;
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SelectionChanged?.Invoke(value);
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}
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}
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// B.6/B.7 (2026-05-16): pending close-range action that will be fired
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// once the local auto-walk overlay reports arrival (body has finished
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@ -2003,6 +2020,19 @@ public sealed class GameWindow : IDisposable
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warDigits: toolbarWarDigits,
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emptyDigits: toolbarEmptyDigits);
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// Phase D.5.3a — selected-object strip (name, overlay state, health meter).
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// Analogue of retail gmToolbarUI::HandleSelectionChanged
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// (acclient_2013_pseudo_c.txt:198635).
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_selectedObjectController = AcDream.App.UI.Layout.SelectedObjectController.Bind(
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toolbarLayout,
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subscribeSelectionChanged: h => SelectionChanged += h,
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isHealthTarget: IsLiveCreatureTarget,
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name: g => Objects.Get(g)?.Name,
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healthPercent: g => Combat.GetHealthPercent(g),
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stackSize: g => (uint)(Objects.Get(g)?.StackSize ?? 0),
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sendQueryHealth: g => _liveSession?.SendQueryHealth(g),
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datFont: vitalsDatFont);
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var toolbarRoot = toolbarLayout.Root;
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// Wrap the dat content in the universal 8-piece beveled window chrome —
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// the SAME UiNineSlicePanel used by the vitals and chat windows. The
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@ -3708,7 +3738,7 @@ public sealed class GameWindow : IDisposable
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_entitiesByServerGuid.Remove(serverGuid);
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_lastSpawnByGuid.Remove(serverGuid);
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if (_selectedGuid == serverGuid)
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_selectedGuid = null;
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SelectedGuid = null;
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if (logDelete)
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_lightingSink?.UnregisterOwner(existingEntity.Id);
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@ -11568,7 +11598,7 @@ public sealed class GameWindow : IDisposable
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if (picked is uint guid)
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{
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_selectedGuid = guid;
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SelectedGuid = guid;
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string label = DescribeLiveEntity(guid);
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Console.WriteLine($"[B.4b] pick guid=0x{guid:X8} name={label}");
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// B.7 (2026-05-15): one-shot per-pick diagnostic so we can
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@ -11958,7 +11988,7 @@ public sealed class GameWindow : IDisposable
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bestGuid = guid;
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}
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_selectedGuid = bestGuid;
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SelectedGuid = bestGuid;
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if (bestGuid is { } selected)
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{
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string label = DescribeLiveEntity(selected);
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@ -90,11 +90,11 @@ public static class DatWidgetFactory
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// ── Meter ────────────────────────────────────────────────────────────────
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/// <summary>
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/// Builds a <see cref="UiMeter"/> and populates its six 3-slice sprite ids by
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/// reading the meter's grandchild image elements (format doc §11).
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/// Builds a <see cref="UiMeter"/> and populates its sprite ids from the meter's
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/// child/grandchild elements (format doc §11). Two shapes are handled:
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///
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/// <para>
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/// Structure the importer produces for each meter (UIElement_Meter):
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/// <b>3-slice shape</b> (vitals meters — 2 Type-3 containers, each with 3 image grandchildren):
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/// <code>
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/// meter (Type 7)
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/// ├── back-layer container (Type 3, lower ReadOrder — drawn first / behind)
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@ -106,13 +106,27 @@ public static class DatWidgetFactory
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/// │ ├── center image (→ front-tile sprite)
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/// │ ├── right-cap image (→ front-right sprite)
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/// │ └── expand overlay (named "ShowDetail"/"HideDetail" only — NO DirectState — IGNORED)
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/// └── text label (Type 0) (IGNORED — Fill/Label providers bound by VitalsController in Task 6)
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/// └── text label (Type 0) (IGNORED — Fill/Label providers bound by VitalsController)
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/// </code>
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/// </para>
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///
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/// <para>
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/// <b>Single-image shape</b> (toolbar selected-object meters 0x100001A1/0x100001A2 — 1 Type-3
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/// child, no grandchildren): the back-track sprite is on the meter element's own DirectState;
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/// the fill sprite is on the single Type-3 child's own DirectState. Both are placed in the
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/// TILE slot (Back/FrontTile) with left/right caps 0, so <see cref="UiMeter.DrawHBar"/> tiles
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/// them across the full bar geometry (DrawMode=Normal) and clips the fill to the fraction.
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/// (retail: gmToolbarUI::HandleSelectionChanged :198635, UIElement_Meter::Initialize :123328)
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/// <code>
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/// meter (Type 7) [DirectState "" → back-track sprite, e.g. 0x0600193E]
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/// └── fill container (Type 3) [DirectState "" → fill sprite, e.g. 0x0600193F]
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/// </code>
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/// </para>
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///
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/// <para>
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/// <see cref="UiMeter.Fill"/> and <see cref="UiMeter.Label"/> are NOT set here.
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/// They are bound to the live stat providers in Task 6 (VitalsController).
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/// They are bound to the live stat providers by the controller (VitalsController /
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/// SelectedObjectController).
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/// </para>
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/// </summary>
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private static UiMeter BuildMeter(ElementInfo info,
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@ -132,23 +146,53 @@ public static class DatWidgetFactory
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.OrderBy(c => c.ReadOrder)
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.ToList();
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if (containers.Count != 2)
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Console.WriteLine($"[D.2b] meter 0x{info.Id:X8}: {containers.Count} Type-3 slice containers (expected 2) — bars may render as solid-color fallback.");
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if (containers.Count >= 1)
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{
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var (l, t, r) = SliceIds(containers[0]);
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m.BackLeft = l;
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m.BackTile = t;
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m.BackRight = r;
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}
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if (containers.Count >= 2)
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{
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var (l, t, r) = SliceIds(containers[1]);
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m.FrontLeft = l;
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m.FrontTile = t;
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m.FrontRight = r;
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// Vitals 3-slice shape: two Type-3 containers each holding 3 grandchild images
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// (left-cap / center-tile / right-cap). Back is the lower ReadOrder; front is higher.
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var (bl, bt, br) = SliceIds(containers[0]);
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m.BackLeft = bl;
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m.BackTile = bt;
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m.BackRight = br;
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var (fl, ft, fr) = SliceIds(containers[1]);
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m.FrontLeft = fl;
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m.FrontTile = ft;
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m.FrontRight = fr;
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}
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else if (containers.Count == 1)
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{
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// Single-image shape used by the toolbar selected-object meters
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// (health 0x100001A1, mana 0x100001A2).
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// - The back-track sprite lives on the meter ELEMENT's own DirectState ("" key of
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// info.StateMedia) — not on any grandchild image. e.g. health back = 0x0600193E.
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// - The fill sprite lives on the single Type-3 child's own DirectState ("" key of
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// containers[0].StateMedia). e.g. health fill = 0x0600193F.
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// The fill child has NO image grandchildren, so SliceIds would return all-zero —
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// read the container's StateMedia directly instead.
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//
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// These go in the TILE slot (not the left-cap slot): the sprites are DrawMode=Normal,
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// which retail renders as "tile at native width to fill the full element geometry"
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// (format doc §6; the generic UiDatElement.OnDraw Normal path; UIElement_Meter::
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// DrawChildren :123574 clips the child's FULL 140px geometry box to the fill fraction).
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// With the sprite on BackLeft instead, UiMeter.DrawHBar would clamp the cap to the
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// sprite's NATIVE width (capL = min(nativeW, 140)) — leaving a right-side gap and
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// mapping the fill fraction to native width when nativeW < 140. The tile slot makes
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// midW = full bar width, so the back tiles across all 140px and the front clips to
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// 140*fraction correctly for any native sprite width (left/right caps unused = 0).
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// (retail: gmToolbarUI::HandleSelectionChanged :198635 / UIElement_Meter::DrawChildren :123574)
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m.BackLeft = 0;
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m.BackTile = info.StateMedia.TryGetValue("", out var bm) ? bm.File : 0u;
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m.BackRight = 0;
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m.FrontLeft = 0;
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m.FrontTile = containers[0].StateMedia.TryGetValue("", out var fm) ? fm.File : 0u;
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m.FrontRight = 0;
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}
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else
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{
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// Count == 0: no Type-3 containers at all — genuinely malformed meter dat.
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Console.WriteLine($"[D.2b] meter 0x{info.Id:X8}: {containers.Count} Type-3 slice containers (expected 1 or 2) — bars may render as solid-color fallback.");
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}
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return m;
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208
src/AcDream.App/UI/Layout/SelectedObjectController.cs
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208
src/AcDream.App/UI/Layout/SelectedObjectController.cs
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@ -0,0 +1,208 @@
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using System;
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using System.Numerics;
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using AcDream.App.UI;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Controller for the action bar's selected-object strip (ids 0x1000019F–0x100001A1).
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/// Analogue of retail <c>gmToolbarUI::HandleSelectionChanged</c>
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/// (<c>docs/research/named-retail/acclient_2013_pseudo_c.txt:198635</c>).
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///
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/// <para>
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/// On selection change: clears the strip (name, overlay state, health meter), then
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/// if a guid is provided it sets the name, puts the overlay field into the appropriate
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/// state ("ObjectSelected" or "StackedItemSelected"), and for health-bearing targets
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/// shows the health meter and sends a <c>QueryHealth (0x01BF)</c> request.
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/// </para>
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///
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/// <para>
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/// <strong>Divergence — meter-visible timing.</strong>
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/// Retail makes the health meter visible from <c>RecvNotice_UpdateObjectHealth</c>
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/// (when the queried value arrives, cite HandleSelectionChanged:198757).
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/// acdream shows it immediately on select (fill polls <see cref="CombatState.GetHealthPercent"/>
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/// which returns 1.0 until the reply lands). Recorded in the divergence register.
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/// </para>
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///
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/// <para>
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/// <strong>Divergence — health-target gate approximation.</strong>
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/// Retail gates on <c>IsPlayer() || pet_owner || ObjectIsAttackable()</c>
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/// (cite HandleSelectionChanged:198754). acdream uses <c>IsLiveCreatureTarget</c>
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/// (the <c>ItemType.Creature</c> flag). Recorded in the divergence register.
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/// </para>
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/// </summary>
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public sealed class SelectedObjectController
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{
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// ── Element ids (toolbar LayoutDesc 0x21000016) ─────────────────────────
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/// <summary>Selected-object name element id.</summary>
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public const uint NameId = 0x1000019F;
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/// <summary>Selected-object overlay field element id (states: ObjectSelected / StackedItemSelected).</summary>
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public const uint OverlayId = 0x100001A0;
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/// <summary>Selected-object health meter element id.</summary>
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public const uint HealthMeterId = 0x100001A1;
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// ── Found elements (any may be null for partial/test layouts) ───────────
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private readonly UiElement? _name;
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private readonly UiDatElement? _overlay;
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private readonly UiMeter? _healthMeter;
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// ── Captured delegates ───────────────────────────────────────────────────
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private readonly Func<uint, bool> _isHealthTarget;
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private readonly Func<uint, string?> _name_;
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private readonly Func<uint, float> _healthPercent;
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private readonly Func<uint, uint> _stackSize;
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private readonly Action<uint> _sendQueryHealth;
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// ── Live state (read by closures on the per-frame draw path) ────────────
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private uint? _current;
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private string? _currentName;
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/// <summary>White label color for the name line.</summary>
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private static readonly Vector4 NameColor = new(1f, 1f, 1f, 1f);
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private SelectedObjectController(
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ImportedLayout layout,
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Action<Action<uint?>> subscribeSelectionChanged,
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Func<uint, bool> isHealthTarget,
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Func<uint, string?> name,
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Func<uint, float> healthPercent,
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Func<uint, uint> stackSize,
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Action<uint> sendQueryHealth,
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UiDatFont? datFont)
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{
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_isHealthTarget = isHealthTarget;
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_name_ = name;
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_healthPercent = healthPercent;
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_stackSize = stackSize;
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_sendQueryHealth = sendQueryHealth;
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// Find elements — silently skip absent ones (partial/test layouts).
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_name = layout.FindElement(NameId);
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_overlay = layout.FindElement(OverlayId) as UiDatElement;
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_healthMeter = layout.FindElement(HealthMeterId) as UiMeter;
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// This controller owns the health meter's initial-hidden state.
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if (_healthMeter is not null)
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{
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_healthMeter.Visible = false;
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// Fill polls live: _current holds the currently-selected guid (or null).
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// Returns 0f when nothing is selected (empty bar), healthPercent(g) otherwise.
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_healthMeter.Fill = () => _current is uint g ? _healthPercent(g) : (float?)0f;
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}
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// Attach a centered UiText child to the name element for the object name display.
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// Mirrors VitalsController.BindMeter's number attach (same decoration style).
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if (_name is not null)
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{
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var label = new UiText
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{
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Left = 0f,
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Top = 0f,
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Width = _name.Width,
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Height = _name.Height,
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Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom,
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Centered = true,
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DatFont = datFont,
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ClickThrough = true,
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AcceptsFocus = false,
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IsEditControl = false,
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CapturesPointerDrag = false,
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LinesProvider = () =>
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{
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// Returns a single white line when a name is available; empty otherwise.
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var n = _currentName;
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return string.IsNullOrEmpty(n)
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? Array.Empty<UiText.Line>()
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: new[] { new UiText.Line(n, NameColor) };
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},
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};
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_name.AddChild(label);
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}
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// Register the handler LAST so the initial state is fully set up first.
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subscribeSelectionChanged(OnSelectionChanged);
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}
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/// <summary>
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/// Create and bind a <see cref="SelectedObjectController"/> to <paramref name="layout"/>.
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/// Port of retail <c>gmToolbarUI::HandleSelectionChanged</c>
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/// (<c>acclient_2013_pseudo_c.txt:198635</c>).
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/// </summary>
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/// <param name="layout">Imported toolbar layout (LayoutDesc 0x21000016).</param>
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/// <param name="subscribeSelectionChanged">
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/// Called once with the controller's <see cref="OnSelectionChanged"/> handler.
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/// Typical host: <c>h => SelectionChanged += h</c> — keeps the controller
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/// decoupled from <c>GameWindow</c>.
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/// </param>
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/// <param name="isHealthTarget">
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/// Returns true for guids that should show a health meter (proxy for retail's
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/// <c>IsPlayer() || pet_owner || ObjectIsAttackable()</c>).
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/// </param>
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/// <param name="name">Returns the display name for a given guid (or null if unknown).</param>
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/// <param name="healthPercent">Returns the health fill fraction [0..1] for a given guid.</param>
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/// <param name="stackSize">Returns the stack size for a given guid (0 or 1 = non-stacked).</param>
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/// <param name="sendQueryHealth">
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/// Sends retail <c>QueryHealth (0x01BF)</c>; server replies with <c>UpdateHealth (0x01C0)</c>.
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/// May be a no-op when offline.
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/// </param>
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/// <param name="datFont">Dat font for the name label; null = debug bitmap font fallback.</param>
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public static SelectedObjectController Bind(
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ImportedLayout layout,
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Action<Action<uint?>> subscribeSelectionChanged,
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Func<uint, bool> isHealthTarget,
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Func<uint, string?> name,
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Func<uint, float> healthPercent,
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Func<uint, uint> stackSize,
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Action<uint> sendQueryHealth,
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UiDatFont? datFont)
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{
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return new SelectedObjectController(
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layout, subscribeSelectionChanged,
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isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont);
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}
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/// <summary>
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/// Port of <c>gmToolbarUI::HandleSelectionChanged</c>
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/// (<c>acclient_2013_pseudo_c.txt:198635</c>):
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/// clear-then-populate the selected-object strip on any selection change.
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/// Registered via <c>subscribeSelectionChanged</c> at bind time; called by
|
||||
/// <c>GameWindow.SelectionChanged</c> and by the despawn-clear path.
|
||||
/// </summary>
|
||||
public void OnSelectionChanged(uint? guid)
|
||||
{
|
||||
// ── 1. Clear first (retail: UIElement_Text::SetText + m_pSelObjectField->SetState(0)
|
||||
// + SetVisible(0) on the health meter). ──────────────────────────────────────
|
||||
if (_healthMeter is not null) _healthMeter.Visible = false;
|
||||
if (_overlay is not null) _overlay.ActiveState = "";
|
||||
_currentName = null;
|
||||
|
||||
// Update the backing current guid so the Fill closure reflects the new state.
|
||||
_current = guid;
|
||||
|
||||
// ── 2. Selection == null → strip stays cleared, done. ───────────────────────────
|
||||
if (guid is null) return;
|
||||
|
||||
uint g = guid.Value;
|
||||
|
||||
// ── 3. Selection != null — populate the strip. ──────────────────────────────────
|
||||
|
||||
// Name (displayed via the UiText child's LinesProvider reading _currentName).
|
||||
_currentName = _name_(g);
|
||||
|
||||
// Overlay state: "StackedItemSelected" for stacked items, "ObjectSelected" otherwise.
|
||||
// Retail ref: m_pSelObjectField->SetState(0x1000000b) = "ObjectSelected"
|
||||
// (acclient_2013_pseudo_c.txt:198754). Stack sprite id 0x06004CF4 confirmed in toolbar dump.
|
||||
if (_overlay is not null)
|
||||
_overlay.ActiveState = _stackSize(g) > 1u ? "StackedItemSelected" : "ObjectSelected";
|
||||
|
||||
// Health meter: visible + QueryHealth for health-bearing targets.
|
||||
// Divergence: retail shows the meter only when RecvNotice_UpdateObjectHealth arrives;
|
||||
// acdream shows it immediately (fill reads GetHealthPercent = 1.0 until the reply).
|
||||
// Retail ref: CM_Combat::Event_QueryHealth (acclient_2013_pseudo_c.txt:198757).
|
||||
if (_isHealthTarget(g))
|
||||
{
|
||||
if (_healthMeter is not null) _healthMeter.Visible = true;
|
||||
_sendQueryHealth(g);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -35,10 +35,15 @@ public sealed class ToolbarController
|
|||
0x100006BC, 0x100006BD, 0x100006BE, 0x100006BF,
|
||||
};
|
||||
|
||||
// Elements hidden by default in retail gmToolbarUI::PostInit: the selected-object
|
||||
// vitals meters (health/stamina/mana bars that track your target) and the stack slider.
|
||||
// Elements hidden by default in retail gmToolbarUI::PostInit.
|
||||
// Ids confirmed from the toolbar LayoutDesc dump.
|
||||
private static readonly uint[] HiddenIds = { 0x100001A1, 0x100001A2, 0x100001A4 };
|
||||
// 0x100001A1 (health meter) is now OWNED by SelectedObjectController (D.5.3a) —
|
||||
// it hides A1 at bind and shows it on a health-target selection, so A1 is removed
|
||||
// from here to avoid double-ownership. 0x100001A2 (mana meter) and 0x100001A4
|
||||
// (stack slider) are DEFERRED features (mana #140, stack-split UI) with no controller
|
||||
// yet, so they stay hidden here — otherwise their dat back-track sprites render as
|
||||
// stray empty bars on the toolbar.
|
||||
private static readonly uint[] HiddenIds = { 0x100001A2, 0x100001A4 };
|
||||
|
||||
// Four mutually-exclusive combat-mode indicator elements — exactly one visible at a time.
|
||||
// Index 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic.
|
||||
|
|
|
|||
|
|
@ -1140,6 +1140,18 @@ public sealed class WorldSession : IDisposable
|
|||
SendGameAction(body);
|
||||
}
|
||||
|
||||
/// <summary>Send retail QueryHealth (0x01BF). Server replies UpdateHealth (0x01C0).</summary>
|
||||
/// <remarks>
|
||||
/// Retail anchor: <c>CM_Combat::Event_QueryHealth</c> / <c>gmToolbarUI::HandleSelectionChanged:198635</c>
|
||||
/// (docs/research/named-retail/acclient_2013_pseudo_c.txt).
|
||||
/// </remarks>
|
||||
public void SendQueryHealth(uint targetGuid)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
byte[] body = SocialActions.BuildQueryHealth(seq, targetGuid);
|
||||
SendGameAction(body);
|
||||
}
|
||||
|
||||
/// <summary>Send retail TargetedMeleeAttack (0x0008).</summary>
|
||||
public void SendMeleeAttack(uint targetGuid, AttackHeight attackHeight, float powerLevel)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue