fix(gameplay): reconcile wield ownership and target facing
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks. Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state. Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration. Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates. Co-Authored-By: Codex <noreply@openai.com>
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# acdream — strategic roadmap
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**Status:** Living document. Updated 2026-05-19. **Between phases.** **Since the last header update:** Indoor walkable-plane BSP port FOUNDATION shipped (6 commits, `ff548b9` → `f845b22`) but visual verification failed — cellar descent, 2nd-floor walking, single-floor cottage regressions all confirm the shipped fix doesn't address the user-reported indoor bugs. Root cause now diagnosed as deeper than originally thought: `TryFindIndoorWalkablePlane` exists as a Phase 2 stop-gap that retail doesn't have an analog for. Retail retains ContactPlane state across frames; we re-synthesize per frame. Foundation work (BSP walker + probe + tests) remains useful; next phase needs to port retail's ContactPlane retention mechanism and likely eliminate `TryFindIndoorWalkablePlane` entirely. Handoff: [`docs/research/2026-05-19-indoor-walkable-plane-bsp-port-shipped-handoff.md`](../research/2026-05-19-indoor-walkable-plane-bsp-port-shipped-handoff.md). ISSUES #83 remains OPEN with deeper diagnosis. **Earlier:** Indoor cell rendering Phase 1 (diagnostics) + Phase 2 (fix) shipped — root cause was a one-line WB bug at `ObjectMeshManager.cs:1223` (blind `TryGet<Setup>` on GfxObj-prefixed stab ids threw `ArgumentOutOfRangeException` which WB's outer catch silently swallowed, causing 26/123 Holtburg cells to fail upload). Identified via diagnostic chain (5 `[indoor-*]` probes + a `ContinueWith` exception surfacer + a `ConsoleErrorLogger` injected into WB), fixed with a Setup-prefix guard. User visually confirmed floors render. Surfaced 9 pre-existing indoor bugs filed in `docs/ISSUES.md`. **Earlier:** C.1.5b shipped (issue #56 per-part transforms for multi-emitter PES + `EntityScriptActivator` extended to dat-hydrated EnvCell statics & exterior stabs — portal swirl, inn fireplace flames, cottage chimney smoke, spell-cast particles all match retail). post-A.5 polish completed (#52 lifestone, #54 JobKind, #53 Tier 1 cache); N.6 slice 1 shipped (gpu_us fix + radius=12 perf baseline, conclusion CPU dominates GPU 30–50×); C.1.5a shipped (portal PES wiring; surfaced #56 → resolved in C.1.5b).
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**Status:** Living document. Updated 2026-07-15. **M3 active.** M2's connected demo loop is complete: melee and missile weapon switching, target-facing, combat animation and damage/death presentation, loot/inventory, stack operations, and giving an item to a world target have all passed user gates. The projectile/PhysicsScript/particle/portal foundation is implemented through its Step 9 automated hardening gate; single-client missile and protection visuals pass, while the final two-client portal-out/materialization observer gate remains open. The immediate work order is an F.4/L.1d retail-conformance audit against that shipped foundation, implementation of the remaining cast lifecycle, then F.5 spellbook and active-enchantment UI.
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**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
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---
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## Current program: Phase W — Unified Cell Graph (UCG)
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## Current program: M3 — Cast a spell
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**Outcome:** Cast a projectile spell at a hostile target, see the complete
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turn/windup/release/projectile/impact lifecycle, self-cast a buff and see its
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active enchantment, then recall through the DAT-driven portal presentation.
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**Next concrete work, in order:**
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1. Reconcile current E.5 wire, M2/M3 projectile/VFX, motion, and enchantment
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state against named-retail F.4/L.1d; record only the proven remaining gaps.
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2. Port and conformance-test those cast-state and animation lifecycle gaps,
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including facing, release, interruption/fizzle, recoil, and authoritative
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completion.
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3. Ship F.5's retained spellbook and active-enchantment surfaces over the
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existing shared state/command seam.
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4. Run the pending two-client portal-out/materialization observer visual gate
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before M3 closes.
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Opportunistic UI/physics fixes are no longer the work-order driver. They enter
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the active slice only when they block this demo or represent a severe regression.
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---
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## Historical program: Phase W — Unified Cell Graph (UCG)
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**[SUPERSEDED — G.3 dungeon work shipped; M1.5 next step = #138 round-trip
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gate + #145-residual. See the shipped table + `docs/plans/2026-05-12-milestones.md`
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@ -497,16 +520,16 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
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- **✓ SHIPPED — Wave 4.4c exact selected-health policy.** Core ports `ObjectIsAttackable @ 0x0056A600`; CreateObject preserves second-header PetOwner; toolbar player/pet composition is exact. Self, pets, and Free-PK creatures now query health while friendly NPCs and attackable non-creatures remain name-only. AP-46 retired. The world/radar policy matrix and exact DAT paperdoll body-map + upper-item-priority route passed live 2026-07-11.
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- **✓ SHIPPED — Wave 4.4d toolbar launchers + Use/Examine.** All seven authored launchers are discovered through their DAT panel-id attribute; mounted Inventory/Character panels toggle through the registry and the other five buttons are ghosted. Typed window-visibility events own Highlight/Normal state. Use and Examine act on selection or enter their one-shot retail target modes, with exact Appraise wire dispatch and retail cursors. Warning-free App build and 4,747-pass / 5-skip Release suite are green; the connected live gate passed 2026-07-11. AP-101 is narrowed to the remaining ammo-number display.
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- **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.
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- **Wave 4.5 implemented — retail primary-weapon switching (corrective live gate pending).** Inventory double-click now routes through a focused `AutoWieldController`: the occupied `0x03500000` weapon-ready group is returned to the player container, followed when necessary by an incompatible shield or mismatched ammo; each blocker waits for authoritative `InventoryPutObjInContainer` before the next step, then `GetAndWieldItem` equips the requested bow/sword/caster/two-hander. The transaction remains inventory-busy through the exact authoritative `WieldObject` acknowledgement, independent of the object table's rollback counter, matching retail's waiting state and preventing rapid switches from overlapping or remaining stuck. `CreateObject` retains exact `AmmoType` for compatibility. The same transaction runs in peace and war; ACE owns the latter's old-stance → peace → new-stance motion chain. Player PropertyInt 40 updates `CombatState`, keeping toolbar/combat UI synchronized with ACE's selected Melee/Missile/Magic stance. Research: `docs/research/2026-07-12-retail-weapon-switch-pseudocode.md`.
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- **Wave 4 inventory drag visuals implemented — corrective live visual gate pending.** `IconComposer` now preserves retail's separate underlay-free `m_pDragIcon` for cursor tracking across inventory, paperdoll, and toolbar bindings. Physical source cells keep their full icon in place and reveal authored ghost mesh `0x0600109A` from drag begin through every release/cancel path, with the persistent selection square above the mesh; shortcut aliases remain unghosted. `ItemList_DragOver` destination states are split exactly: contents-grid placement uses the green accept circle `0x060011F9`, while side-bag/main-pack container drop-in uses the green arrow `0x060011F7`. AP-47 retired. Research: `docs/research/2026-07-13-retail-item-drag-visuals-pseudocode.md`.
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- **Wave 4.6 item giving implemented 2026-07-13; starter-dungeon live gate pending.** SmartBox drag release now preserves the exact release coordinates, world-picks the target, and runs the existing retail `ItemHolder::AttemptPlaceIn3D` policy. NPC/creature targets send exact `GiveObjectRequest 0x00CD(target,item,amount)` bytes, selected partial stacks use the shared split quantity, and the object table waits for ACE's authoritative remove/stack-size response. `PlayerDescription.Options1` supplies the real `DragItemOnPlayerOpensSecureTrade` option. Issue #216; research: `docs/research/2026-07-13-retail-give-item-pseudocode.md`.
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- **✓ Wave 4.5 — retail primary-weapon switching (live-gated 2026-07-15).** Inventory double-click now routes through a focused `AutoWieldController`: the occupied `0x03500000` weapon-ready group is returned to the player container, followed when necessary by an incompatible shield or mismatched ammo; each blocker waits for authoritative `InventoryPutObjInContainer` before the next step, then `GetAndWieldItem` equips the requested bow/sword/caster/two-hander. The transaction remains inventory-busy through the exact authoritative `WieldObject` acknowledgement, independent of the object table's rollback counter, matching retail's waiting state and preventing rapid switches from overlapping or remaining stuck. `CreateObject` retains exact `AmmoType` for compatibility. The same transaction runs in peace and war; ACE owns the latter's old-stance → peace → new-stance motion chain. Player PropertyInt 40 updates `CombatState`, keeping toolbar/combat UI synchronized with ACE's selected Melee/Missile/Magic stance. Research: `docs/research/2026-07-12-retail-weapon-switch-pseudocode.md`.
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- **✓ Wave 4 inventory drag visuals (live-gated 2026-07-15).** `IconComposer` now preserves retail's separate underlay-free `m_pDragIcon` for cursor tracking across inventory, paperdoll, and toolbar bindings. Physical source cells keep their full icon in place and reveal authored ghost mesh `0x0600109A` from drag begin through every release/cancel path, with the persistent selection square above the mesh; shortcut aliases remain unghosted. `ItemList_DragOver` destination states are split exactly: contents-grid placement uses the green accept circle `0x060011F9`, while side-bag/main-pack container drop-in uses the green arrow `0x060011F7`. AP-47 retired. Research: `docs/research/2026-07-13-retail-item-drag-visuals-pseudocode.md`.
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- **✓ Wave 4.6 item giving (starter-dungeon live gate passed 2026-07-13).** SmartBox drag release now preserves the exact release coordinates, world-picks the target, and runs the existing retail `ItemHolder::AttemptPlaceIn3D` policy. NPC/creature targets send exact `GiveObjectRequest 0x00CD(target,item,amount)` bytes, selected partial stacks use the shared split quantity, and the object table waits for ACE's authoritative remove/stack-size response. `PlayerDescription.Options1` supplies the real `DragItemOnPlayerOpensSecureTrade` option. Issue #216; research: `docs/research/2026-07-13-retail-give-item-pseudocode.md`.
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- **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`.
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- **Missile/portal VFX campaign Steps 0–5 implemented and independently reviewed 2026-07-14.** The retail oracle and packet fixtures are pinned, complete `PhysicsDesc` plus F754/F755 parsing and nine-channel gates are shipped, and App now has one canonical `LiveEntityRuntime` record per server-object incarnation. Logical register/unregister is separate from spatial rebucketing, so landblock churn and attached equipment retain identity without replaying renderer/script creation or reconstructing from stale spawn data. Canonical materialized and visible target/radar views are distinct; pickup/parent leave-world preserves owners while pausing root simulation; spawn publication is once per incarnation. `GpuWorldState` is spatial-only for live objects. Production PhysicsScript and Animation loading shares a narrow `DatCollection`-backed compatibility reader for retail's inherited blocking-particle payload, including mesh-side preloading; the proven concurrent-safe DatReaderWriter 2.1.7 read path avoids blocking update-thread effects behind streaming. Typed-table selection preserves DAT order and retail's first `intensity <= Mod` boundary, and live `PhysicsDesc` effect defaults replace rather than fall back to Setup. The Step 4 scheduler is now one serial FIFO per owner with duplicate stacking, catch-up dispatch, deterministic delayed `CallPES`, complete hook-router fan-out, update-frame clock publication, retail cell/Frozen eligibility, and structural rejection of malformed zero-time recursive DAT chains without rejecting valid timed weather loops. `EntityEffectController` retains pre-create F754/F755 in one mixed per-GUID FIFO, resolves local identity only through `LiveEntityRuntime`, replays once only after the canonical owner is fully ready and in-world, drops later plays while that existing owner is cell-less, routes attached-child updates through the eligible parent, and replaces/clears the live SoundTable on every PhysicsDesc application. Step 5 publishes current rigid root/indexed-part poses after animation and recursively composed held-child transforms, keeping render-only Setup scale out of particle and holding-location anchors; it then drains animation hooks, owner PhysicsScripts, moving emitters/lights, and particle simulation in fixed order. Normal/blocking/anonymous logical emitter identity is exact, including Stop retaining a blocking ID until final-particle retirement; moving and held Setup lights follow their current roots and share retail's PhysicsState Lighting/SetLight transition state; world-released versus parent-local particle behavior is preserved; missing emitter DAT produces an actionable diagnostic and no invented fallback. Drawable meshes no longer collapse stable Setup-part indices; nested attachments update parent-before-child, recursively withdraw on ancestor pose loss, and recover the complete descendant chain only on real publication edges. Loaded↔pending projection edges skip particle update/draw while retaining original absolute creation times and logical identity, and withdraw light presentation; re-entry evaluates elapsed state once without backlog emission or recreating an effect owner. Scripts, particles, lights, translucency, audio, and teardown all share canonical `WorldEntity.Id`; static allocators fail fast before namespace wrap. IA-7, AD-14, TS-10, TS-11, TS-12, TS-13, and AP-67 are retired; AD-32 now covers only the remaining non-effect, non-Parent pre-create packet families, and AD-43 registers the corrupt-DAT zero-time-cycle safety boundary.
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- **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`.
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- **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 include the authored wider centered dark-red child range (accepted IA-20), full-width left-to-right bright live attack-charge feedback, exact Speed-left/Power-right justification, silent control-only `AttackDone(ActionCancelled)`, target-frame Keep in View with manual orbit, and persistent corpse motion: the AP-80 velocity-only NPC adaptation can now replace only Ready/Walk/Run, never authoritative Dead/actions. `CombatTargetController` ports the selection-cleared AutoTarget consumer, so a selected creature's authoritative Dead motion clears it and selects the nearest eligible creature when enabled. The 2026-07-12 replacement-corpse correction unifies both multi-frame and static/reactive spawns behind retail's CreateObject lifecycle: apply the wire's Dead state while detached, then `MotionTableManager::HandleEnterWorld` strips Ready→Dead links before the first in-world tick; multiple corpses remaining fallen passed the live user gate that day. Follow-up #205 makes the toolbar read the final canonical selection after a reentrant Auto Target notice and restricts automatic candidates to hostile non-player monsters (intentional PK-edge divergence IA-19); that live gate also passed 2026-07-12. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`, `docs/research/2026-07-11-combat-target-camera-pseudocode.md`, `docs/research/2026-07-12-death-and-auto-target-pseudocode.md`; AP-24/AP-95 retired, AP-80 narrowed, AP-110 narrowed, AP-112 records the remaining attack-start and exact trained-Recklessness seams.
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- **✓ M2 local attack receive funnel (live-gated 2026-07-15).** 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`.
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- **✓ M2 basic retail combat bar (live-gated 2026-07-15).** Production mounts authored `gmCombatUI` LayoutDesc `0x21000073`, shows it only for Melee/Missile, and routes mouse plus keyboard through one `CombatAttackController`. Corrections include the authored wider centered dark-red child range (accepted IA-20), full-width left-to-right bright live attack-charge feedback, exact Speed-left/Power-right justification, silent control-only `AttackDone(ActionCancelled)`, target-frame Keep in View with manual orbit, and persistent corpse motion: the AP-80 velocity-only NPC adaptation can now replace only Ready/Walk/Run, never authoritative Dead/actions. `CombatTargetController` ports the selection-cleared AutoTarget consumer, so a selected creature's authoritative Dead motion clears it and selects the nearest eligible creature when enabled. The 2026-07-12 replacement-corpse correction unifies both multi-frame and static/reactive spawns behind retail's CreateObject lifecycle: apply the wire's Dead state while detached, then `MotionTableManager::HandleEnterWorld` strips Ready→Dead links before the first in-world tick; multiple corpses remaining fallen passed the live user gate that day. Follow-up #205 makes the toolbar read the final canonical selection after a reentrant Auto Target notice and restricts automatic candidates to hostile non-player monsters (intentional PK-edge divergence IA-19); that live gate also passed 2026-07-12. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`, `docs/research/2026-07-11-combat-target-camera-pseudocode.md`, `docs/research/2026-07-12-death-and-auto-target-pseudocode.md`; AP-24/AP-95 retired, AP-80 narrowed, AP-110 narrowed, AP-112 records the remaining attack-start and exact trained-Recklessness seams.
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- **Retail client command families implemented 2026-07-13; corrective live gate pending.** One shared typed catalog now separates retail client actions from ACE administrator commands for both chat backends. Named-decomp ports cover recall/house/PK travel; age/birth; framerate, lock, version, location, corpse, and die confirmation; clear plus named/automatic UI layouts; AFK/consent; emotes; friends; squelch/filter/message types; and fill-components. App owns execution, Core owns authoritative friends/squelch state, Core.Net owns exact UIQueue/ControlQueue packets. Confirmation reuse now ports retail `DialogFactory` contexts, queue groups/priority, fresh DAT roots, property results, callbacks/close notices, and server abort handling; `/die`, gameplay request tuples, and guarded item-use prompts share its type-1 LayoutDesc `0x2100003C` presenter. The first live gate passed the family except for raw suicide-success code `0x004A` and the title-bar-only FPS presentation; the correction maps retail's text and mounts SmartBox element `0x10000047` with live two-decimal `FPS`/`DEG`. #L.6 is closed; TS-31/TS-47 are narrowed. Research: `docs/research/2026-07-13-retail-client-command-families-pseudocode.md`, `docs/research/2026-07-13-retail-dialog-factory-pseudocode.md`.
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- **✓ 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.
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- **✓ CORRECTIVE PORT — live character experience qualities** (2026-07-13, #217; connected gate pending). Added retail `PrivateUpdatePropertyInt64 (0x02CF)` so Total Experience, the level-progress meter, and Skills' Unassigned Experience refresh from the same authoritative server update; Total XP value alignment now matches the authored right-justified layout.
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- **✓ CORRECTIVE PORT — live character experience qualities** (2026-07-13, #217; connected gate passed). Added retail `PrivateUpdatePropertyInt64 (0x02CF)` so Total Experience, the level-progress meter, and Skills' Unassigned Experience refresh from the same authoritative server update; Total XP value alignment now matches the authored right-justified layout.
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- **✓ 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.
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- **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.
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- **✓ D.5.3 — Toolbar selected-object display (issue #141) SHIPPED.** Exact health/player/pet/Free-PK policy, selected-item mana (`0x100001A2`), stack entry (`0x100001A3`), stack slider (`0x100001A4`), formatted count/name, shared split quantity, click-to-use, peace/war, health/name, and paperdoll self/upper-item selection all passed live by 2026-07-11. Exact raw `ShortCutData` preservation is already shipped in Wave 4.2; the eight `favorite_spells_` lists belong to the separate spellbook/spell-bar phase.
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**Status:** Living document. Created 2026-05-12.
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**Sits above:** [`docs/plans/2026-04-11-roadmap.md`](2026-04-11-roadmap.md) (the strategic phase index).
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**Currently working toward:** **M2 — "Kill a drudge."** **M1.5 — Indoor
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world feels right LANDED 2026-07-10** (pinned writeup in the M1.5 section
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below): the building/cellar demo (prior sessions) AND the full dungeon
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round-trip (enter via portal → navigate → exit to the outdoor world) are
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both user-gated. Dungeon support (full Phase G.3) shipped — render / stream
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/ teleport-in / collide / light / doors, each individually gated
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(#133/#137/#95/#79/#93/#80 CLOSED; #138 closed by the round-trip gate).
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Carried forward as post-M1.5 follow-ups (NOT M1.5 blockers): the far-town
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teleport-OUT arrival cascade (**#145-residual, REOPENED** —
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capture-harness-first) and #116 slide-response feel-debt.
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**Currently working toward:** **M3 — "Cast a spell." M2 — "Kill a drudge"
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LANDED 2026-07-15.** The complete connected melee/missile, death/loot,
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inventory, and item-giving demo is user-gated. The shared projectile/effect
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foundation is hardened through Step 9 and its single-client visual gate passes.
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Next is the F.4/L.1d retail cast-lifecycle gap audit, then F.5 spellbook and
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active enchantments. Carried: the two-client portal/observer VFX gate,
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#145-residual, #116 slide-response, R6/TS-42, and Track MP0.
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---
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---
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### M2 — "Kill a drudge" — 🔵 ACTIVE (M1.5 landed 2026-07-10)
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### M2 — "Kill a drudge" — ✅ LANDED 2026-07-15
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**Demo scenario:** Equip a sword. Walk to a drudge. Swing. See "You hit
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Drudge for 12 slashing damage (87%)" in chat. Watch the swing animation
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play. Drudge dies, drops loot. Pick up the loot. Open the inventory panel
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and see it.
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**Landed:** The connected Release client now completes that entire loop. Both
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melee and missile weapons switch through server-authoritative inventory
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transactions; attacks face the selected hostile target before release; combat
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animation, damage text, persistent death, auto-target, loot, inventory/stack
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operations, paperdoll/toolbar interaction, and world-item giving have passed
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user gates. Work discovered outside this demo remains explicitly carried below
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rather than keeping the milestone open indefinitely.
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**First port target when M2 starts (per the M2 combat-math research memo,
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`docs/research/2026-06-04-combat-math-deep-dive.md`):**
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`CombatMath.ComputeDamage` — damage-calc + armor-resists are port-ready
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@ -454,7 +459,7 @@ include dungeons.
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- **L.1c held-object foundation (implemented and live-gated 2026-07-11)** — exact
|
||||
equipment-aware default combat mode (bow→Missile, caster→Magic) plus retail
|
||||
CreateObject/ParentEvent child attachment and per-frame hand-follow rendering.
|
||||
- **L.1c inventory weapon switching (implemented 2026-07-12; live gate pending)** —
|
||||
- **L.1c inventory weapon switching (implemented and live-gated 2026-07-15)** —
|
||||
inventory double-click ports retail's two-stage `AutoWield`: return the occupied
|
||||
primary weapon to the main pack, then any incompatible shield/ammo, waiting
|
||||
for every server move confirmation before wielding the requested
|
||||
|
|
@ -463,7 +468,7 @@ include dungeons.
|
|||
acknowledgement independently of rollback bookkeeping, and prevents rapid
|
||||
switches from overlapping or remaining stuck; ACE owns stance-specific motions and its PropertyInt 40 update
|
||||
now drives the client `CombatState`.
|
||||
- **M2 item giving (implemented 2026-07-13; starter-dungeon live gate pending)** —
|
||||
- **M2 item giving (implemented and starter-dungeon live-gated 2026-07-13)** —
|
||||
a physical inventory drag released over a 3-D creature now ports
|
||||
`ItemHolder::AttemptPlaceIn3D` through the exact `GiveObjectRequest 0x00CD`
|
||||
packet, including selected partial-stack quantities and authoritative-only
|
||||
|
|
@ -565,11 +570,11 @@ include dungeons.
|
|||
modes retain the billboard path. This restores the four-piece apex of
|
||||
Armor/protection shield effects. The final two-client visual gate is still
|
||||
pending.
|
||||
- **L.1c local attack receive path (implemented 2026-07-11; live gate pending)** —
|
||||
- **L.1c local attack receive path (implemented and live-gated 2026-07-15)** —
|
||||
local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted
|
||||
funnel and action-stamp gate, so ACE's server-selected melee/missile action
|
||||
drives the player's motion table; direct command-list replay is removed.
|
||||
- **M2 basic combat bar (implemented 2026-07-11; live gate pending)** — authored
|
||||
- **M2 basic combat bar (implemented and live-gated 2026-07-15)** — authored
|
||||
`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
|
||||
|
|
@ -614,13 +619,21 @@ a game.
|
|||
|
||||
---
|
||||
|
||||
### M3 — "Cast a spell" — 🔵 (~3–4 weeks after M2)
|
||||
### M3 — "Cast a spell" — 🔵 ACTIVE (started 2026-07-15)
|
||||
|
||||
**Demo scenario:** Cast Flame Bolt at a drudge. Watch the cast animation,
|
||||
the projectile, the impact. Self-cast a buff (Strength Self). See the
|
||||
enchantment in a buff list. Recall to lifestone — full recall animation,
|
||||
correct teleport, correct re-spawn.
|
||||
|
||||
**Starting position:** E.5 already supplies the cast wire and authoritative
|
||||
spell/enchantment state, while the M2/M3 campaign supplies traveling physical
|
||||
and spell missiles, DAT PhysicsScripts, live part-attached particles/lights,
|
||||
Hidden/UnHide, and recall motion/effects. Representative projectiles and
|
||||
protection effects pass the single-client visual gate. M3 begins with a focused
|
||||
named-retail gap audit of F.4/L.1d—not a rewrite of this foundation—then fills
|
||||
the spellbook/active-enchantment UI and completes the two-client portal gate.
|
||||
|
||||
**Phases to ship:**
|
||||
- **F.4** — Spell cast state machine (buffs + recalls first, projectile
|
||||
spells second).
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue