fix(combat): resolve power spans after layout
Derive the dark middle range from live post-anchor sibling geometry instead of freezing the inherited 800-pixel prototype during controller binding. Render the user-directed bright desired-power band independently from the absolute bar-left edge to the green thumb center. Co-Authored-By: Codex <codex@openai.com>
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@ -58,7 +58,7 @@ accepted-divergence entries (#96, #49, #50).
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| IA-17 | Toolbar chrome is toolkit-supplied through the central `RetailWindowFrame` mount (`UiCollapsibleFrame` 8-piece bevel) because LayoutDesc `0x21000016` carries no baked frame. It also supports a toolkit-defined collapse-to-one-row (bottom-edge resize snapping between a row-1-only and a two-row height, row-2 visibility tied to the stop) — retail's real collapse is keystone.dll (no decomp) and the DAT stacks both rows always. | `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/UiCollapsibleFrame.cs`; toolbar policy in `GameWindow.cs`; spec: `docs/superpowers/specs/2026-06-20-d2b-toolbar-collapse-design.md` | The central mount now owns wrapper geometry/registration uniformly; border-over-content prevents the row-2 right cap from poking through | The collapse stops remain a toolkit reconstruction rather than a byte-port of Keystone behavior | gmToolbarUI WM chrome (keystone.dll, no PDB); no bevel ids in LayoutDesc 0x21000016 (toolbar dump) |
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| IA-18 | Effect overlay tile (enum 0x10000005) is a `ReplaceColor` SURFACE SOURCE — pure-white pixels in the composited drag icon are replaced PER-PIXEL with the same (x,y) pixel of the effect tile (the SURFACE overload `SurfaceWindow::ReplaceColor` 0x004415b0), preserving the tile's texture/gradient; the tile itself is NOT blitted as an additional layer. This IS faithful retail behavior. **Anti-regression: do NOT re-implement this as a blit layer NOR as a flat-color replace (it is a per-pixel surface copy).** | `src/AcDream.App/UI/IconComposer.cs` (`ReplaceWhiteFromSurface`) | Faithful port of `IconData::RenderIcons` @407614 → the SURFACE overload `ReplaceColor` 0x004415b0 (`dst[x,y]=src[x,y]` where `dst==white`); confirmed via clean Ghidra decompile + named decomp + visual (the Energy Crystal's blue is a gradient, 2026-06-17). | A blit-layer or flat-color re-implementation would show the wrong effect look (no gradient) — the visual-verification regression that retired the mean-color approximation | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524; `ReplaceColor` SURFACE overload 0x004415b0:71656; `docs/research/2026-06-17-stateful-icon-RESOLVED.md` |
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| IA-19 | Automatic combat acquisition is narrowed to attackable non-player monsters. Retail `AutoTarget` falls back to `SelectNext(SELECTION_TYPE_COMPASS_ITEM)`, whose combat filter can also admit attackable enemy players in compatible PK states. | `src/AcDream.Core/Combat/CombatTargetPolicy.cs`; consumer `src/AcDream.App/Rendering/GameWindow.cs` | Explicit product direction: Auto Target must never select NPCs, players, pets, or other objects; manual player-selection commands remain available | In PK play, Auto Target will not acquire an otherwise valid hostile player as retail would; the player must be selected manually | `ClientCombatSystem::AutoTarget @ 0x0056BC80`; `CPlayerSystem::SelectNext @ 0x0055F9A0`; `ClientCombatSystem::ObjectIsAttackable @ 0x0056A600` |
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| IA-20 | The basic combat bar keeps dark-red media `0x0600715E` visible as the middle baseline between Speed and Power. Retail owns that media as field `0x100005EF` and toggles it with trained Recklessness during the scalar-message path. | `src/AcDream.App/UI/UiScrollbar.cs`; binding geometry in `src/AcDream.App/UI/Layout/CombatUiController.cs` | Explicit connected visual direction: the dark middle track must remain present behind the live bright-red charge fill; the exact skill-gated presentation remains tracked by AP-112 | Untrained characters see the dark-red baseline where retail may leave only the gray track; trained/untrained Recklessness presentation is not distinguishable | `gmCombatUI::PostInit @ 0x004CC1A0`; `gmCombatUI::ListenToElementMessage @ 0x004CC430`; LayoutDesc `0x21000073` child `0x100005EF` |
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| IA-20 | The basic combat bar keeps dark-red media `0x0600715E` visible as the centered middle baseline and renders bright `0x06001200` from the absolute left edge to the desired-power thumb. Retail skill-gates field `0x100005EF` to trained Recklessness and drives meter child `0x10000050` from live `SetPowerbarLevel` notices independently of the thumb. | `src/AcDream.App/UI/UiScrollbar.cs`; binding geometry in `src/AcDream.App/UI/Layout/CombatUiController.cs` | Explicit connected visual direction: dark must remain centered between Speed/Power and bright must visualize the selected delay from the bar's left edge to the green slider; the exact skill-gated treatment remains tracked by AP-112 | Untrained characters retain the dark baseline and the bar shows desired power rather than retail's transient live charge level | `gmCombatUI::RecvNotice_SetPowerbarLevel @ 0x004CC0E0`; `RecvNotice_DesiredAttackPowerChanged @ 0x004CC110`; `gmCombatUI::ListenToElementMessage @ 0x004CC430`; LayoutDesc `0x21000073` |
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