fix(ui): retail target-cursor shape (pending over UI, world-object driven) + visible UseDone refusals
Visual gate round 2 (user, retail oracle): the target cursor over UI must be the 0x27 four-arrows PENDING cursor — retail's UpdateCursorState (0x00564630) keys valid/invalid solely off the SmartBox found object, i.e. the WORLD entity under the cursor. And "can't heal myself" turned out to be TWO stacked causes, both fixed: - Cursor: UI hover no longer forces TargetInvalid (that arm was a non-retail invention) and the doll/status-bar hover providers are gone (UiElement.UseTargetGuidProvider deleted). Valid/invalid now come from (a) a hovered occupied item slot's own item, or (b) the world entity under the cursor via a new worldTargetProvider — the B.4b screen-rect picker extracted into GameWindow.PickWorldGuidAtCursor and shared by click + hover. - Self-heal: the world picker always skipped the local player (skipServerGuid), so clicking your own toon in target mode could never acquire self. Target-use picks now include self (retail lets you kit-heal yourself by clicking your character); plain selection keeps the exclusion. The doll click still self-targets. - Silent refusals: the [use-target] log proved the UseWithTarget action WAS sent (kit 0x00220008 / TargetType 0x10, target self) — ACE refused with WeenieError.YouArentTrainedInHealing (0x04FC) and we never parsed UseDone (0x01C7). Now dispatched + surfaced as a chat line via WeenieErrorText (interim subset map, register AP-74, #166 ports the retail String-table lookup). Full suite green (3,295). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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10 changed files with 151 additions and 61 deletions
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@ -1844,7 +1844,12 @@ public sealed class GameWindow : IDisposable
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sendWield: (item, mask) => _liveSession?.SendGetAndWieldItem(item, mask),
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sendDrop: item => _liveSession?.SendDropItem(item),
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toast: text => _debugVm?.AddToast(text));
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_cursorFeedbackController = new AcDream.App.UI.CursorFeedbackController(_itemInteractionController);
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_cursorFeedbackController = new AcDream.App.UI.CursorFeedbackController(
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_itemInteractionController,
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// Retail UpdateCursorState (0x00564630) keys target-mode
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// valid/invalid off the SmartBox found object — the world
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// entity under the cursor, self included.
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worldTargetProvider: () => PickWorldGuidAtCursor(includeSelf: true) ?? 0u);
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_retailCursorManager = new RetailCursorManager(_dats!, _datLock);
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_characterSheetProvider = new AcDream.App.UI.Layout.CharacterSheetProvider(
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Objects, LocalPlayer,
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@ -12375,26 +12380,27 @@ public sealed class GameWindow : IDisposable
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// The inbound reply (SetState 0xF74B) lands via L.2g slice 1.
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// ============================================================
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private void PickAndStoreSelection(bool useImmediately)
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/// <summary>
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/// Shared world pick at the current cursor — the 2026-05-16
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/// retail-faithful screen-rect picker (hit area = the target
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/// indicator's rect via the shared ScreenProjection helper; the old
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/// per-type radius/offset heuristics are retired). Used by the click
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/// select path AND the target-mode cursor hover (retail
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/// SmartBox::get_found_object_id analogue). <paramref name="includeSelf"/>:
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/// item target-use may pick the LOCAL PLAYER (retail lets you kit-heal
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/// yourself by clicking your own toon); plain selection never does.
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/// </summary>
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private uint? PickWorldGuidAtCursor(bool includeSelf)
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{
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if (_cameraController is null || _window is null) return;
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if (_cameraController is null || _window is null) return null;
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// 2026-05-16 — retail-faithful screen-rect picker. The hit area
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// is the same screen-space rect the target indicator draws
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// (computed via the shared AcDream.Core.Selection.ScreenProjection
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// helper). Per user feedback 2026-05-16: clicking the indicator
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// brackets — including the rect corners — must select the entity.
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// The per-type radius/offset heuristics retired here (1.0/1.6/2.0
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// m radii, 0.2/0.9/1.0/1.5 m vertical offsets, IsTallSceneryGuid)
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// existed to make a 3D ray-sphere picker approximate the visible
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// rect; the new picker doesn't need them.
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var camera = _cameraController.Active;
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var viewport = new System.Numerics.Vector2((float)_window.Size.X, (float)_window.Size.Y);
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// Indoor walking Phase 1 #86 (2026-05-19): snapshot the currently-
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// cached EnvCell physics so the picker can occlude entities behind
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// walls. Snapshot is per-pick (one click), iteration is bounded
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// by the streaming radius (~80 cells at radius 4).
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// walls. Snapshot is per-pick (one click / one hover frame),
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// iteration is bounded by the streaming radius (~80 cells at radius 4).
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var loadedCellPhysics = new List<AcDream.Core.Physics.CellPhysics>();
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foreach (var cellId in _physicsDataCache.CellStructIds)
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{
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@ -12402,12 +12408,12 @@ public sealed class GameWindow : IDisposable
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if (cp is not null) loadedCellPhysics.Add(cp);
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}
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var picked = AcDream.Core.Selection.WorldPicker.Pick(
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return AcDream.Core.Selection.WorldPicker.Pick(
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mouseX: _lastMouseX, mouseY: _lastMouseY,
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view: camera.View, projection: camera.Projection,
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viewport: viewport,
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candidates: _entitiesByServerGuid.Values,
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skipServerGuid: _playerServerGuid,
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skipServerGuid: includeSelf ? 0u : _playerServerGuid,
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// Resolver: Setup's SelectionSphere is the ONLY input. If the
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// entity's Setup didn't bake a SelectionSphere, return null —
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// the picker skips it, which matches retail behaviour
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@ -12429,6 +12435,16 @@ public sealed class GameWindow : IDisposable
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? (origin, direction) =>
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AcDream.Core.Selection.CellBspRayOccluder.NearestWallT(origin, direction, loadedCellPhysics)
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: null);
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}
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private void PickAndStoreSelection(bool useImmediately)
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{
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if (_cameraController is null || _window is null) return;
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// Target-use mode picks WITH self (retail: kit-heal yourself by
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// clicking your own toon); plain selection keeps the self-exclusion.
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var picked = PickWorldGuidAtCursor(
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includeSelf: _itemInteractionController?.IsTargetModeActive == true);
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if (picked is uint guid)
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{
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