fix(retail): rotation rate, useability gate, retail toast strings
Two retail divergences fixed from the 2026-05-16 faithfulness audit
(Commit A of the plan at docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md).
1. Rotation rate ignored HoldKey.Run. Retail's CMotionInterp::
apply_run_to_command (decomp 0x00527be0 line 305098) multiplies
turn_speed by run_turn_factor (1.5, PDB-named symbol at 0x007c8914)
when input is TurnRight/TurnLeft under HoldKey.Run. Effective
running rotation is 50% faster (~135°/s vs walking ~90°/s).
Our keyboard A/D and ApplyAutoWalkOverlay used a fixed walking
rate.
New: RemoteMoveToDriver.TurnRateFor(running) helper. Keyboard
path passes input.Run; auto-walk overlay passes
_autoWalkInitiallyRunning. The walking-rate base
(BaseTurnRateRadPerSec = π/2) is unchanged; TurnRateRadPerSec
constant is preserved as the walking-rate alias for callers
that don't have run/walk state (NPC remotes).
2. IsUseableTarget gated on `useability & USEABLE_REMOTE (0x20)`,
which was stricter than retail. Per ItemUses::IsUseable
(acclient_2013_pseudo_c.txt:256455) cross-referenced with 4
call sites, retail's IsUseable() semantic is `_useability != 0`.
But visually retail's USEABLE_NO (1) entities don't approach
either, because ACE never broadcasts MovementType=6 for them.
Our client installs a speculative auto-walk BEFORE the server
responds, so we'd visibly approach + face signs before the
wire packet was rejected.
Pragmatic fix: block USEABLE_UNDEF (0) AND USEABLE_NO (1) in
IsUseableTarget — slightly stricter than retail's
IsUseable but matches retail's user-visible behaviour
("R on sign does nothing"). Documented in the doc-comment so
a future implementer knows the gap.
3. New IsPickupableTarget gate for F-key path — requires
USEABLE_REMOTE (0x20) bit. Null-useability fallback for
BF_CORPSE + small-item ItemTypes (preserves M1 ground-item
pickup flow when ACE seed DB doesn't publish useability).
4. R-key (UseCurrentSelection) upfront gate now ALWAYS uses
IsUseableTarget. R is conceptually "use" with smart-routing
to pickup as a downstream optimization. F-key (SendPickUp)
uses IsPickupableTarget directly.
5. Retail toast strings on block, centralised in new
src/AcDream.Core/Ui/RetailMessages.cs:
- "The X cannot be used" (data 0x007e2a70, sprintf 0x00588ea4)
fires on UseCurrentSelection / SendUse gate block.
- "The X can't be picked up!" (sprintf 0x00587353) fires on
SendPickUp non-pickupable block.
- "You cannot pick up creatures!" (data 0x007e22b4) fires on
SendPickUp creature block (was previously silent).
- Plus 4 inactive retail strings ready for future call sites:
CannotBeUsedWith (two-target Use), CannotBePickedUp (formal
pickup variant), CannotBeUsedWhileOnHook_HooksOff +
CannotBeUsedWhileOnHook_NotOwner (housing). All cite their
retail data addresses + runtime sprintf addresses.
6. ProbeUseabilityFallbackEnabled diagnostic (env var
ACDREAM_PROBE_USEABILITY_FALLBACK=1) logs every time the
null-useability fallback fires. Settles whether the
fallback for creature + BF_DOOR/LIFESTONE/PORTAL/CORPSE
entries in ACE's seed DB without useability is hot code
or theoretical defense.
Test coverage:
- +3 RemoteMoveToDriverTests cover TurnRateFor walking/running/back-compat.
- +7 RetailMessagesTests cover each retail string with retail anchor.
- +1 CreateObjectTests TryParse_WeenieFlagsUsable_ReadsUseableNoValue
pins parser correctness for USEABLE_NO=1.
- 294/294 Core.Net pass; 24/24 new+touched Core tests pass.
- Pre-existing baseline of 8 Physics test failures unchanged
(BSPStepUp + MotionInterpreter regression noise from prior
sessions; out of scope here).
Deferred to a separate session per user direction:
- Click area = indicator-rect retail fidelity. Retail's picker
uses per-part CGfxObj.drawing_sphere + polygon refine
(0x0054c740); ours uses single Setup.SelectionSphere ray-
intersect. The rect corners are dead zones today. Three fix
options analyzed: screen-space rectangle hit-test, sqrt(2)
sphere inflation, polygon refine Stage B.
Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
f4f4143ac0
commit
e0d5d271f3
9 changed files with 2040 additions and 38 deletions
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@ -120,4 +120,25 @@ public static class PhysicsDiagnostics
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/// </summary>
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public static bool ProbeAutoWalkEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_AUTOWALK") == "1";
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/// <summary>
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/// 2026-05-16. Logs one line per `IsUseableTarget` call that takes
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/// the null-useability fallback path (creature pass / BF_DOOR pass /
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/// BF_LIFESTONE pass / etc.). Used to measure how often ACE's seed
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/// DB ships entities without `_useability` set — settles whether
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/// the fallback is live code or theoretical defense.
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///
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/// <para>
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/// Retail has NO fallback; null/zero useability blocks Use entirely
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/// (acclient_2013_pseudo_c.txt:402923 ItemHolder::UseObject —
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/// IsUseable==0 falls through to "cannot be used" branch). Our
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/// fallback exists because ACE genuinely sends null for many seed
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/// weenies. The probe quantifies "many".
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/// </para>
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///
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/// <para>Toggle via env var <c>ACDREAM_PROBE_USEABILITY_FALLBACK=1</c>
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/// or DebugPanel checkbox.</para>
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/// </summary>
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public static bool ProbeUseabilityFallbackEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_USEABILITY_FALLBACK") == "1";
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}
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@ -76,6 +76,42 @@ public static class RemoteMoveToDriver
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/// </summary>
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public const float TurnRateRadPerSec = MathF.PI / 2.0f;
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/// <summary>
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/// Retail base turn rate for the player Humanoid when turn_speed
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/// scalar = 1.0. Convention default <c>omega.z = ±π/2 rad/s</c>
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/// derived from <c>add_motion</c> at <c>0x005224b0</c> + the
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/// HasOmega-cleared MotionData fallback documented in
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/// <c>AnimationSequencer.cs:734-741</c>. ~90°/s.
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/// </summary>
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public const float BaseTurnRateRadPerSec = MathF.PI / 2.0f;
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/// <summary>
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/// Retail's <c>run_turn_factor</c> constant at <c>0x007c8914</c>
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/// (PDB-named). <c>CMotionInterp::apply_run_to_command</c>
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/// equivalent (decomp <c>0x00527be0</c>, line 305098 of
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/// <c>acclient_2013_pseudo_c.txt</c>) multiplies <c>turn_speed</c>
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/// by 1.5 when <c>HoldKey.Run</c> is active on a TurnRight/TurnLeft
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/// command. Effect: running rotation is 50 % faster than walking.
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/// </summary>
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public const float RunTurnFactor = 1.5f;
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/// <summary>
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/// Retail-faithful local-player turn rate.
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/// <list type="bullet">
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/// <item><b>Walking</b>: <c>BaseTurnRateRadPerSec</c> ≈ 90°/s.</item>
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/// <item><b>Running</b>: <c>BaseTurnRateRadPerSec × RunTurnFactor</c>
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/// ≈ 135°/s.</item>
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/// </list>
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/// Replaces the fixed <c>TurnRateRadPerSec</c> for paths that have
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/// access to the player's run/walk state (keyboard A/D, auto-walk
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/// overlay turn-first). NPC/monster remotes that lack the
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/// information continue to use the constant which equals
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/// <c>BaseTurnRateRadPerSec</c>.
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/// </summary>
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public static float TurnRateFor(bool running)
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=> running ? BaseTurnRateRadPerSec * RunTurnFactor
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: BaseTurnRateRadPerSec;
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/// <summary>
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/// Float-comparison slack for the arrival predicate. With
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/// <c>min_distance == 0</c> in a chase packet, exact equality is
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105
src/AcDream.Core/Ui/RetailMessages.cs
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105
src/AcDream.Core/Ui/RetailMessages.cs
Normal file
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@ -0,0 +1,105 @@
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namespace AcDream.Core.Ui;
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/// <summary>
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/// Verbatim ports of retail UI message strings. Centralised here so
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/// future retail-faithful refinements only need to touch one file —
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/// and so the call sites stay readable at the interaction layer.
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///
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/// <para>
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/// String text is byte-identical with retail. Each helper cites the
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/// retail DAT data address + the runtime use site in the named decomp
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/// at <c>docs/research/named-retail/acclient_2013_pseudo_c.txt</c>.
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/// </para>
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///
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/// <para>
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/// Pattern mirrors <see cref="RadarBlipColors"/> — typed port of a
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/// retail-UI primitive (<c>gmRadarUI::GetBlipColor</c> at
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/// <c>0x004d76f0</c>). Add new strings here as we encounter them.
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/// </para>
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///
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/// <para>
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/// Members may be added BEFORE their first call site exists — retail
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/// strings are a fixed inventory we know we'll need as we port more
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/// features. Each member's doc-comment cites its retail anchor +
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/// describes the scenario that'll consume it. Removing dead members
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/// without a port is fine; we re-grep the decomp.
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/// </para>
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/// </summary>
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public static class RetailMessages
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{
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/// <summary>
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/// Retail: <c>"The %s cannot be used"</c>.
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/// Data: <c>0x007e2a70</c> (line 1033115). Runtime sprintf at
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/// <c>0x00588ea4</c> (line 403095) inside <c>ItemHolder::UseObject</c>'s
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/// IsUseable==0 fallthrough branch. Shown when the player triggers
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/// Use on an entity whose useability is USEABLE_UNDEF/USEABLE_NO.
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/// </summary>
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public static string CannotBeUsed(string entityName)
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=> $"The {entityName} cannot be used";
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/// <summary>
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/// Retail: <c>"The %s can't be picked up!"</c>.
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/// Runtime sprintf at <c>0x00587353</c> (line 401589) inside the
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/// pickup-flow handler. Shown when the player triggers a pickup on
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/// an entity that lacks USEABLE_REMOTE / isn't a small-item type.
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/// </summary>
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public static string CantBePickedUp(string entityName)
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=> $"The {entityName} can't be picked up!";
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/// <summary>
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/// Retail: <c>"You cannot pick up creatures!"</c>.
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/// Data: <c>0x007e22b4</c> (line 1033034). Runtime use at
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/// <c>0x005871f4</c> (line 401642) inside the same pickup-flow
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/// handler. Shown when the player triggers a pickup on a Creature
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/// ItemType (NPCs, monsters, other players).
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/// </summary>
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public const string CannotPickUpCreatures = "You cannot pick up creatures!";
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/// <summary>
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/// Retail: <c>"Cannot be used with %s"</c>.
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/// Data: <c>0x007cc834</c> (line 1024669). Runtime sprintf at
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/// <c>0x0055ee0e</c> (line 363413). Shown when the player tries
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/// a two-target Use (e.g., key on lock, lockpick on chest) and
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/// the combination is invalid for the source item. The <c>%s</c>
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/// is the TARGET entity name. No call site yet — wired in when
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/// the two-target Use flow ships.
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/// </summary>
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public static string CannotBeUsedWith(string targetName)
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=> $"Cannot be used with {targetName}";
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/// <summary>
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/// Retail: <c>"The %s cannot be picked up!"</c>. FORMAL variant.
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/// Data: <c>0x007e227c</c> (line 1033033). Runtime sprintf at
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/// <c>0x00587264</c> (line 401623). Distinct from
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/// <see cref="CantBePickedUp(string)"/> — retail has TWO pickup-
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/// reject strings (formal "cannot" + informal "can't"); they
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/// fire from different code paths inside the pickup handler.
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/// Use whichever the corresponding caller's retail path uses.
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/// No call site yet — wired in when the formal-pickup-reject
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/// path ships (probably a server-side rejection message).
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/// </summary>
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public static string CannotBePickedUp(string entityName)
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=> $"The {entityName} cannot be picked up!";
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/// <summary>
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/// Retail: <c>"The %s cannot be used while on a hook, use the
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/// '@house hooks on' command to make the hook openable.\n"</c>.
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/// Data: <c>0x007d1f68</c> (line 1029591). Shown when the player
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/// tries to Use a hooked-up item with the house's "hooks off"
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/// preference set. Trailing newline matches retail. No call
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/// site yet — wired in when the housing system ships.
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/// </summary>
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public static string CannotBeUsedWhileOnHook_HooksOff(string entityName)
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=> $"The {entityName} cannot be used while on a hook, use the '@house hooks on' command to make the hook openable.\n";
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/// <summary>
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/// Retail: <c>"The %s cannot be used while on a hook and only
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/// the owner may open the hook.\n"</c>.
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/// Data: <c>0x007d5f30</c> (line 1030063). Shown when a non-owner
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/// tries to Use a hooked-up item in someone else's house.
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/// Trailing newline matches retail. No call site yet — wired in
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/// when the housing system ships.
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/// </summary>
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public static string CannotBeUsedWhileOnHook_NotOwner(string entityName)
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=> $"The {entityName} cannot be used while on a hook and only the owner may open the hook.\n";
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}
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