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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src/AcDream.Core/Selection/ScreenProjection.cs
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src/AcDream.Core/Selection/ScreenProjection.cs
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using System.Numerics;
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namespace AcDream.Core.Selection;
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/// <summary>
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/// Shared screen-space projection math for the target indicator and the
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/// world picker. Both call into <see cref="TryProjectSphereToScreenRect"/>
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/// so the click hit-area is guaranteed to match the visible indicator
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/// rect — "what you see is what you click".
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///
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/// <para>
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/// Retail equivalent: <c>SmartBox::GetObjectBoundingBox</c> at
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/// <c>0x00452e20</c>, which uses
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/// <c>Render::GetViewerBBox(selection_sphere, &corner1, &corner2)</c>
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/// to compute a camera-aligned bbox of the sphere and projects the two
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/// corner points. We use the mathematical equivalent (project center,
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/// compute screen radius analytically) — both produce identical pixel
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/// rects for a standard right-handed perspective.
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/// </para>
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/// </summary>
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public static class ScreenProjection
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{
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/// <summary>
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/// Project a world-space sphere to a screen-space axis-aligned square
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/// rectangle.
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/// </summary>
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/// <param name="worldCenter">Sphere center in world space.</param>
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/// <param name="worldRadius">Sphere radius in world space.</param>
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/// <param name="view">View matrix (System.Numerics row-vector convention).</param>
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/// <param name="projection">Projection matrix. <c>M22 = cot(fovY/2)</c>
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/// for a standard right-handed perspective.</param>
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/// <param name="viewport">Viewport size in pixels (X = width, Y = height).</param>
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/// <param name="rectMin">Out: top-left corner of the rect in viewport pixels.</param>
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/// <param name="rectMax">Out: bottom-right corner of the rect in viewport pixels.</param>
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/// <param name="depth">Out: camera-space depth (<c>clip.W</c>) of the sphere
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/// center — use this for nearest-first sorting when multiple rects overlap.</param>
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/// <param name="minSidePixels">Minimum side length of the rect. Distant
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/// entities clamp to this so they remain pickable / visible. 12 px
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/// matches the indicator's clamp floor.</param>
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/// <returns>
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/// <c>true</c> if the sphere is in front of the camera and the rect was
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/// produced; <c>false</c> if the center is behind the camera
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/// (<c>clip.W <= 0</c>) or the rect is more than a screen offset
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/// from the viewport (obviously off-screen).
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/// </returns>
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public static bool TryProjectSphereToScreenRect(
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Vector3 worldCenter, float worldRadius,
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Matrix4x4 view, Matrix4x4 projection, Vector2 viewport,
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out Vector2 rectMin, out Vector2 rectMax, out float depth,
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float minSidePixels = 12f)
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{
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rectMin = default;
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rectMax = default;
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depth = 0f;
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var viewProj = view * projection;
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var clip = Vector4.Transform(new Vector4(worldCenter, 1f), viewProj);
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if (clip.W <= 0.001f) return false;
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depth = clip.W;
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float ndcX = clip.X / clip.W;
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float ndcY = clip.Y / clip.W;
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float screenX = (ndcX * 0.5f + 0.5f) * viewport.X;
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float screenY = (1f - (ndcY * 0.5f + 0.5f)) * viewport.Y;
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// Screen-space radius. projection.M22 = cot(fovY/2). clip.W is
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// the camera-space distance.
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float scaleY = projection.M22;
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if (scaleY <= 0f) return false;
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float screenRadius = worldRadius * scaleY * viewport.Y / (2f * clip.W);
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// Cull obviously-off-screen entities (more than a screen away).
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if (screenX + screenRadius < -viewport.X || screenX - screenRadius > 2f * viewport.X) return false;
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if (screenY + screenRadius < -viewport.Y || screenY - screenRadius > 2f * viewport.Y) return false;
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// Floor at minSidePixels so distant entities still get a visible /
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// clickable rect. The picker must apply the same floor as the
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// indicator or distant clicks won't match the visible bracket.
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if (screenRadius < minSidePixels * 0.5f) screenRadius = minSidePixels * 0.5f;
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rectMin = new Vector2(screenX - screenRadius, screenY - screenRadius);
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rectMax = new Vector2(screenX + screenRadius, screenY + screenRadius);
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return true;
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}
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}
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@ -158,4 +158,91 @@ public static class WorldPicker
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}
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return bestGuid;
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}
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/// <summary>
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/// 2026-05-16. Screen-space rect-hit-test picker overload. Each
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/// candidate's world-space sphere (via <paramref name="sphereForEntity"/>)
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/// projects to a screen-space rectangle through
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/// <see cref="ScreenProjection.TryProjectSphereToScreenRect"/>. The
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/// rect is inflated by <paramref name="inflatePixels"/> on every side
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/// (matches the indicator's <c>TriangleSize</c> outer brackets) and
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/// hit-tested against the mouse pixel. Among rects that contain the
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/// mouse, the entity with the nearest camera-space depth wins.
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///
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/// <para>
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/// Why screen-space instead of world-space ray-sphere: the indicator
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/// draws a screen-space RECT. A world-space sphere projects to a
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/// screen CIRCLE inscribed in that rect — leaving the four rect
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/// corners as click dead zones. Per user feedback 2026-05-16, the
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/// click area must match the visible indicator extent exactly. By
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/// sharing the <see cref="ScreenProjection"/> helper with
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/// <c>TargetIndicatorPanel</c>, the click rect and the drawn rect
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/// cannot drift.
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/// </para>
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///
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/// <para>
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/// Resolver returning <c>null</c> skips the candidate (matches retail
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/// "no Setup → not pickable" behavior). Entities with
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/// <c>ServerGuid == 0</c> (atlas-tier scenery) and the player's own
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/// guid are also skipped.
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/// </para>
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///
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/// <para>
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/// Stage A of the picker port. Stage B (polygon refine via
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/// <c>CPolygon::polygon_hits_ray</c> 0x0054c889) remains deferred
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/// per issue #71 — only needed if visual testing surfaces a Stage A
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/// over-pick on entities whose visible mesh is well inside the
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/// indicator rect.
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/// </para>
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/// </summary>
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/// <param name="inflatePixels">Pixel inflate on each side of the
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/// projected rect. Pass the indicator's <c>TriangleSize</c> (8 px)
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/// so the click area extends to where the visible bracket corners
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/// sit — the user perceives the inflated rect as the clickable area.</param>
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public static uint? Pick(
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float mouseX, float mouseY,
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Matrix4x4 view,
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Matrix4x4 projection,
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Vector2 viewport,
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IEnumerable<WorldEntity> candidates,
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uint skipServerGuid,
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Func<WorldEntity, (Vector3 CenterWorld, float Radius)?> sphereForEntity,
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float inflatePixels = 8f)
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{
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uint? bestGuid = null;
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float bestDepth = float.PositiveInfinity;
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foreach (var entity in candidates)
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{
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if (entity.ServerGuid == 0u) continue;
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if (entity.ServerGuid == skipServerGuid) continue;
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var sphere = sphereForEntity(entity);
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if (sphere is null) continue;
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var (center, radius) = sphere.Value;
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if (radius <= 0f) continue;
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if (!ScreenProjection.TryProjectSphereToScreenRect(
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center, radius, view, projection, viewport,
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out var rMin, out var rMax, out var depth))
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continue;
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// Inflate by inflatePixels on each side — extend hit area to
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// where the indicator brackets sit.
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float minX = rMin.X - inflatePixels;
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float minY = rMin.Y - inflatePixels;
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float maxX = rMax.X + inflatePixels;
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float maxY = rMax.Y + inflatePixels;
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if (mouseX < minX || mouseX > maxX) continue;
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if (mouseY < minY || mouseY > maxY) continue;
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if (depth < bestDepth)
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{
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bestDepth = depth;
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bestGuid = entity.ServerGuid;
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}
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}
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return bestGuid;
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}
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}
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