fix(D.5.3a): selected-object meter visual-gate fixes (name, gate, flash, magenta)

Visual gate against retail surfaced several fidelity gaps in the selected-object
strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged
(acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213).

- UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0)
  returns the 1x1 magenta placeholder with a non-zero GL handle, so the single-
  image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The
  3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug)
- SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when
  health is known for the selected guid — HasHealth at select or HealthChanged),
  not shown-on-select; brief green selection flash via Tick revert; overlay floated
  above the meter so the flash isn't hidden by the bar; name top-aligned into the
  bar sprite's black band (NameBandHeight) with the bar below.
- GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits
  BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable
  Doors (Misc type) are name-only; players/monsters get the bar. Replaces the
  too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate.
- CombatState.HasHealth(guid): distinguishes a known health value from the 1.0
  default, so a re-selected already-assessed target shows its bar immediately.
- TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId
  so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta.
- ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail
  hides it in HandleSelectionChanged; it was rendering as a stray black box.

Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46
rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green
(2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster
bar on assess, green flash, no magenta.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-20 09:37:15 +02:00
parent 6636e50c2a
commit 8f627cce0e
8 changed files with 438 additions and 368 deletions

View file

@ -2026,9 +2026,11 @@ public sealed class GameWindow : IDisposable
_selectedObjectController = AcDream.App.UI.Layout.SelectedObjectController.Bind(
toolbarLayout,
subscribeSelectionChanged: h => SelectionChanged += h,
isHealthTarget: IsLiveCreatureTarget,
subscribeHealthChanged: h => Combat.HealthChanged += h,
isHealthTarget: IsHealthBarTarget,
name: g => Objects.Get(g)?.Name,
healthPercent: g => Combat.GetHealthPercent(g),
hasHealth: g => Combat.HasHealth(g),
stackSize: g => (uint)(Objects.Get(g)?.StackSize ?? 0),
sendQueryHealth: g => _liveSession?.SendQueryHealth(g),
datFont: vitalsDatFont);
@ -7410,6 +7412,10 @@ public sealed class GameWindow : IDisposable
// that actually consume the events.
_inputDispatcher?.Tick();
// Phase D.5.3a — advance the selected-object overlay flash (0.25s green pulse
// on selection, then revert). No-op when nothing is flashing.
_selectedObjectController?.Tick(dt);
// Phase K.2 — re-evaluate WantCaptureMouse for the MMB
// mouse-look state machine. Detect rising/falling edges so the
// state suspends correctly when ImGui claims the cursor while
@ -12016,6 +12022,40 @@ public sealed class GameWindow : IDisposable
return (LiveItemType(guid) & AcDream.Core.Items.ItemType.Creature) != 0;
}
// PublicWeenieDesc _bitfield flags (acclient.h:6431-6463) — same bitfield RadarBlipColors reads.
private const uint BfPlayer = 0x8u; // BF_PLAYER (acclient.h:6434)
private const uint BfAttackable = 0x10u; // BF_ATTACKABLE (acclient.h:6437)
/// <summary>
/// True if the selected-object strip should show a Health meter for <paramref name="guid"/>.
/// Approximates retail's <c>IsPlayer() || pet_owner || ClientCombatSystem::ObjectIsAttackable()</c>
/// gate (gmToolbarUI::HandleSelectionChanged :198754) using the server-provided PWD flags:
/// the <c>BF_ATTACKABLE</c> bit (monsters) or the <c>BF_PLAYER</c> bit (other players).
/// A friendly NPC (e.g. a vendor) has neither bit set → name-only, matching retail.
/// The full PK/faction logic of ObjectIsAttackable + the pet case are not ported (divergence AP-46).
/// </summary>
private bool IsHealthBarTarget(uint guid)
{
if (guid == _playerServerGuid)
return false;
if (!_entitiesByServerGuid.ContainsKey(guid))
return false;
uint pwd = _lastSpawnByGuid.TryGetValue(guid, out var spawn)
&& spawn.ObjectDescriptionFlags is { } odf ? odf : 0u;
// Another player → health bar (retail IsPlayer branch).
if ((pwd & BfPlayer) != 0)
return true;
// Attackable branch: retail ObjectIsAttackable requires the object to be a CREATURE
// first (InqType() & 0x10, acclient_2013_pseudo_c.txt:375406), THEN attackable. A Door
// carries the BF_ATTACKABLE bit but is ItemType Misc, so it is never a health-bar target —
// require the Creature flag here too (matches retail; excludes attackable doors/objects).
bool isCreature = (LiveItemType(guid) & AcDream.Core.Items.ItemType.Creature) != 0;
return isCreature && (pwd & BfAttackable) != 0;
}
/// <summary>
/// 2026-05-16 — retail-faithful port of

View file

@ -121,9 +121,11 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
/// Surface→SurfaceTexture chain that <see cref="GetOrUpload(uint)"/> uses
/// for world-geometry materials. This is the correct path for retail UI
/// chrome + font glyph sheets, which reference RenderSurface directly.
/// Palette is null for now (a paletted INDEX16/P8 UI sprite would return
/// Magenta — wire a UI palette when one is actually encountered). Returns a
/// 1x1 magenta handle on miss.
/// Paletted (PFID_P8 / PFID_INDEX16) UI sprites — e.g. the selected-object
/// health-bar track 0x0600193E — are decoded against the RenderSurface's own
/// <c>DefaultPaletteId</c> (same starting palette <see cref="DecodeFromDats"/>
/// uses); non-paletted formats have DefaultPaletteId==0 → palette null. Returns
/// a 1x1 magenta handle on miss.
/// </summary>
public uint GetOrUploadRenderSurface(uint renderSurfaceId, out int width, out int height, bool nearest = false)
{
@ -138,7 +140,14 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
if (_dats.Portal.TryGet<RenderSurface>(renderSurfaceId, out var rs)
|| _dats.HighRes.TryGet<RenderSurface>(renderSurfaceId, out rs))
{
decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette: null);
// Resolve the surface's own default palette so paletted UI sprites decode
// correctly instead of the magenta fallback (the back-track 0x0600193E behind
// the selected-object health bar is PFID_P8/INDEX16). Non-paletted formats
// (DefaultPaletteId==0) keep the previous null-palette behaviour unchanged.
Palette? palette = rs.DefaultPaletteId != 0
? _dats.Get<Palette>(rs.DefaultPaletteId)
: null;
decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette);
}
else
{