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:
parent
6636e50c2a
commit
8f627cce0e
8 changed files with 438 additions and 368 deletions
|
|
@ -92,6 +92,16 @@ public sealed class CombatState
|
|||
public float GetHealthPercent(uint guid) =>
|
||||
_healthByGuid.TryGetValue(guid, out var pct) ? pct : 1f;
|
||||
|
||||
/// <summary>
|
||||
/// True if an UpdateHealth (0x01C0) has ever been received for this guid — i.e. the
|
||||
/// server has reported real health for it (via damage broadcast or a successful
|
||||
/// assess/QueryHealth reply). Distinguishes a known value from the 1.0 default that
|
||||
/// <see cref="GetHealthPercent"/> returns for unseen guids. Used by the selected-object
|
||||
/// meter to gate visibility (retail shows the bar only once health is known —
|
||||
/// gmToolbarUI::RecvNotice_UpdateObjectHealth, acclient_2013_pseudo_c.txt:196213).
|
||||
/// </summary>
|
||||
public bool HasHealth(uint guid) => _healthByGuid.ContainsKey(guid);
|
||||
|
||||
public int TrackedTargetCount => _healthByGuid.Count;
|
||||
|
||||
// ── Inbound handlers (wired from WorldSession.GameEvents) ────────────────
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue