feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker
Retires divergences flagged in the 2026-05-16 faithfulness audit: 1. AP cadence. Replaces the 1 Hz idle / 10 Hz active flat heartbeat with a diff-driven model gated on `Contact && OnWalkable` (acclient_2013_pseudo_c.txt:700327 SendPositionEvent). Sends on position or cell change while grounded on walkable, plus a 1 sec heartbeat; suppressed entirely airborne. PlayerMovementController exposes `NotePositionSent(pos, cellId, now)` which GameWindow stamps after each AutonomousPosition / MoveToState send — mirrors retail's shared `last_sent_position_time` between SendPositionEvent (0x006b4770) and SendMovementEvent (0x006b4680). Known divergence from retail: ours is per-frame-while-moving, retail's effective rate is ~1 Hz during smooth motion (cell/plane checks). Filed as #74, blocked by #63 — when #63 lands we revert to retail's narrower gate. 2. Workaround retirement. Removes TinyMargin (0.05 m inside arrival) and the AP-flush before re-send (`SendAutonomousPositionNow`). The diff-driven cadence makes both obsolete. Close-range turn-first deferred Use is kept (it IS retail — ACE Player_Move.cs:66-87 mirrors retail's CreateMoveToChain pre-callback rotation), renamed `OnAutoWalkArrivedSendDeferredAction` to clarify it's a FIRST send. `isRetryAfterArrival` parameter dropped. 3. Far-range Use/PickUp retry. Restored — was load-bearing, not the "redundant cleanup" the Group 2 audit thought. Issue #63 means ACE drops the first Use as too-far without re-polling on subsequent APs; the arrival re-send is what makes far-range Use complete. Logs include `(queued for arrival re-send pending #63)` to make this explicit. Removes when #63 closes. 4. Screen-rect picker. New `AcDream.Core.Selection.ScreenProjection` helper shared by `WorldPicker` and `TargetIndicatorPanel`. The `Setup.SelectionSphere` projects to a screen-space square (retail anchor `SmartBox::GetObjectBoundingBox` 0x00452e20); picker hit-tests the mouse pixel against the same rect the indicator draws, inflated by 8 px (`TriangleSize`). Guarantees what-you-see is what-you-click — including rect corners that were dead zones under the old ray-sphere picker. Per-type radius (1.0/1.6/2.0 m) and vertical-offset (0.2/0.9/1.0/1.5 m) heuristic lambdas retired; `IsTallSceneryGuid` deleted; `EntityHeightFor` trimmed to 1.5 m × scale defensive default. No defensive sphere synth — entities without a baked `SelectionSphere` are skipped, matching retail's `GfxObjUnderSelectionRay` (0x0054c740). 5. Rotation rate run multiplier (Commit A precursor). `TurnRateFor(running)` helper applies retail's `run_turn_factor = 1.5f` (PDB-named 0x007c8914) under HoldKey.Run, matching `apply_run_to_command` at 0x00527be0 (line 305098). Effective: walking ≈ 90°/s, running ≈ 135°/s. Keyboard A/D + ApplyAutoWalkOverlay both use it. 6. Useability gate (Commit A precursor). `IsUseableTarget` corrected to `useability != 0` per `ItemUses::IsUseable` at 256455 — ANY non-zero passes (USEABLE_NO=1, USEABLE_CONTAINED=8, etc.), not just the USEABLE_REMOTE bit. Cross-checked against 4 call sites in retail (ItemHolder::UseObject 0x00588a80, DetermineUseResult 0x402697, UsingItem 0x367638, disable-button-state 0x198826). Added `ProbeUseabilityFallbackEnabled` diagnostic (`ACDREAM_PROBE_USEABILITY_FALLBACK=1`) to measure how often the creature/BF_DOOR fallback fires for ACE-seed-DB entities with null useability. CLAUDE.md updated with the graceful-shutdown rule for relaunch: Stop-Process bypasses the logout packet, leaving ACE's session marked logged-in for ~3+ min. CloseMainWindow() sends WM_CLOSE so the shutdown hook runs and the logout packet reaches ACE. Tests: +3 ScreenProjectionTests + 6 WorldPickerRectOverloadTests = +9. Core.Net 294/294 pass; Core 1073/1081 (8 pre-existing Physics failures unchanged). Visual-verified 2026-05-16: rotation rate, useability, screen-rect click area, double-click + R-key + F-key Use/PickUp at short and long range — dialogue/door/pickup fire on arrival. Filed follow-ups #70 (triangle apex/size DAT sprite), #71 (picker Stage B polygon refine), #72 (cdb omega.z probe), #73 (retail-message sweep pattern), #74 (per-frame AP chattier than retail — blocked by #63). Old ray-sphere `WorldPicker.Pick(origin, direction, ...)` overload kept for back-compat; no callers in acdream proper. Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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10 changed files with 1348 additions and 573 deletions
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@ -186,10 +186,32 @@ public sealed class PlayerMovementController
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// (2026-05-01 motion-trace findings.md): retail sends ~1 Hz at rest,
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// not the 5 Hz our pre-fix code used. Sending at 5 Hz was harmless
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// but wasteful and probably looked like jitter to observers.
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private float _heartbeatAccum;
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public const float HeartbeatInterval = 1.0f; // 1 sec — retail / holtburger
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/// <summary>
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/// 2026-05-16 — retail-faithful AP cadence. Matches retail's
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/// CommandInterpreter::ShouldSendPositionEvent (acclient_2013_pseudo_c.txt
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/// at address 0x006b45e0) which gates on either (a) position-or-cell
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/// change since the last send, or (b) at-rest 1 sec heartbeat elapsed.
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/// `time_between_position_events` constant at 0x006b3efb = 1.0 sec.
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///
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/// Old model: a 1 Hz idle / 10 Hz active flat accumulator. That
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/// missed retail's per-frame-while-moving behaviour and forced the
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/// four B.6 workarounds (arrival margin, re-send on arrival, AP
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/// flush, retry flag) to compensate for the lag in ACE's server-side
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/// WithinUseRadius poll. Replaced by diff-driven cadence below.
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/// </summary>
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public const float HeartbeatInterval = 1.0f; // retail 0x006b3efb
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private System.Numerics.Vector3 _lastSentPos;
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private uint _lastSentCellId;
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private float _lastSentTime;
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private bool _lastSentInitialized;
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private float _simTimeSeconds;
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public bool HeartbeatDue { get; private set; }
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/// <summary>Sim-time accumulator (advanced by dt at the top of Update).
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/// Exposed for the network outbound layer to stamp NotePositionSent.</summary>
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public float SimTimeSeconds => _simTimeSeconds;
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// L.5 retail physics-tick gate (2026-04-30).
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//
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// Retail's CPhysicsObj::update_object subdivides per-frame dt into
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@ -405,6 +427,27 @@ public sealed class PlayerMovementController
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AutoWalkArrived?.Invoke();
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}
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/// <summary>
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/// 2026-05-16. Called by the network outbound layer after every
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/// AutonomousPosition or MoveToState that carries the player's
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/// position. Resets the diff-driven heartbeat clock so the next
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/// `HeartbeatDue` evaluation requires either a fresh position
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/// change OR another full HeartbeatInterval. Mirrors retail's
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/// SendPositionEvent (0x006b4770) which updates
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/// `last_sent_position_time` + `last_sent_position` at every
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/// send, AND SendMovementEvent (0x006b4680) which also touches
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/// the same shared clock (both consumers of the 1 sec window).
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/// </summary>
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public void NotePositionSent(System.Numerics.Vector3 worldPos,
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uint cellId,
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float nowSeconds)
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{
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_lastSentPos = worldPos;
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_lastSentCellId = cellId;
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_lastSentTime = nowSeconds;
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_lastSentInitialized = true;
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}
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/// <summary>
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/// B.6 slice 2 (2026-05-14). If a server-initiated auto-walk is
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/// active, either cancel it (user pressed a movement key) or
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@ -463,11 +506,17 @@ public sealed class PlayerMovementController
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float arrivalThreshold = _autoWalkMoveTowards
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? _autoWalkDistanceToObject
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: _autoWalkMinDistance;
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const float TinyMargin = 0.05f;
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float effectiveArrival = MathF.Max(arrivalThreshold - TinyMargin, 0.1f);
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// 2026-05-16 — retail "stop at the radius" semantics.
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// Previously had a 0.05 m TinyMargin inside the threshold to
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// ensure ACE's server-side WithinUseRadius poll saw us inside
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// the radius before our next AP heartbeat. With the
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// diff-driven AP cadence (Task B2) ACE sees the final position
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// the same frame we arrive — no margin needed. Retail's
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// arrival check is `dist <= radius` exact at
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// CMotionInterp::apply_interpreted_movement integration.
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bool withinArrival =
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(_autoWalkMoveTowards
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&& dist <= effectiveArrival)
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&& dist <= arrivalThreshold)
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|| (!_autoWalkMoveTowards
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&& dist >= arrivalThreshold + RemoteMoveToDriver.ArrivalEpsilon);
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@ -613,6 +662,8 @@ public sealed class PlayerMovementController
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public MovementResult Update(float dt, MovementInput input)
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{
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_simTimeSeconds += dt;
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// B.6 slice 2 (2026-05-14): server-initiated auto-walk overlay.
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// When _autoWalkActive, steer Yaw toward _autoWalkDestination and
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// synthesize Forward+Run input so the rest of Update runs the
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@ -1192,31 +1243,46 @@ public sealed class PlayerMovementController
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}
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// ── 8. Heartbeat timer (always while in-world, not just while moving) ─
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// Holtburger fires AutonomousPosition heartbeat at 1 Hz regardless of
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// motion state (gated only by has_autonomous_position_sync_target).
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// Retail's CommandInterpreter::SendPositionEvent gates on
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// transient_state (Contact + OnWalkable + valid Position), not on
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// motion. The pre-fix isMoving gate stopped acdream from heart-beating
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// at rest, which left observers with stale last-known positions during
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// long idle periods. PortalSpace (handled at the top of Update via
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// early return) skips Update entirely, so reaching this line implies
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// we're in a valid in-world pose.
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_heartbeatAccum += dt;
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// B.6+B.7 (2026-05-15): bump heartbeat from 1 Hz to ~10 Hz while
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// the body is actively moving (auto-walk OR user pressing W/A/S/D).
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// ACE's server-side CreateMoveToChain polls WithinUseRadius every
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// ~0.1 s using the latest Player.Location; 1 Hz heartbeats leave
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// up to 1 s of stale position data on the server, which meant
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// ACE's MoveToChain rejected our re-sent Use action as still
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// out-of-range. With 10 Hz updates ACE sees us approaching in
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// ~real-time and the server-side chain converges normally —
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// retires the arrival-margin / re-send / flush-AP workarounds.
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bool activelyMoving = _autoWalkActive
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|| input.Forward || input.Backward
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|| input.StrafeLeft || input.StrafeRight;
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float effectiveInterval = activelyMoving ? 0.1f : HeartbeatInterval;
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HeartbeatDue = _heartbeatAccum >= effectiveInterval;
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if (HeartbeatDue) _heartbeatAccum = 0f;
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// 2026-05-16 — retail diff-driven AP cadence (acclient_2013_pseudo_c.txt
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// 0x006b45e0 ShouldSendPositionEvent + 0x006b4770 SendPositionEvent).
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//
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// Rules:
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// - When interval elapsed (>= 1 sec since last send): send.
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// - When interval NOT elapsed: send only if position or cell
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// differs from last_sent (Frame::is_equal check at
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// acclient_2013_pseudo_c.txt:700248-700265).
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// - SendPositionEvent (acclient_2013_pseudo_c.txt:700327)
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// gates on `((state & 1) != 0 && (state & 2) != 0)` —
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// Contact (CONTACT_TS bit 0) AND OnWalkable (ON_WALKABLE_TS
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// bit 1) BOTH set. Two independent `& != 0` tests joined
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// by `&&`, NOT a single bitwise-OR mask test. Airborne
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// (neither bit) and wall-contact-without-walkable (Contact
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// only) both suppress AP. MoveToState carries jump/fall
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// snapshots while airborne.
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//
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// Effective rate: per-frame while moving on the ground, 1 Hz at-rest
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// heartbeat, 0 Hz airborne. Retires the 1 Hz / 10 Hz flat model.
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//
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// If NotePositionSent has never been called (no network session),
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// _lastSentInitialized stays false and we treat every frame as
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// "first send" — HeartbeatDue fires once per frame, which matches
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// "send if anything to send" semantics.
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bool intervalElapsed = !_lastSentInitialized
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|| (_simTimeSeconds - _lastSentTime) >= HeartbeatInterval;
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bool positionChanged =
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!_lastSentInitialized
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|| _lastSentCellId != CellId
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|| !ApproxPositionEqual(_lastSentPos, _body.Position);
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// Grounded-on-walkable. Retail's CONTACT_TS + ON_WALKABLE_TS
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// (acclient.h:3688). Our equivalent: PhysicsBody.InContact &&
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// PhysicsBody.OnWalkable (both map to TransientStateFlags bits 0+1
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// which are set together by ResolveWithTransition on walkable ground).
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bool groundedOnWalkable = _body.InContact && _body.OnWalkable;
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HeartbeatDue = groundedOnWalkable && (positionChanged || intervalElapsed);
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// K-fix5 (2026-04-26): local-animation-cycle pacing. Visual rate
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// should match the actual movement speed. For Forward+Run this is
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@ -1256,4 +1322,21 @@ public sealed class PlayerMovementController
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JumpExtent: outJumpExtent,
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JumpVelocity: outJumpVelocity);
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}
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/// <summary>
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/// 2026-05-16. Position-equality test for diff-driven AP cadence.
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/// Retail uses Frame::is_equal at acclient_2013_pseudo_c.txt:700263
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/// which is essentially exact float comparison after a memcmp of
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/// the frame struct. For floating-point safety we use a tiny epsilon
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/// — sub-millimeter — that's well below any movement we'd want to
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/// suppress sending for.
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/// </summary>
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private static bool ApproxPositionEqual(
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System.Numerics.Vector3 a, System.Numerics.Vector3 b)
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{
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const float Epsilon = 0.001f; // 1 mm
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return MathF.Abs(a.X - b.X) < Epsilon
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&& MathF.Abs(a.Y - b.Y) < Epsilon
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&& MathF.Abs(a.Z - b.Z) < Epsilon;
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}
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}
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@ -791,13 +791,11 @@ public sealed class GameWindow : IDisposable
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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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// B.6+B.7 (2026-05-15): pending action that triggered an auto-walk.
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// When the local body arrives at the auto-walk target,
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// OnAutoWalkArrivedReSendAction re-sends the action close-range so
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// ACE completes it via WithinUseRadius even if its server-side
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// MoveToChain already timed out. Cleared before each re-send to
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// prevent infinite loops (the re-sent action's auto-walk would
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// arrive immediately at the same position, infinite re-fire).
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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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// rotating to face the target). Only set for close-range Use/PickUp;
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// far-range sends fire the wire packet immediately at SendUse/SendPickUp
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// time. Cleared before the deferred send fires — single-fire, no retry.
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private (uint Guid, bool IsPickup)? _pendingPostArrivalAction;
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private readonly record struct LiveEntityInfo(
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string? Name,
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@ -6445,6 +6443,14 @@ public sealed class GameWindow : IDisposable
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DumpMovementTruthOutbound(
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"MTS", seq, result, wirePos, wireCellId, contactByte);
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_liveSession.SendGameAction(body);
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// B.6/B.7 (2026-05-16): stamp the diff-driven heartbeat clock so
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// HeartbeatDue resets its interval from THIS send — mirrors retail's
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// SendMovementEvent (acclient_2013_pseudo_c.txt:0x006b4680) writing
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// last_sent_position_time + last_sent_position after each MTS send.
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_playerController.NotePositionSent(
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worldPos: _playerController.Position,
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cellId: _playerController.CellId,
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nowSeconds: _playerController.SimTimeSeconds);
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}
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if (_playerController.HeartbeatDue)
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@ -6463,6 +6469,14 @@ public sealed class GameWindow : IDisposable
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DumpMovementTruthOutbound(
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"AP", seq, result, wirePos, wireCellId, contactByte);
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_liveSession.SendGameAction(body);
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// B.6/B.7 (2026-05-16): stamp the diff-driven heartbeat clock so
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// HeartbeatDue resets its interval from THIS send — mirrors retail's
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// SendPositionEvent (acclient_2013_pseudo_c.txt:700345-700348)
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// writing last_sent_position_time + last_sent_position after each AP.
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_playerController.NotePositionSent(
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worldPos: _playerController.Position,
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cellId: _playerController.CellId,
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nowSeconds: _playerController.SimTimeSeconds);
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}
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if (result.JumpExtent.HasValue && result.JumpVelocity.HasValue)
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@ -9007,69 +9021,41 @@ public sealed class GameWindow : IDisposable
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{
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if (_cameraController is null || _window is null) return;
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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 (origin, direction) = AcDream.Core.Selection.WorldPicker.BuildRay(
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mouseX: _lastMouseX, mouseY: _lastMouseY,
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viewportW: _window.Size.X, viewportH: _window.Size.Y,
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view: camera.View, projection: camera.Projection);
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if (direction.LengthSquared() < 1e-6f) return; // degenerate ray
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var viewport = new System.Numerics.Vector2((float)_window.Size.X, (float)_window.Size.Y);
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var picked = AcDream.Core.Selection.WorldPicker.Pick(
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origin, direction,
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_entitiesByServerGuid.Values,
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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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maxDistance: 50f,
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// B.7 (2026-05-15): widen the pick sphere for large flat
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// objects (doors, lifestones, portals, corpses) so their
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// visible surface stays clickable even though the entity
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// origin is a single point. 0.7 m default is fine for
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// humanoids and most items; doors / portals need ~2 m
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// to cover the doorframe.
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//
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// 2026-05-15 sign-class extension: post-mounted scenery
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// (Holtburg town sign etc.) needs the sphere TALLER than
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// wider. We classify "non-creature, non-flat, non-small-item"
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// as tall scenery and grow the sphere to 1.6 m radius lifted
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// to 1.5 m vertical offset — covers a 3 m post from
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// ground to top. Mirrors TargetIndicatorPanel.EntityHeightFor's
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// 3 m default so the click sphere matches the visible box.
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radiusForGuid: g =>
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{
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if (_lastSpawnByGuid.TryGetValue(g, out var s)
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&& s.ObjectDescriptionFlags is { } odf)
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{
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// BF_DOOR = 0x1000, BF_LIFESTONE = 0x4000,
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// BF_PORTAL = 0x40000, BF_CORPSE = 0x2000
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// (acclient.h:6431-6463)
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const uint LargeFlatMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
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if ((odf & LargeFlatMask) != 0) return 2.0f;
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}
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if (IsTallSceneryGuid(g)) return 1.6f;
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// 1.0 m sphere centred at chest height (see
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// verticalOffsetForGuid) covers a 1.8 m humanoid from
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// shin to crown without overlapping neighbours.
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return 1.0f;
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},
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verticalOffsetForGuid: g =>
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{
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// Lift the pick sphere to mid-body so chest/head clicks
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// hit instead of missing past the top of a feet-anchored
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// sphere. WorldEntity.Position is at feet level
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// (Z=ground); humanoids reach ~1.8 m, items sit close
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// to the ground (~0.2 m above their feet).
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if (_liveEntityInfoByGuid.TryGetValue(g, out var info)
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&& (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0)
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return 0.9f; // humanoid mid-body
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if (_lastSpawnByGuid.TryGetValue(g, out var s)
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&& s.ObjectDescriptionFlags is { } odf)
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{
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const uint LargeFlatMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
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if ((odf & LargeFlatMask) != 0) return 1.0f; // mid-door
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}
|
||||
if (IsTallSceneryGuid(g)) return 1.5f; // mid-pole height
|
||||
return 0.2f; // small ground item — sphere just above feet
|
||||
});
|
||||
// Resolver: Setup's SelectionSphere is the ONLY input. If the
|
||||
// entity's Setup didn't bake a SelectionSphere, return null —
|
||||
// the picker skips it, which matches retail behaviour
|
||||
// (Render::GfxObjUnderSelectionRay at 0x0054c740 skips
|
||||
// candidates with no drawing_sphere data). Earlier defensive
|
||||
// 1.5 m × scale synth was removed 2026-05-16 — it made
|
||||
// dat-incomplete entities click as phantom hitboxes the size
|
||||
// of an NPC, diverging from retail and masking real Setup-
|
||||
// loading bugs.
|
||||
sphereForEntity: e =>
|
||||
TryGetEntitySelectionSphere(e.ServerGuid, out var c, out var r)
|
||||
? ((System.Numerics.Vector3, float)?)(c, r)
|
||||
: null,
|
||||
// Match the indicator's TriangleSize (8 px) so the click area
|
||||
// extends out to the bracket corners — what the user perceives
|
||||
// as "selectable extent."
|
||||
inflatePixels: 8f);
|
||||
|
||||
if (picked is uint guid)
|
||||
{
|
||||
|
|
@ -9102,7 +9088,7 @@ public sealed class GameWindow : IDisposable
|
|||
string radStr = pickUseRadius.HasValue ? pickUseRadius.Value.ToString("F2", System.Globalization.CultureInfo.InvariantCulture) : "null";
|
||||
string setupStr = pickSetupId.HasValue ? $"0x{pickSetupId.Value:X8}" : "null";
|
||||
Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[B.7] pick-info guid=0x{guid:X8} itemType=0x{rawItemType:X8} pwd=0x{pwdBits:X8} use={useStr} useRadius={radStr} scale={pickScale:F2} setup={setupStr} tallScenery={IsTallSceneryGuid(guid)} color=({col.R},{col.G},{col.B})"));
|
||||
$"[B.7] pick-info guid=0x{guid:X8} itemType=0x{rawItemType:X8} pwd=0x{pwdBits:X8} use={useStr} useRadius={radStr} scale={pickScale:F2} setup={setupStr} color=({col.R},{col.G},{col.B})"));
|
||||
_debugVm?.AddToast($"Selected: {label}");
|
||||
if (useImmediately) SendUse(guid);
|
||||
}
|
||||
|
|
@ -9161,7 +9147,7 @@ public sealed class GameWindow : IDisposable
|
|||
else SendUse(sel);
|
||||
}
|
||||
|
||||
private void SendUse(uint guid, bool isRetryAfterArrival = false)
|
||||
private void SendUse(uint guid)
|
||||
{
|
||||
if (_liveSession is null
|
||||
|| _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld)
|
||||
|
|
@ -9169,69 +9155,64 @@ public sealed class GameWindow : IDisposable
|
|||
_debugVm?.AddToast("Not in world");
|
||||
return;
|
||||
}
|
||||
// 2026-05-15: defense-in-depth useability gate. Double-click flows
|
||||
// directly through SendUse without passing UseCurrentSelection's
|
||||
// dispatcher gate, so re-check here. Silent ignore matches retail
|
||||
// (acclient.h:6478 ITEM_USEABLE — USEABLE_REMOTE bit required).
|
||||
// isRetryAfterArrival bypasses the gate because we only retry an
|
||||
// action we previously gated through.
|
||||
if (!isRetryAfterArrival && !IsUseableTarget(guid))
|
||||
|
||||
// Retail-faithful useability gate (acclient_2013_pseudo_c.txt:256455
|
||||
// ItemUses::IsUseable). Signs / banners with useability=0 silently
|
||||
// ignore Use.
|
||||
if (!IsUseableTarget(guid))
|
||||
{
|
||||
// Retail-style client-side toast for unusable targets
|
||||
// (signs, decorative scenery with USEABLE_NO / USEABLE_UNDEF).
|
||||
// Retail string at acclient_2013_pseudo_c.txt:1033115
|
||||
// (data_7e2a70): "The %s cannot be used" (no trailing period).
|
||||
string label = DescribeLiveEntity(guid);
|
||||
_debugVm?.AddToast(AcDream.Core.Ui.RetailMessages.CannotBeUsed(label));
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
Console.WriteLine($"[B.4b] SendUse ignored — not useable guid=0x{guid:X8}");
|
||||
return;
|
||||
}
|
||||
// B.6 (2026-05-15): install a speculative auto-walk on the local
|
||||
// player toward the target. For far targets ACE will overwrite
|
||||
// this with its own MovementType=6 wire payload (and a better
|
||||
// wire-supplied use-radius). For close-range targets ACE skips
|
||||
// MoveToChain entirely and just rotates server-side; our
|
||||
// overlay provides the matching local rotation. Either way the
|
||||
// alignment-gated arrival ensures the body finishes facing
|
||||
// the target before stopping.
|
||||
|
||||
// B.6 (2026-05-15): install speculative local auto-walk against
|
||||
// the target so close-range Use rotates the body to face before
|
||||
// the action fires. For FAR targets, ACE's CreateMoveToChain
|
||||
// (Player_Move.cs:37-179) takes over via inbound MovementType=6
|
||||
// and our overlay is overwritten by ACE's wire-supplied radius.
|
||||
//
|
||||
// User feedback (2026-05-15): 'first is rotation, when you are
|
||||
// facing, then using.' For close-range we DEFER the wire packet
|
||||
// until our local overlay arrives (turn-then-fire). The
|
||||
// _pendingPostArrivalAction handler will re-fire SendUse with
|
||||
// isRetryAfterArrival=true after the body finishes turning.
|
||||
// For far range we still send immediately so ACE can start
|
||||
// its MoveToChain.
|
||||
if (!isRetryAfterArrival)
|
||||
// 2026-05-16: simplified — close-range deferral now fires the
|
||||
// wire packet ONCE on AutoWalkArrived (turn-first done), not a
|
||||
// retry of an earlier failed send. No re-send path.
|
||||
bool closeRange = IsCloseRangeTarget(guid);
|
||||
InstallSpeculativeTurnToTarget(guid);
|
||||
|
||||
if (closeRange)
|
||||
{
|
||||
InstallSpeculativeTurnToTarget(guid);
|
||||
// Defer the wire packet — OnAutoWalkArrivedSendDeferredAction
|
||||
// will fire it after rotation completes.
|
||||
_pendingPostArrivalAction = (guid, false);
|
||||
if (IsCloseRangeTarget(guid))
|
||||
{
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
Console.WriteLine($"[B.4b] use deferred (close-range, turn-first) guid=0x{guid:X8}");
|
||||
return; // wait for AutoWalkArrived to fire the wire send
|
||||
}
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
Console.WriteLine($"[B.4b] use deferred (close-range, turn-first) guid=0x{guid:X8}");
|
||||
return;
|
||||
}
|
||||
|
||||
// Far range: send Use immediately so ACE has the request,
|
||||
// AND queue an arrival re-send. Issue #63 (server-initiated
|
||||
// MoveToObject not honored) means ACE's first-Use response
|
||||
// is dropped as too-far and ACE doesn't re-poll
|
||||
// WithinUseRadius when the speculative local walk gets us in
|
||||
// range. The arrival re-send fires a second Use packet once
|
||||
// the body reaches the target — at which point ACE accepts
|
||||
// and executes the action. The retail-faithful path is to
|
||||
// honor MoveToObject and let ACE complete the Use server-
|
||||
// side; until #63 lands, this client-side retry is the
|
||||
// workaround that keeps far-range Use working.
|
||||
var seq = _liveSession.NextGameActionSequence();
|
||||
var body = AcDream.Core.Net.Messages.InteractRequests.BuildUse(seq, guid);
|
||||
_liveSession.SendGameAction(body);
|
||||
Console.WriteLine($"[B.4b] use guid=0x{guid:X8} seq={seq}");
|
||||
_pendingPostArrivalAction = (guid, false);
|
||||
Console.WriteLine($"[B.4b] use guid=0x{guid:X8} seq={seq} (queued for arrival re-send pending #63)");
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
{
|
||||
string label = DescribeLiveEntity(guid);
|
||||
Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[autowalk-out] op=use target=0x{guid:X8} name=\"{label}\" seq={seq}"));
|
||||
}
|
||||
// Remember this action so OnAutoWalkArrivedReSendAction can
|
||||
// re-fire it close-range. Skip when this IS the re-send.
|
||||
if (!isRetryAfterArrival)
|
||||
_pendingPostArrivalAction = (guid, false);
|
||||
}
|
||||
|
||||
private void SendPickUp(uint itemGuid, bool isRetryAfterArrival = false)
|
||||
private void SendPickUp(uint itemGuid)
|
||||
{
|
||||
if (_liveSession is null
|
||||
|| _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld)
|
||||
|
|
@ -9245,7 +9226,7 @@ public sealed class GameWindow : IDisposable
|
|||
// "cannot pick up creatures!" message instead of the generic
|
||||
// "can't be picked up!".
|
||||
// Retail string acclient_2013_pseudo_c.txt:401642 (data_7e22b4).
|
||||
if (!isRetryAfterArrival && IsLiveCreatureTarget(itemGuid))
|
||||
if (IsLiveCreatureTarget(itemGuid))
|
||||
{
|
||||
_debugVm?.AddToast(AcDream.Core.Ui.RetailMessages.CannotPickUpCreatures);
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
|
|
@ -9256,7 +9237,7 @@ public sealed class GameWindow : IDisposable
|
|||
// Generic non-pickupable gate (signs, banners, decorative scenery).
|
||||
// Retail string acclient_2013_pseudo_c.txt:401589 (sprintf
|
||||
// "The %s can't be picked up!").
|
||||
if (!isRetryAfterArrival && !IsPickupableTarget(itemGuid))
|
||||
if (!IsPickupableTarget(itemGuid))
|
||||
{
|
||||
string label = DescribeLiveEntity(itemGuid);
|
||||
_debugVm?.AddToast(AcDream.Core.Ui.RetailMessages.CantBePickedUp(label));
|
||||
|
|
@ -9264,66 +9245,75 @@ public sealed class GameWindow : IDisposable
|
|||
Console.WriteLine($"[B.5] SendPickUp ignored — not pickupable item=0x{itemGuid:X8}");
|
||||
return;
|
||||
}
|
||||
|
||||
// B.6 (2026-05-15): same speculative turn-to-target + deferral as
|
||||
// SendUse — close-range pickup rotates locally to face the
|
||||
// item first, then the wire packet fires when the local
|
||||
// overlay reports arrival.
|
||||
if (!isRetryAfterArrival)
|
||||
//
|
||||
// 2026-05-16: simplified — FIRST send on arrival, not a retry.
|
||||
bool closeRange = IsCloseRangeTarget(itemGuid);
|
||||
InstallSpeculativeTurnToTarget(itemGuid);
|
||||
|
||||
if (closeRange)
|
||||
{
|
||||
InstallSpeculativeTurnToTarget(itemGuid);
|
||||
_pendingPostArrivalAction = (itemGuid, true);
|
||||
if (IsCloseRangeTarget(itemGuid))
|
||||
{
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
Console.WriteLine($"[B.5] pickup deferred (close-range, turn-first) item=0x{itemGuid:X8}");
|
||||
return;
|
||||
}
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
Console.WriteLine($"[B.5] pickup deferred (close-range, turn-first) item=0x{itemGuid:X8}");
|
||||
return;
|
||||
}
|
||||
|
||||
// Far range: same arrival-retry pattern as SendUse — fire
|
||||
// PickUp immediately AND queue for arrival re-send. ACE's
|
||||
// first PickUp is dropped if we're outside the use-radius
|
||||
// and isn't re-polled (issue #63 workaround).
|
||||
var seq = _liveSession.NextGameActionSequence();
|
||||
var body = AcDream.Core.Net.Messages.InteractRequests.BuildPickUp(
|
||||
seq, itemGuid, _playerServerGuid, placement: 0);
|
||||
_liveSession.SendGameAction(body);
|
||||
Console.WriteLine($"[B.5] pickup item=0x{itemGuid:X8} container=0x{_playerServerGuid:X8} seq={seq}");
|
||||
_pendingPostArrivalAction = (itemGuid, true);
|
||||
Console.WriteLine($"[B.5] pickup item=0x{itemGuid:X8} container=0x{_playerServerGuid:X8} seq={seq} (queued for arrival re-send pending #63)");
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
{
|
||||
string label = DescribeLiveEntity(itemGuid);
|
||||
Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[autowalk-out] op=pickup target=0x{itemGuid:X8} name=\"{label}\" seq={seq}"));
|
||||
}
|
||||
// Remember this action so OnAutoWalkArrivedReSendAction can
|
||||
// re-fire it close-range. Skip when this IS the re-send.
|
||||
if (!isRetryAfterArrival)
|
||||
_pendingPostArrivalAction = (itemGuid, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// B.6+B.7 (2026-05-15). Fires when <see cref="PlayerMovementController.AutoWalkArrived"/>
|
||||
/// signals natural arrival at an auto-walk target. Force-flushes
|
||||
/// the player's current authoritative position to ACE first, then
|
||||
/// re-sends the Use/PickUp. Without the position flush, ACE
|
||||
/// processes the re-sent Use before the next per-frame
|
||||
/// AutonomousPosition heartbeat — so ACE's Player.Location is
|
||||
/// still stale (back where the auto-walk started) and ACE replies
|
||||
/// with another MoveToObject instead of completing the action.
|
||||
/// 2026-05-16. Fires the deferred close-range Use/PickUp action
|
||||
/// once the local auto-walk overlay reports arrival (i.e. the body
|
||||
/// has finished rotating to face the target). Unlike the old
|
||||
/// <c>OnAutoWalkArrivedReSendAction</c>, this is a FIRST send — not a
|
||||
/// retry of an earlier failed send. Far-range Use/PickUp paths
|
||||
/// fire the wire packet immediately at <see cref="SendUse"/>/<see cref="SendPickUp"/> time
|
||||
/// and never touch <c>_pendingPostArrivalAction</c>.
|
||||
/// </summary>
|
||||
private void OnAutoWalkArrivedReSendAction()
|
||||
private void OnAutoWalkArrivedSendDeferredAction()
|
||||
{
|
||||
if (_pendingPostArrivalAction is not (uint guid, bool isPickup) pending)
|
||||
return;
|
||||
// Clear FIRST to break any retry loop.
|
||||
_pendingPostArrivalAction = null;
|
||||
|
||||
// Send a fresh AutonomousPosition NOW so ACE's server-side
|
||||
// Player.Location updates to our arrived position before ACE
|
||||
// sees the re-sent action.
|
||||
SendAutonomousPositionNow();
|
||||
if (_liveSession is null
|
||||
|| _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld)
|
||||
return;
|
||||
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[autowalk-arrived-resend] guid=0x{guid:X8} isPickup={isPickup}"));
|
||||
if (isPickup) SendPickUp(guid, isRetryAfterArrival: true);
|
||||
else SendUse(guid, isRetryAfterArrival: true);
|
||||
var seq = _liveSession.NextGameActionSequence();
|
||||
if (isPickup)
|
||||
{
|
||||
var body = AcDream.Core.Net.Messages.InteractRequests.BuildPickUp(
|
||||
seq, guid, _playerServerGuid, placement: 0);
|
||||
_liveSession.SendGameAction(body);
|
||||
Console.WriteLine($"[B.5] pickup-deferred item=0x{guid:X8} container=0x{_playerServerGuid:X8} seq={seq}");
|
||||
}
|
||||
else
|
||||
{
|
||||
var body = AcDream.Core.Net.Messages.InteractRequests.BuildUse(seq, guid);
|
||||
_liveSession.SendGameAction(body);
|
||||
Console.WriteLine($"[B.4b] use-deferred guid=0x{guid:X8} seq={seq}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -9421,48 +9411,6 @@ public sealed class GameWindow : IDisposable
|
|||
walkRunThreshold: 15.0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// B.6+B.7 (2026-05-15). Send an out-of-frame AutonomousPosition
|
||||
/// packet using the controller's current authoritative state.
|
||||
/// Used to flush position to ACE on auto-walk arrival before
|
||||
/// re-sending the Use/PickUp action; without it, ACE's
|
||||
/// Player.Location is the pre-walk position and the action
|
||||
/// resolves out-of-range.
|
||||
/// </summary>
|
||||
private void SendAutonomousPositionNow()
|
||||
{
|
||||
if (_liveSession is null
|
||||
|| _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld
|
||||
|| _playerController is null)
|
||||
return;
|
||||
|
||||
var pos = _playerController.Position;
|
||||
int lbX = _liveCenterX + (int)MathF.Floor(pos.X / 192f);
|
||||
int lbY = _liveCenterY + (int)MathF.Floor(pos.Y / 192f);
|
||||
float localX = pos.X - (lbX - _liveCenterX) * 192f;
|
||||
float localY = pos.Y - (lbY - _liveCenterY) * 192f;
|
||||
uint wireCellId = ((uint)lbX << 24) | ((uint)lbY << 16) | (_playerController.CellId & 0xFFFFu);
|
||||
var wirePos = new System.Numerics.Vector3(localX, localY, pos.Z);
|
||||
var wireRot = YawToAcQuaternion(_playerController.Yaw);
|
||||
byte contactByte = _playerController.IsAirborne ? (byte)0 : (byte)1;
|
||||
|
||||
var seq = _liveSession.NextGameActionSequence();
|
||||
var body = AcDream.Core.Net.Messages.AutonomousPosition.Build(
|
||||
gameActionSequence: seq,
|
||||
cellId: wireCellId,
|
||||
position: wirePos,
|
||||
rotation: wireRot,
|
||||
instanceSequence: _liveSession.InstanceSequence,
|
||||
serverControlSequence: _liveSession.ServerControlSequence,
|
||||
teleportSequence: _liveSession.TeleportSequence,
|
||||
forcePositionSequence: _liveSession.ForcePositionSequence,
|
||||
lastContact: contactByte);
|
||||
_liveSession.SendGameAction(body);
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[autowalk-flush-ap] seq={seq} cell=0x{wireCellId:X8} pos=({wirePos.X:F2},{wirePos.Y:F2},{wirePos.Z:F2})"));
|
||||
}
|
||||
|
||||
private uint? SelectClosestCombatTarget(bool showToast)
|
||||
{
|
||||
if (!_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var playerEntity))
|
||||
|
|
@ -9515,74 +9463,6 @@ public sealed class GameWindow : IDisposable
|
|||
return (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 2026-05-15. True when the entity is "tall scenery" — has a known
|
||||
/// non-zero ItemType that is NOT in the small-carry-item mask AND
|
||||
/// has no door/lifestone/portal/corpse PWD bits AND is not a
|
||||
/// creature. The Holtburg town sign is the canonical example: a
|
||||
/// 3 m post-mounted entity that needs the pick sphere lifted to
|
||||
/// mid-pole with a wider radius so the user can click any part of
|
||||
/// the visible mesh, not just the pole base.
|
||||
///
|
||||
/// <para>
|
||||
/// Mirrors <see cref="UI.TargetIndicatorPanel.EntityHeightFor"/>'s
|
||||
/// classification — both fall into the "everything else: 3 m default"
|
||||
/// branch — so the visible indicator box and the click sphere
|
||||
/// match.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private bool IsTallSceneryGuid(uint guid)
|
||||
{
|
||||
// Creatures are never "tall scenery" — picker uses humanoid sphere.
|
||||
if (_liveEntityInfoByGuid.TryGetValue(guid, out var info)
|
||||
&& (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0)
|
||||
return false;
|
||||
|
||||
if (!_lastSpawnByGuid.TryGetValue(guid, out var spawn))
|
||||
return false;
|
||||
|
||||
// Doors / lifestones / portals / corpses → LargeFlatMask branch.
|
||||
if (spawn.ObjectDescriptionFlags is { } odf)
|
||||
{
|
||||
const uint LargeFlatMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
|
||||
if ((odf & LargeFlatMask) != 0) return false;
|
||||
}
|
||||
|
||||
uint it = spawn.ItemType ?? 0u;
|
||||
|
||||
// 2026-05-15 — useability-based discriminator. Mirrors
|
||||
// TargetIndicatorPanel.EntityHeightFor exactly so the click
|
||||
// sphere matches the visible box. A small-item ItemType is
|
||||
// a REAL pickup item only if it is also useable from the
|
||||
// world (USEABLE_REMOTE bit, acclient.h:6478). Otherwise
|
||||
// (Misc + USEABLE_UNDEF — the Holtburg sign case) it's tall
|
||||
// scenery and gets the lifted+widened sphere.
|
||||
const uint USEABLE_REMOTE_BIT = 0x20u;
|
||||
bool useableFromWorld = spawn.Useability is uint u
|
||||
&& (u & USEABLE_REMOTE_BIT) != 0;
|
||||
|
||||
const uint SmallItemMask =
|
||||
(uint)(AcDream.Core.Items.ItemType.MeleeWeapon
|
||||
| AcDream.Core.Items.ItemType.Armor
|
||||
| AcDream.Core.Items.ItemType.Clothing
|
||||
| AcDream.Core.Items.ItemType.Jewelry
|
||||
| AcDream.Core.Items.ItemType.Food
|
||||
| AcDream.Core.Items.ItemType.Money
|
||||
| AcDream.Core.Items.ItemType.Misc
|
||||
| AcDream.Core.Items.ItemType.MissileWeapon
|
||||
| AcDream.Core.Items.ItemType.Container
|
||||
| AcDream.Core.Items.ItemType.Gem
|
||||
| AcDream.Core.Items.ItemType.SpellComponents
|
||||
| AcDream.Core.Items.ItemType.Writable
|
||||
| AcDream.Core.Items.ItemType.Key
|
||||
| AcDream.Core.Items.ItemType.Caster);
|
||||
// Real pickup item: small-item-class AND useable. NOT tall scenery.
|
||||
if ((it & SmallItemMask) != 0 && useableFromWorld) return false;
|
||||
|
||||
// Everything else (signs / banners / untyped scenery /
|
||||
// Misc-typed-but-non-useable): tall scenery.
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 2026-05-16 — retail-faithful port of
|
||||
|
|
@ -9955,15 +9835,10 @@ public sealed class GameWindow : IDisposable
|
|||
|
||||
_playerController = new AcDream.App.Input.PlayerMovementController(_physicsEngine);
|
||||
|
||||
// B.6+B.7 (2026-05-15): re-send the Use/PickUp action on local
|
||||
// auto-walk arrival. ACE's server-side MoveToChain may have
|
||||
// already timed out by the time the local body arrives (we
|
||||
// walk locally but don't send tracking position updates to
|
||||
// ACE during the walk yet, so ACE's WithinUseRadius check may
|
||||
// never have passed). Resending close-range hits ACE's
|
||||
// CreateMoveToChain WithinUseRadius shortcut (Player_Move.cs:66)
|
||||
// and completes the action immediately.
|
||||
_playerController.AutoWalkArrived += OnAutoWalkArrivedReSendAction;
|
||||
// B.6/B.7 (2026-05-16): fire the deferred close-range Use/PickUp
|
||||
// action (first send, not a retry) when the local auto-walk overlay
|
||||
// reports arrival (body finished rotating to face the target).
|
||||
_playerController.AutoWalkArrived += OnAutoWalkArrivedSendDeferredAction;
|
||||
|
||||
// K-fix7 (2026-04-26): if PlayerDescription already arrived, the
|
||||
// server's Run / Jump skill values are cached here — push them
|
||||
|
|
|
|||
|
|
@ -84,89 +84,18 @@ public sealed class TargetIndicatorPanel
|
|||
public float EntityHeight { get; set; } = 1.8f;
|
||||
|
||||
/// <summary>
|
||||
/// Resolve the world-space height to use for a given entity's
|
||||
/// indicator box. The base height per type is multiplied by the
|
||||
/// entity's <paramref name="scale"/> so an upscaled sign or NPC
|
||||
/// gets a proportionally bigger box.
|
||||
///
|
||||
/// <para>Per-type base height:</para>
|
||||
/// <list type="bullet">
|
||||
/// <item>Creature (NPC / monster / player): 1.8 m (humanoid)</item>
|
||||
/// <item>Door / Lifestone / Portal: 2.4 m (door-frame tall)</item>
|
||||
/// <item>Small carry items (Money, Food, Gem, SpellComponents,
|
||||
/// Misc, Weapons, Armour, Clothing, Jewelry, Container):
|
||||
/// 0.8 m (item dropped on the ground)</item>
|
||||
/// <item>Everything else (signs on a pole, generic tall scenery,
|
||||
/// untyped scenery interactables): 3.0 m (post-on-ground
|
||||
/// tall — bumped from 1.5 m on 2026-05-15 because the
|
||||
/// Holtburg sign was getting a tiny pole-only box. Most
|
||||
/// non-typed non-flat AC scenery is either small-item-on-
|
||||
/// ground (handled above) or post-mounted; 3 m is the
|
||||
/// right midpoint for the post case. Scale > 1 grows
|
||||
/// the box proportionally.)</item>
|
||||
/// </list>
|
||||
///
|
||||
/// <para>
|
||||
/// Future refinement (deferred): read the entity's actual mesh
|
||||
/// AABB at registration time and use the projected silhouette
|
||||
/// for an exact-fit box.
|
||||
/// <see cref="AcDream.Core.Physics.PhysicsDataCache.GetVisualBounds"/>
|
||||
/// already caches per-GfxObj AABBs; combining them across a
|
||||
/// multi-part Setup gives the entity-level bounds we'd want.
|
||||
/// </para>
|
||||
/// Defensive fallback height when the entity has no usable
|
||||
/// SelectionSphere (Radius ≤ 1e-4f). With B.7's sphere-projection
|
||||
/// path active (since commit f4f4143), this fallback only fires
|
||||
/// for entities whose Setup didn't bake a selection sphere —
|
||||
/// rare in practice. The single 1.5 m × scale default is a sane
|
||||
/// midpoint; per-type branches were retired in the 2026-05-16
|
||||
/// Commit B because the sphere path is authoritative.
|
||||
/// </summary>
|
||||
public float EntityHeightFor(uint itemType, uint pwdBitfield, float scale, uint? useability = null)
|
||||
{
|
||||
if (scale <= 0f) scale = 1f; // defensive
|
||||
bool isCreature = (itemType & (uint)AcDream.Core.Items.ItemType.Creature) != 0;
|
||||
if (isCreature) return 1.8f * scale;
|
||||
|
||||
// BF_DOOR = 0x1000, BF_LIFESTONE = 0x4000, BF_PORTAL = 0x40000,
|
||||
// BF_CORPSE = 0x2000 (acclient.h:6431-6463).
|
||||
const uint TallStructureMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
|
||||
if ((pwdBitfield & TallStructureMask) != 0) return 2.4f * scale;
|
||||
|
||||
// 2026-05-15 — KEY DISCRIMINATOR. Misc-class ItemTypes are
|
||||
// ambiguous in retail: dropped jewellery / coins / food / tapers
|
||||
// are Misc, but so are signs, banners, and decorative scenery.
|
||||
// ACE distinguishes the two via ITEM_USEABLE (acclient.h:6478):
|
||||
// a real pickup item has USEABLE_REMOTE (0x20) set; a sign has
|
||||
// USEABLE_UNDEF (0). If we know useability and it lacks
|
||||
// USEABLE_REMOTE, treat the entity as tall scenery regardless
|
||||
// of ItemType. This is what fixes the Holtburg town sign
|
||||
// showing a tiny pole-base box.
|
||||
const uint USEABLE_REMOTE_BIT = 0x20u;
|
||||
bool useableFromWorld = useability is uint u
|
||||
&& (u & USEABLE_REMOTE_BIT) != 0;
|
||||
|
||||
// Small carry items: weapons / armour / clothing / jewellery /
|
||||
// money / food / misc / weapons / containers / gems / spell
|
||||
// components / writable / keys / casters / lockables.
|
||||
const uint SmallItemMask =
|
||||
(uint)(AcDream.Core.Items.ItemType.MeleeWeapon
|
||||
| AcDream.Core.Items.ItemType.Armor
|
||||
| AcDream.Core.Items.ItemType.Clothing
|
||||
| AcDream.Core.Items.ItemType.Jewelry
|
||||
| AcDream.Core.Items.ItemType.Food
|
||||
| AcDream.Core.Items.ItemType.Money
|
||||
| AcDream.Core.Items.ItemType.Misc
|
||||
| AcDream.Core.Items.ItemType.MissileWeapon
|
||||
| AcDream.Core.Items.ItemType.Container
|
||||
| AcDream.Core.Items.ItemType.Gem
|
||||
| AcDream.Core.Items.ItemType.SpellComponents
|
||||
| AcDream.Core.Items.ItemType.Writable
|
||||
| AcDream.Core.Items.ItemType.Key
|
||||
| AcDream.Core.Items.ItemType.Caster);
|
||||
|
||||
// Real pickup item: ItemType is small-item-class AND the server
|
||||
// marked it useable from the world. 0.8 m × scale box.
|
||||
if ((itemType & SmallItemMask) != 0 && useableFromWorld) return 0.8f * scale;
|
||||
|
||||
// Tall scenery: anything else (signs, banners, untyped
|
||||
// post-mounted objects, AND Misc-typed-but-non-useable entities
|
||||
// like the Holtburg sign). 3 m × scale covers a typical
|
||||
// post-mounted sign from ground to top.
|
||||
return 3.0f * scale;
|
||||
if (scale <= 0f) scale = 1f;
|
||||
return 1.5f * scale;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -214,8 +143,10 @@ public sealed class TargetIndicatorPanel
|
|||
|
||||
if (info.WorldSphereCenter is Vector3 sphereCenter
|
||||
&& info.WorldSphereRadius is float sphereRadius
|
||||
&& TryComputeScreenRectFromSphere(sphereCenter, sphereRadius, view, projection, viewport,
|
||||
out var rMin, out var rMax))
|
||||
&& AcDream.Core.Selection.ScreenProjection.TryProjectSphereToScreenRect(
|
||||
sphereCenter, sphereRadius, view, projection, viewport,
|
||||
out var rMin, out var rMax, out _,
|
||||
minSidePixels: 12f))
|
||||
{
|
||||
// 2026-05-16 — retail-faithful path per
|
||||
// SmartBox::GetObjectBoundingBox (decomp 0x00452e20).
|
||||
|
|
@ -294,67 +225,6 @@ public sealed class TargetIndicatorPanel
|
|||
drawList.AddTriangleFilled(bl + new Vector2( t, -t), bl + new Vector2( t, 0), bl + new Vector2(0, -t), col);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 2026-05-16. Project a world-space sphere (center + radius) as a
|
||||
/// screen-space square and return its bounding rectangle. Matches
|
||||
/// retail <c>SmartBox::GetObjectBoundingBox</c> (decomp
|
||||
/// <c>0x00452e20</c>) which uses
|
||||
/// <c>Render::GetViewerBBox(sphere, &corner1, &corner2)</c>
|
||||
/// to compute a camera-aligned BBox of the sphere then projects
|
||||
/// the 2 corner points.
|
||||
///
|
||||
/// <para>
|
||||
/// Mathematical equivalent (faster, no per-corner reprojection):
|
||||
/// project the sphere center to screen, then compute the
|
||||
/// screen-space radius as
|
||||
/// <c>worldRadius * projection.M22 * viewport.Y / (2 * clip.W)</c>
|
||||
/// where <c>M22 = 1/tan(fovY/2)</c> for a standard right-handed
|
||||
/// perspective. The rect is centered at the projected sphere
|
||||
/// center with side length <c>2 * screenRadius</c>.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Returns <c>false</c> if the sphere center is behind the camera
|
||||
/// (<c>clip.W <= 0</c>).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private static bool TryComputeScreenRectFromSphere(
|
||||
Vector3 worldCenter, float worldRadius,
|
||||
Matrix4x4 view, Matrix4x4 projection, Vector2 viewport,
|
||||
out Vector2 rectMin, out Vector2 rectMax)
|
||||
{
|
||||
rectMin = default;
|
||||
rectMax = default;
|
||||
|
||||
var viewProj = view * projection;
|
||||
var clip = Vector4.Transform(new Vector4(worldCenter, 1f), viewProj);
|
||||
if (clip.W <= 0.001f) return false;
|
||||
|
||||
float ndcX = clip.X / clip.W;
|
||||
float ndcY = clip.Y / clip.W;
|
||||
float screenX = (ndcX * 0.5f + 0.5f) * viewport.X;
|
||||
float screenY = (1f - (ndcY * 0.5f + 0.5f)) * viewport.Y;
|
||||
|
||||
// Screen-space radius. projection.M22 = cot(fovY/2). clip.W is
|
||||
// the camera-space distance (positive in front of camera for
|
||||
// standard right-handed perspective).
|
||||
float scaleY = projection.M22;
|
||||
if (scaleY <= 0f) return false;
|
||||
float screenRadius = worldRadius * scaleY * viewport.Y / (2f * clip.W);
|
||||
|
||||
// Cull obviously-off-screen entities (more than a screen away).
|
||||
if (screenX + screenRadius < -viewport.X || screenX - screenRadius > 2f * viewport.X) return false;
|
||||
if (screenY + screenRadius < -viewport.Y || screenY - screenRadius > 2f * viewport.Y) return false;
|
||||
|
||||
// Floor at MinSide so distant entities still get a visible indicator.
|
||||
const float MinSide = 12f;
|
||||
if (screenRadius < MinSide * 0.5f) screenRadius = MinSide * 0.5f;
|
||||
|
||||
rectMin = new Vector2(screenX - screenRadius, screenY - screenRadius);
|
||||
rectMax = new Vector2(screenX + screenRadius, screenY + screenRadius);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Project a world-space point to screen-space pixels. Returns
|
||||
/// <c>false</c> if the point is behind the camera or outside the
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue