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Author SHA1 Message Date
Erik
e0d5d271f3 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>
2026-05-16 12:17:54 +02:00
Erik
f4f4143ac0 feat(B.7): retail-faithful target indicator via Setup.SelectionSphere
Replaces the mesh-AABB approximation with retail's actual selection
mechanism. The user observed the indicator was too small and didn't
scale with the object the way retail does — root cause was using the
wrong source data.

Retail trace (decomp anchors in named-retail/acclient_2013_pseudo_c.txt):
- VividTargetIndicator::Draw at 0x004f6c30 is registered as the
  SmartBox targetting callback (0x004f6df6).
- SmartBox::DoTargettingChecks at 0x00453bb4 calls
  SmartBox::GetObjectBoundingBox (0x00452e20) to compute the rect.
- GetObjectBoundingBox uses CPhysicsObj::GetSelectionSphere
  (0x0050ea40) → CPartArray::GetSelectionSphere (0x00518b80) which
  reads setup->selection_sphere from the DAT, applies part-array
  scale (component-wise on center, Z-scale on radius), then calls
  Render::GetViewerBBox (0x0054b400) to project the sphere as a
  screen-space camera-aligned BBox.
- VividTargetIndicator::OnDraw at 0x004f62b0 inflates that rect by
  one triangle width/height on every side before drawing (eax_21 /
  eax_23 in 0x004f6a0b–0x004f6a99), so the corner triangles sit
  outside the projected sphere with a small gap.

Implementation:
- GameWindow.TryGetEntitySelectionSphere reads setup.SelectionSphere
  from the DAT (Setup type already exposes Origin + Radius),
  applies entity scale, rotates center via entity orientation, and
  produces a world-space sphere.
- TargetIndicatorPanel.TryComputeScreenRectFromSphere projects the
  sphere center via the view-projection matrix and computes
  screenRadius = worldRadius * projection.M22 * viewport.Y /
  (2 * clip.W). M22 = cot(fovY/2) for a standard right-handed
  perspective. Mathematically equivalent to retail's
  Render::GetViewerBBox followed by 2-corner xformPointInternal,
  faster (no double projection).
- TargetInfo carries WorldSphereCenter + WorldSphereRadius (replaces
  the previous WorldAabbMin/Max). Fallback to per-type height
  heuristic still in place if Setup has no baked selection_sphere
  (rare; Radius <= 1e-4f short-circuits).
- Inflate by TriangleSize on every side matches retail's eax_21 +
  eax_23 offsets exactly.
- Triangle right-angle apex flipped to point INWARD toward the
  target (per user feedback) — apex at corner + (±t, ±t),
  hypotenuse along the outer diagonal of the corner.
- TriangleSize 10 → 14 → 8 (retail sprite is small).

Also fixes a parser bug in CreateObject.cs introduced in 58e1556:
BF_INCLUDES_SECOND_HEADER is 0x04000000 per acclient.h:6458 (ACE
ObjectDescriptionFlag.IncludesSecondHeader matches), NOT 0x80000000.
The wrong bit meant the weenieFlags2 4-byte skip never fired for
entities that had the bit set, potentially shifting Useability /
UseRadius reads by 4 bytes. Now correct.

Visual verification (2026-05-16):
- Holtburg town sign — indicator traces the visible sign + pole at
  the right size (matches retail screenshot proportions).
- Sign R-key still silent no-op (B.8 useability gate intact).
- NPCs / doors / items still get correctly-sized indicators.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 21:25:00 +02:00
Erik
58e155615d feat(B.8): retail useability gate + tall-scenery indicator scaling
Two retail divergences fixed end-to-end:

1. R-key Use on non-useable entities (signs, banners, decorative
   scenery) was silently sending Use/PickUp to ACE, triggering
   auto-walk + NPC-style chat fallback. Retail's client checks
   ITEM_USEABLE (acclient.h:6478) and silently ignores Use when
   the USEABLE_REMOTE (0x20) bit isn't set. Now ports that gate.

2. Holtburg town sign indicator + click sphere only covered the
   base of the pole because the "everything else" default in
   EntityHeightFor was 1.5 m and the picker's vertical offset
   for default class was 0.2 m. A 3 m sign on a pole was almost
   entirely outside both shapes.

Wire change:
- CreateObject parser now walks the WeenieHeader optional tail
  (per ACE WorldObject_Networking.cs:87-114) up through Useability
  + UseRadius. Captures weenieFlags upfront, then conditionally
  skips PluralName, ItemCapacity, ContainerCapacity, AmmoType,
  Value before reading Useability (u32) and UseRadius (f32).
- CreateObject.Parsed + WorldSession.EntitySpawn record append two
  new optional fields (Useability uint?, UseRadius float?), both
  defaulting to null. Existing call sites unchanged.
- 3 new tests cover: no weenieFlags → null, weenieFlags=0x10 alone
  → useability read, weenieFlags=0x8|0x10|0x20 → walker skips Value
  then reads Useability + UseRadius in correct order.

Behaviour change:
- GameWindow.IsUseableTarget(guid) — authoritative path uses spawn
  .Useability when present (REMOTE bit gate); fallback when null
  permits Use on creatures + BF_DOOR/LIFESTONE/PORTAL/CORPSE for
  M1 flow continuity.
- UseCurrentSelection (R-key dispatcher) and SendUse + SendPickUp
  (double-click + F-key direct paths) gate on IsUseableTarget,
  silent early-return matching retail. isRetryAfterArrival skips
  the gate (re-fires only previously-gated actions).
- TargetIndicatorPanel.EntityHeightFor default branch 1.5 m → 3 m
  for non-creature non-flat non-small-item entities (sign-class).
  Scale > 1 still grows proportionally.
- WorldPicker callbacks: new IsTallSceneryGuid branch lifts sphere
  centre to 1.5 m with 1.6 m radius for sign-class entities,
  mirroring the indicator's 3 m default so click sphere matches
  the visible box.

Tests: 293/293 pass in AcDream.Core.Net.Tests (+3 new walker
tests). dotnet build clean.

Retail anchors:
- acclient.h:6478 — ITEM_USEABLE enum (USEABLE_REMOTE = 0x20)
- acclient.h:6431-6463 — PWD bitfield (BF_DOOR etc.)
- ACE WorldObject_Networking.cs:87-114 — wire field order
- ACE WeenieHeaderFlag — Usable = 0x10, UseRadius = 0x20

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 20:07:32 +02:00
Erik
e49c704b39 fix(B.6): speculative auto-walk uses WalkRunThreshold=15 to match ACE
User report: 'No we only walk, not running from the correct threshold.
regression?'

Cause: InstallSpeculativeTurnToTarget passed walkRunThreshold=9999,
which made BeginServerAutoWalk evaluate the initial-distance run/walk
decision as walk-mode (no distance > 9999). ACE's MovementType=6
arrives ~100 ms later with the real wire threshold (15.0) and
overwrites, but the body had already started walking by then; for
far targets near the 15 m boundary, the speculative walking shortened
the distance enough that ACE's overwrite re-evaluated to walk also.

Fix: pass 15.0 in the speculative install — matches ACE's default
MoveToParameters.SetDefaults() for non-combat Use/PickUp.

Effect: a >15 m target now correctly enters run-mode at the
speculative install, and the ACE overwrite preserves that decision.
The body runs all the way, stopping at the target as before.
2026-05-15 15:23:30 +02:00
Erik
7158c46d46 fix(B.6): smooth local rotation — remove 20° snap-on-approach (not retail)
User report: 'quick snap at like 30 degrees to the last position. Not
a smooth turn. Did you verify with retail?'

Verified against retail decomp at MoveToManager::HandleTurnToHeading
(0x0052a0c0). Retail's pattern:

  - Body rotates continuously via a TurnLeft/TurnRight motion cycle.
  - The ONLY snap is set_heading(target, 1) after heading_greater()
    detects we've passed the target (overshoot protection).
  - No 'snap when close to target' tolerance band — that's purely
    a sparse-update fudge in RemoteMoveToDriver (the remote-creature
    path with ~1Hz UpdatePosition broadcasts).

I'd copied the snap-on-approach tolerance from RemoteMoveToDriver to
ApplyAutoWalkOverlay. Wrong: local player rotates at per-tick
resolution, no sparse-update problem to compensate for. Removed.

The MathF.Min(|delta|, maxStep) clamp naturally lands the body on
the target heading without overshoot in the final partial tick, so
no separate snap-on-overshoot branch is needed for our integrator
either.

Visible effect: 1.8m humanoid rotating ~180° at π/2 rad/s takes ~2 s
of smooth turn now, instead of ~1.3 s of turn + instant 20° snap at
the end.
2026-05-15 15:19:29 +02:00
Erik
cffb10ff18 fix(B.6): tighter 5° alignment + defer Use until rotation completes; file #69 turn anim
User report: 'You should be face to face with the NPC before sending
use. So first is rotation, when you are facing, then using.' and
'it does not face it completely.'

Two changes:

1. Split alignment thresholds in ApplyAutoWalkOverlay:
     walkAligned  (30°) — gate for synthesised Forward+Run motion
                          during far-range approach; body walks
                          while finishing residual turn within 30°.
     aligned      (5°)  — gate for arrival-fire. Final facing
                          before the auto-walk ends and the action
                          re-sends. Matches retail's tight pre-Use
                          rotation tolerance.
   Within-arrival check still requires alignment; without alignment
   the body holds in turn-only mode regardless of distance.

2. Defer wire Use/PickUp packet for CLOSE-range targets. SendUse
   and SendPickUp now check IsCloseRangeTarget(guid): if the player
   is already within the target's use-radius, we install the
   speculative overlay, set _pendingPostArrivalAction, and RETURN
   without sending the wire packet. AutoWalkArrived fires after the
   local rotation completes (alignment within 5°); the existing
   re-send handler then fires SendUse with isRetryAfterArrival=true,
   sending the wire packet at that moment. Effect: rotate first,
   THEN Use — the NPC/door/item only sees the action after the
   character has turned to face it.

   Far-range path unchanged: send immediately, ACE auto-walks,
   arrival re-sends.

Filed #69: turn animation (leg/arm cycle while pivoting). The body
now rotates but doesn't play the TurnLeft/TurnRight cycle the user
wants to see. Separate scope — needs motion-interpreter integration.
2026-05-15 15:15:30 +02:00
Erik
5b908bcca2 fix(B.6): close-range turn-to-face — install overlay on Use/PickUp send
User report: 'It should always face the NPC. When I'm close I'm not
facing. But now it turns if I'm far away.'

Cause: ACE skips MoveToChain when the player is already within
WithinUseRadius (Player_Move.cs:66 shortcut) — it rotates the body
server-side via Rotate(target) but doesn't broadcast a MovementType=6
to us, so our auto-walk overlay never installs. The local body never
turns; the player remains facing wherever the camera/mouse last left
them.

Fix has two pieces:

1. PlayerMovementController.ApplyAutoWalkOverlay: arrival is now
   gated on BOTH within-radius AND aligned. Previously a body that
   started already in-range ended the overlay before turning. Now
   it turns in place, then ends once facing.

   Also: forward motion stays suppressed while withinArrival (we
   just need to finish the turn, no point stepping forward into a
   target we're already touching).

2. GameWindow.SendUse / SendPickUp: install a speculative auto-walk
   overlay at send time via new InstallSpeculativeTurnToTarget
   helper. For far targets ACE's MovementType=6 arrives moments
   later and overwrites with its wire-supplied use-radius. For
   close targets our overlay is the only thing that runs — body
   turns, then ends.

The per-type use-radius mirrors the picker's heuristic (3 m
creature / 2 m large flat / 0.6 m item).
2026-05-15 12:05:37 +02:00
Erik
32352af583 fix(B.6): turn-first auto-walk + tiny margin; close #67 doors; file #68 remote arrival
10 Hz heartbeat (301281d) made ACE see us in-radius before its
MoveToChain timeout; user confirmed doors work now. Closing #67 — root
cause was 1 Hz position outbound on our side, not anything door-
specific. Same fix unblocked door + NPC.

Two visible refinements:

1. Turn-first gate. User report: 'when I use from far range, I should
   face that object and then start moving. Now it starts running
   before facing is complete.'
   ApplyAutoWalkOverlay now suppresses Forward motion when the
   heading delta to the target is > 30°. Body turns IN PLACE first,
   then walks forward once roughly aligned. Within the 30° band the
   body walks while finishing the residual turn. Matches the user-
   observed retail rhythm.

2. Arrival margin shrunk 0.2 m → 0.05 m. User report: 'NPC dialogue
   fires, but still a bit too close. In retail it fires from a longer
   range.' With the 10 Hz heartbeat the server-side Player.Location
   tracks us within ~100 ms, so the bigger safety margin is no longer
   needed — only a tiny epsilon to absorb the sub-tick race between
   local arrival fire and the next outbound packet.

Filed #68: remote players' running animation doesn't transition to
Ready on auto-walk arrival when observed from acdream. Separate
visual bug — server-side action completes correctly; just the cycle
on the dead-reckoned remote body doesn't flip back to idle.
2026-05-15 11:49:55 +02:00
Erik
301281d8d0 fix(B.6+B.7): bump AutonomousPosition heartbeat 1Hz -> 10Hz while moving
User correctly called out: 'why workarounds? Nothing wrong with ACE,
our client is wrong.' Three of the four workarounds in B.6/B.7
(arrival margin, re-send-on-arrival, AP flush on arrival) exist
because our client sends 1Hz position heartbeat. Retail sent every
tick. ACE's CreateMoveToChain polls WithinUseRadius every ~0.1 s
using the latest Player.Location — at 1Hz we leave up to 1 s of
stale position data on the server, so ACE rejects re-sent actions
as still-out-of-range.

Fix: bump heartbeat to ~10 Hz when the body is actively moving
(auto-walk OR user pressing W/A/S/D). Idle still 1 Hz.
ACE sees us approach in near-real-time; server-side MoveToChain
converges normally; CreateMoveToChain's own callback fires the
action when in radius — no client-side re-send needed.

This SHOULD make the existing workarounds redundant:
  * Arrival margin (0.2m) — can shrink toward 0 since position
    drift is bounded by 100ms instead of 1s
  * Re-send on arrival — ACE's chain completes on its own
  * AP flush on arrival — included in normal heartbeat

Plan to retire them in a follow-up commit once we verify the
heartbeat bump alone is enough.
2026-05-15 11:39:14 +02:00
Erik
64c9793248 fix(B.6+B.7): shrink arrival safety margin; file #66 rotation, #67 door
Margin trim:
  Previous: min(0.5, threshold * 0.4) — for 3 m NPC arrived at 2.5 m
  New:      min(0.2, threshold * 0.2) — for 3 m NPC arrives at 2.8 m
  User feedback: 'compared to retail, it fires too close. In retail
  it fires from a longer range.' Smaller margin matches that — still
  safely inside ACE's strict WithinUseRadius but closer to the boundary.
  Tight pickup radii (0.6 m item) now arrive at 0.48 m (was 0.36 m).

Filed issues:
  #67  Door Use action doesn't complete after auto-walk arrival.
       NPC dialogue fires correctly post-flush-AP+re-send, but
       doors still go silent — need to investigate door-specific
       state requirements in ACE's Door.ActOnUse or our wire
       payload differences.
  #66  Rotation: local player flips back after auto-walk arrival
       (observed from retail observer); NPCs don't turn to face
       the player when used. Both rooted in missing MovementType=8
       TurnToObject handling. Supersedes #65 (which was local-only)
       with a unified rotation-handling phase scope.
2026-05-15 11:28:06 +02:00
Erik
39ff3a5505 fix(B.6+B.7): arrival predicate uses safety margin INSIDE ACE's WithinUseRadius
Trace showed local arrival landing at 3.025 m from a target with
objDist=3.00. The previous arrival used ArrivalEpsilon=0.05 to
EXPAND the threshold (dist <= 3.05), so the body stopped right at
the boundary. ACE's server-side WithinUseRadius is strict
(dist <= radius), so 3.025 > 3.00 — ACE rejected the re-sent
action and looped back to MoveToObject. User had to manually
re-press R because auto-arrival kept landing just-outside-range.

Fix: walk INSIDE ACE's radius by a safety margin (0.3–0.5 m, capped
at 40 % of threshold so tight pickup radii like 0.6 m stay
reachable).

  arrivalThreshold = wire's distanceToObject or minDistance
  safetyMargin     = min(0.5, arrivalThreshold * 0.4)
  effectiveArrival = max(arrivalThreshold - safetyMargin, 0.1)

  Examples:
    objDist=3.00 (NPC) → walk to ≤2.50 m  (ACE happy at 3.0)
    objDist=2.00 (door) → walk to ≤1.50 m
    objDist=0.60 (item) → walk to ≤0.36 m
    objDist=0.50 (small) → walk to ≤0.30 m

Flee case (moveTowards=false) keeps its original predicate with
+ArrivalEpsilon — that's the boundary check semantics for fleeing
to a min-distance, not a max-distance use radius.
2026-05-15 11:19:04 +02:00
Erik
a0fa3d68a7 fix(B.6+B.7): flush AutonomousPosition on arrival before re-sending action
Previous re-send-on-arrival didn't actually unstick the action. Trace
showed ACE replying to the re-sent Use with another MoveToObject —
i.e. ACE's Player.Location was still the pre-walk position, so the
'I'm in range' fast-path didn't fire.

Cause: packet ordering. OnAutoWalkArrivedReSendAction was firing the
re-send immediately (sub-frame), BEFORE the next per-frame
AutonomousPosition heartbeat. ACE processed the Use against stale
location data.

Fix: SendAutonomousPositionNow() — an out-of-frame AutonomousPosition
build using the controller's current authoritative position +
rotation + cell. Called from OnAutoWalkArrivedReSendAction BEFORE the
re-send. ACE now processes 'I'm here at (target_pos)' then 'Use'
in order; CreateMoveToChain's WithinUseRadius shortcut
(Player_Move.cs:66) fires immediately and the action completes.

[autowalk-flush-ap] trace line under ACDREAM_PROBE_AUTOWALK so the
sequence is visible end-to-end:
  autowalk-end → autowalk-flush-ap → autowalk-arrived-resend → autowalk-out
2026-05-15 07:56:02 +02:00
Erik
2dc28bb61f fix(B.6+B.7): re-send action on local arrival; scale indicator box by entity Scale
User report: 'It still however just approach it and does not use it.'
Root cause: local auto-walk arrives at the target visually, but ACE's
server-side MoveToChain may have timed out before our position was
recognised as in-range (we don't echo authoritative position back to
ACE during the walk yet). The action never fires.

Fix (re-send on arrival):
  * PlayerMovementController.AutoWalkArrived event fires once when
    EndServerAutoWalk(reason='arrived') is called.
  * GameWindow tracks _pendingPostArrivalAction = (guid, isPickup)
    on each SendUse / SendPickUp.
  * OnAutoWalkArrivedReSendAction (subscribed at EnterPlayerModeNow)
    re-sends the action with isRetryAfterArrival=true. The retry
    flag prevents the re-sent action from itself setting a new
    pending action — breaks any potential re-fire loop.
  * The re-sent action is close-range from the local body's
    perspective, so ACE's CreateMoveToChain hits the WithinUseRadius
    shortcut (Player_Move.cs:66) and completes immediately —
    dialogue opens, item picks up.

User report: 'items dropped on the ground now have a smaller triangle
box, perhaps too small. Also now other stuff like signs also have a
very small triangle box, should not have it should scale to the size
of the object.'

Fix (scale-aware indicator height):
  * TargetIndicatorPanel.TargetInfo now carries entity Scale.
  * EntityHeightFor multiplies the per-type base by Scale so an
    upscaled NPC / sign / lifestone gets a proportionally larger box.
  * Per-type table refined:
      Creature                    : 1.8 m * scale
      Door/Lifestone/Portal       : 2.4 m * scale
      Small carry items (weapon/armor/clothing/jewelry/food/money/
        misc/missile-weapon/container/gem/spellcomp/writable/key/
        caster — most pickup-able): 0.8 m * scale  (up from 0.5 m)
      Everything else (signs / scenery interactables / untyped):
        1.5 m * scale  (up from 0.5 m default)

Deferred to follow-up: exact mesh-AABB-derived box (need to read
each entity's actual rendered bounds at registration time).
2026-05-15 07:45:27 +02:00
Erik
211fe240b8 fix(B.6+B.7): run-all-the-way auto-walk, per-type indicator height, R = smart interact
Three user-reported fixes:

1. (B.6) Run-vs-walk decision lifted out of the per-frame overlay
   into BeginServerAutoWalk. Once set at auto-walk start, the
   character runs (or walks) the full way to the target instead of
   transitioning. Matches user-observed retail behaviour:
   'if its far away it should run all the way to the object and
   then stop'.
   _autoWalkWalkRunThreshold → _autoWalkInitiallyRunning (bool,
   sampled once from initial distance vs the wire's WalkRunThreshold).

2. (B.7) TargetIndicatorPanel now picks EntityHeight per-type:
     Creature (NPC/player)                          → 1.8 m
     Door / Lifestone / Portal (tall structures)    → 2.4 m
     Default (small ground item)                    → 0.5 m
   Items now get a small box hugging the silhouette instead of a
   humanoid-tall rectangle floating around them.

3. (Interact) R-key (UseCurrentSelection) now dispatches by target
   type:
     Item (no Creature flag, no BF_DOOR|LIFESTONE|PORTAL|CORPSE)
       → SendPickUp (PutItemInContainer 0x0019)
     Everything else  → SendUse (0x0036)
   Single hotkey to interact with whatever's selected.

Deferred (separate phase): turn-to-face on close-range use. ACE
server-side does Rotate(target) before the close-range pickup
callback (Player_Move.cs:71), but our local body doesn't echo
the turn yet — needs a synthesized client-side rotation or
MovementType=8 TurnToObject handling. Filing as follow-up.
2026-05-15 07:35:38 +02:00
Erik
1a0656a3ce fix(picker): lift sphere centre to mid-body so chest/head clicks hit
User reported intermittent selection — 'sometimes can be selected,
sometimes not'. Cause: WorldEntity.Position is at FEET level (Z=ground
for standing humanoids), so a 0.7m sphere centred there only covered
the lower legs. Clicks on chest (Z≈1.2m) or head (Z≈1.7m) missed
because the closest-approach distance from the cursor ray to the
feet-centered sphere exceeded the radius.

Fix:
  - Sphere centre now defaults to position.Z + 0.9 m (humanoid
    mid-body). New optional verticalOffsetForGuid callback overrides
    per entity.
  - Default radius bumped 0.7 → 1.0 m to match the new sphere
    placement (1.0 m at 0.9 m height covers a 1.8 m humanoid from
    shin to top-of-head).

GameWindow.PickAndStoreSelection wires the callback:
  - Creatures (ItemType.Creature flag): vz = 0.9 m (humanoid centre)
  - Large flat objects (BF_DOOR | BF_LIFESTONE | BF_PORTAL |
    BF_CORPSE): vz = 1.0 m + radius 2.0 m (mid-door/lifestone)
  - Everything else (ground items): vz = 0.2 m (just above feet)

Existing 9 WorldPicker tests still pass — their head-on ray geometry
doesn't depend on the vertical offset.
2026-05-15 07:23:41 +02:00
Erik
23cb1e9636 fix(B.7): square indicator box + bigger pick sphere for doors/lifestones/portals + diag
Visual test surfaced three follow-ups:

1. Square box, not 1:2 rectangle.
   WidthHeightRatio: 0.5 → 1.0. Retail's Vivid Target Indicator draws
   a square; the earlier humanoid-aspect ratio looked wrong for
   non-humanoids and didn't match retail screenshots.

2. Large flat objects (doors / lifestones / portals / corpses)
   weren't selectable with the new tight 0.7 m pick sphere.
   WorldPicker.Pick now takes an optional radiusForGuid callback so
   the host can per-entity decide a larger radius. GameWindow's pick
   site supplies a lambda that bumps to 2.0 m for any entity with
   BF_DOOR (0x1000), BF_LIFESTONE (0x4000), BF_PORTAL (0x40000), or
   BF_CORPSE (0x2000) set in ObjectDescriptionFlags. Default stays
   at 0.7 m for humanoids and items.

3. New [B.7] pick-info diagnostic on each successful pick:
     [B.7] pick-info guid=0x... itemType=0x... pwd=0x... color=(r,g,b)
   Lets us verify e.g. whether a 'green NPC' really is server-side
   flagged as Vendor (BF_VENDOR=0x200, retail-defined green) vs a
   bug in our colour lookup. The pwd bit table is acclient.h:6431-
   6463 — same flags retail's gmRadarUI::GetBlipColor branches on.

Note: textured retail-sprite corner triangles remain a B.7 follow-up
deferred per the spec. MVP uses procedural fills.
2026-05-15 07:13:23 +02:00
Erik
4bc95eca01 fix(B.7): scale indicator box from projected entity height, not fixed pixels
Visual test surfaced two B.7 MVP issues:

1. Box anchored at abdomen + fixed 48px size meant the rectangle
   shrank visually as the camera approached the entity (entity got
   bigger on screen, box stayed 48px → triangles ended up inside
   the silhouette).
2. Origin was a single point (entity position + 0.9m WorldVerticalOffset)
   so the box wasn't centred on the visible body.

Fix: project both feet (WorldPosition) and head (WorldPosition.Z +
EntityHeight=1.8m) to screen space. Apparent pixel height between the
two = box height; halve it for width (WidthHeightRatio=0.5 ≈
humanoid). Box centred at midpoint of projected feet+head.

  - Closer entity → bigger projected height → bigger box. Distance
    scaling is automatic from the perspective projection.
  - Farther entity → smaller projected height → MinScreenHeight=16px
    floor prevents the box collapsing to a point.
  - Box is screen-axis-aligned (always rectangular on screen) but
    sized + positioned by the entity's actual world-space silhouette.

Properties exposed (TriangleSize, EntityHeight, WidthHeightRatio,
MinScreenHeight) so the panel can be tuned per-instance if a future
caller wants short-item boxes (drop EntityHeight to ~0.3m for tapers,
keep WidthHeightRatio at 1.0 for a square box).

Stuck-on-+Je issue (clicking other things still returns +Je) is
Issue #59 — picker over-pick — and unaffected by this commit.
2026-05-15 07:02:35 +02:00
Erik
c7e5f9f00f feat(B.7): TargetIndicatorPanel — corner triangles around selected entity
Per the B.7 design spec, wires a Vivid-Target-Indicator-style overlay
into GameWindow's ImGui pass:

  TargetIndicatorPanel (src/AcDream.App/UI/TargetIndicatorPanel.cs)
    - Three delegates injected from GameWindow:
        selectedGuidProvider  -> _selectedGuid
        entityResolver        -> (worldPos, itemType, pwdBits) from
                                 _entitiesByServerGuid + _liveEntityInfoByGuid
                                 + _lastSpawnByGuid
        cameraProvider        -> (view, projection, viewport) from
                                 _cameraController.Active + _window.Size
    - Per-frame Render():
        * Bail on null selection / despawned entity / zero viewport.
        * Project entity world position (+0.9m mid-body offset) to NDC.
        * Bail off-screen (no edge arrow in MVP).
        * Convert to viewport pixel coords, draw 4 right-angle triangles
          at corners of a 48px square around the projected center.
        * Colour from RadarBlipColors.For(itemType, pwdBits).

  GameWindow wiring:
    - Construct _targetIndicator right after _panelHost during ImGui init.
    - Call _targetIndicator?.Render() between _panelHost.RenderAll and
      _imguiBootstrap.Render — draws to the ImGui background list so
      docked panels can occlude the indicator if they overlap.

Build green. Core.Tests went 1046 -> 1054 (+8 RadarBlipColors tests
from the prior commit). Baseline failures unchanged at 8.

Visual verification next: launch, click an NPC → yellow corners; click
an item -> white corners; deselect -> corners disappear.
2026-05-15 06:54:24 +02:00
Erik
5612ce718a feat(B.6): honor wire WalkRunThreshold — walk vs run per retail semantics
User-observed behaviour: 'When at a distance X it should start running
towards the double clicked target and then stop close to it. When at a
shorter distance it should walk to it.' That's retail's MoveToManager
behaviour driven by the wire's WalkRunThreshold field, which Slice 2
ignored (it always synthesised Run=true regardless of distance).

ACE's defaults (MoveToParameters.SetDefaults): WalkRunThreshold=15.0 m
for Use/PickUp paths — so close-range auto-walks are walks, not runs.
ACE's combat-charge override: 1.0 m — chase runs until the last metre.
Both retail and ACE compute Run vs Walk per-frame from remaining
distance vs threshold.

Wire WalkRunThreshold:
  - Already parsed into CreateObject.MoveToPathData.WalkRunThreshold.
  - Now plumbed through to PlayerMovementController.BeginServerAutoWalk
    as a new parameter, stored in _autoWalkWalkRunThreshold.
  - ApplyAutoWalkOverlay sets Run = (dist > _autoWalkWalkRunThreshold)
    per frame. The synthesised input flips Run as the body approaches.

The motion-interpreter pipeline downstream picks RunForward vs
WalkForward from input.Run, so the animation cycle naturally switches
as the body crosses into the walk band. Run rate falls back to the
local PlayerWeenie.InqRunRate as before (ACE sends mtRun=0.00 for
Use/PickUp, so we never read mtRun; this is unchanged from Slice 2).

[autowalk-begin] diagnostic now includes walkRunThresh={x:F2} so the
threshold is visible alongside dest/minDist/objDist in the trace.
2026-05-15 06:22:07 +02:00
Erik
f18de7ccde fix(B.6 slice 2): don't cancel autowalk on the companion InterpretedMotionState
Prior trace (launch-slice2.log) showed ACE follows every mt=0x06
MoveToObject immediately with an mt=0x00 InterpretedMotionState
(cmd=0x0007 RunForward, fwdSpd=2.86) — the locomotion echo for the
same auto-walk, NOT a cancel. My wiring was treating the second
packet as 'server intent changed' and calling EndServerAutoWalk,
which killed the auto-walk on frame 1. Result: [autowalk-begin]
immediately followed by [autowalk-end reason=motion-non-moveto] and
zero visible motion.

Remove the over-eager cancel. The two natural cancel paths remain:
arrival detection inside ApplyAutoWalkOverlay, and user-input
cancellation (any movement key). A fresh MoveToObject re-targets via
BeginServerAutoWalk overwrite, which is the correct sticky-targeting
behavior.
2026-05-14 20:20:21 +02:00
Erik
b936ef8b0b feat(B.6 slice 2): local-player auto-walk on inbound MoveToObject
Retail-faithful per MovementManager::PerformMovement (0x00524440 case 6,
decomp 300628-300648): when ACE broadcasts MoveToObject for the local
player, the local client runs its OWN auto-walk on its OWN body —
heading correction toward the target, run-forward velocity, arrival
detected via the wire's min_distance / distance_to_object predicates.

Implementation:

  PlayerMovementController:
    + IsServerAutoWalking property (read-only)
    + BeginServerAutoWalk(destWorld, minDist, objDist, moveTowards)
    + EndServerAutoWalk(reason)  // idempotent, logs to [autowalk-end]
                                  // when ACDREAM_PROBE_AUTOWALK is on
    + ApplyAutoWalkOverlay(dt, input) — called at the top of Update.
        - User movement key (Forward/Backward/Strafe/Turn) cancels.
        - Arrival predicate matches RemoteMoveToDriver / retail.
        - Heading steered toward destination at ±20° snap-on-aligned
          tolerance / π/2 rad/s rotation rate (same constants the
          remote-creature path uses).
        - Synthesizes input as Forward+Run; the rest of Update's
          MotionInterpreter + body-velocity pipeline runs unchanged.

  GameWindow.OnLiveMotionUpdated (local-player branch):
    + when update.MotionState.IsServerControlledMoveTo and MoveToPath
      is populated: translate origin to world via RemoteMoveToDriver
      .OriginToWorld, call _playerController.BeginServerAutoWalk.
    + when a non-MoveTo motion arrives and auto-walk is active:
      EndServerAutoWalk(reason="motion-non-moveto").
    + [autowalk-begin] trace line under ACDREAM_PROBE_AUTOWALK.

The mtRun=0 case from the spec trace is handled implicitly: this
slice doesn't read MoveToRunRate at all — it relies on the existing
input.Run path which uses the player's local InqRunRate (env-var
defaulted to 200). Future slice can layer in mtRun!=0 honor if needed.

Slices 3 (animation cycle source while auto-walking) and 4 (local
pickup animation echo for #64) deferred to follow-up commits.
2026-05-14 18:50:59 +02:00
Erik
eda8278a64 feat(B.6 slice 1): ACDREAM_PROBE_AUTOWALK diagnostic baseline
Per the B.6 design spec (now retail-grounded on Option A), slice 1 is
pure-additive logging so the next session has a clean trace of what
ACE actually sends to the local player during a server-initiated
auto-walk.

New PhysicsDiagnostics.ProbeAutoWalkEnabled static flag, env-var-
initialized from ACDREAM_PROBE_AUTOWALK=1. Probe sites:

  [autowalk-out] on SendUse + SendPickUp — the packets that trigger
      ACE's CreateMoveToChain when the target is out of WithinUseRadius.
  [autowalk-mt]  on OnLiveMotionUpdated for _playerServerGuid only —
      captures MovementType + MoveToPath origin/min-dist/obj-dist +
      moveTowards + speed/runRate. Lets us see exactly the wire data
      retail's PerformMovement case 6 (0x00524440) was acting on.
  [autowalk-up]  on OnLivePositionUpdated for _playerServerGuid only —
      cadence + payload of ACE's position broadcasts during auto-walk.

No behavior change. All flags off by default; opt in with the env var
during a focused reproduction. Designed to be mirrored into DebugVM
checkbox state later (parallel to ProbeResolve / ProbeCell / ProbeBuilding)
but not wired yet — env-var-only for the first trace session.
2026-05-14 17:59:57 +02:00
Erik
ec9fd52cb2 fix #62: null-guard the PARTSDIAG read of ae.Animation
B.4c sets Animation = null! for sequencer-driven door entities (sites
at line 2867 + 7892), but the declared type is non-nullable. Today
doors never enter _remoteDeadReckon (ACE doesn't send UpdatePosition
for them), so the PARTSDIAG block's unguarded read is unreachable —
but the moment something flips that, ACDREAM_REMOTE_VEL_DIAG=1 would
NRE the tick.

Local-var + is-not-null check keeps the guard scoped to this block;
the legacy slerp branch downstream still treats ae.Animation as
non-null per its declared type, so the flow analysis doesn't propagate
nullable warnings to unrelated sites.
2026-05-14 17:12:48 +02:00
Erik
e55ad48ade fix(B.5): make creature-pickup guard silent (retail-faithful)
The previous "Can't pick that up" toast wasn't retail behavior either —
retail silently dropped the malformed pickup with no client-side
feedback. Drop the toast, keep the guard. The user learns by trying
again (which IS the retail UX). Filter still prevents the malformed
packet from reaching ACE, so the WeenieError 0x0029 + NPC-emote chain
that originally surfaced this bug stays suppressed.
2026-05-14 17:09:45 +02:00
Erik
a01ebd5e08 fix(B.5): block pickup of creatures client-side; show 'Can't pick that up' toast
Visual test surfaced a UX bug: when the user single-clicked an NPC last
before pressing F, _selectedGuid carried over to SendPickUp and the
client sent PutItemInContainer(itemGuid = NPC's serverGuid, ...). ACE
responded with WeenieError 0x0029 (Stuck — "You cannot pick that up!")
AND triggered the NPC's emote chain, producing the confusing
"NPCs talk to me when I press F" symptom.

F is only for ground items. Use (double-click) is the right action for
NPCs and is unaffected. Guard SendPickUp with the existing
IsLiveCreatureTarget predicate and show a toast instead. Same defensive
pattern as the 'Not in world' / 'Nothing selected' guards already
present in SendUse / SendPickUp / OnInputAction.
2026-05-14 17:04:20 +02:00
Erik
20ecb23396 Revert "feat(B.5): pickup feedback chat line + toast ("You pick up the X.")"
This reverts commit 87ba5c9a98.
2026-05-14 17:02:29 +02:00
Erik
87ba5c9a98 feat(B.5): pickup feedback chat line + toast ("You pick up the X.")
After B.5 shipped, the actual pickup was invisible feedback-wise: the
item left the ground, ACE despawned it via PickupEvent (0xF74A), and
the ItemRepository got updated — but the player had no visual
acknowledgement that anything happened. The M1 demo's "pick up an
item" target visually felt like the item just vanished into the void.

Add a new EntityPickedUp event to WorldSession that fires from the
PickupEvent (0xF74A) dispatch branch BEFORE EntityDeleted, so the
subscriber can still read the entity's display name from
_entitiesByServerGuid before the despawn handler clears it.

GameWindow subscribes during the live-session wiring block and emits
a retail-style system chat line plus a debug toast on every successful
pickup, mirroring retail behavior (retail synthesized this line
client-side; ACE doesn't echo it).

Closes the M1 demo "pick up" target's visible-payoff gap.
2026-05-14 16:54:17 +02:00
Erik
54d9bb9d8d feat(B.5): SendPickUp helper + F-key SelectionPickUp wiring 2026-05-14 15:07:00 +02:00
Erik
454d88ed8e fix(B.4c): correct NonCombat stance value (0x3D, not 0x01) + read spawn.MotionState
Visual test revealed doors rendered halfway in the ground because the
spawn-time SetCycle seed never fired:

- Spec specified NonCombat stance = 0x01, but ACE's MotionStance.NonCombat
  is 0x3D (61). The cycle key is `0x80000000 | stance`, so the correct
  initial style is 0x8000003D, not 0x80000001.
- HasCycle(0x80000001, ...) always returned false -> SetCycle was skipped
  -> sequencer left with no current motion -> Advance(dt) returned empty
  frames -> per-frame MeshRefs rebuild at line 7691 set every part to
  (origin, identity) -> door parts collapsed to the entity origin (which
  sits at the door's pivot, halfway underground for inn doors).

Fix:
1. Rename inline `NonCombatStance` -> `NonCombatStyle` and use the correct
   0x8000003D value.
2. Defensively prefer spawn.MotionState?.Stance when present (the wire
   may carry an explicit non-NonCombat stance for unusual doors), falling
   back to NonCombat. Mirrors OnLiveMotionUpdated's existing pattern at
   line 3148: `uint fullStyle = stance != 0 ? (0x80000000u | (uint)stance) : ae.Sequencer.CurrentStyle`.
3. Extend [door-anim] registered diagnostic to include initialStyle so
   future visual tests can verify the stance value at a glance.

Verified by reading the prior visual test's log: ACE broadcasts UMs
with stance=0x003D and the runtime sequencer keyed cycles by
style=0x8000003D. Same value now used at spawn.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:19:36 +02:00
Erik
8a9b15e6a9 refactor(B.4c): share IsDoorName predicate + durable comment + use UM locals
Code-quality review of the [door-cycle] diagnostic flagged three items:
- Important: open-coded doorInfo.Name == "Door" duplicated IsDoorSpawn's
  predicate. Introduces IsDoorName(string?) as the shared core both
  IsDoorSpawn and the diagnostic call.
- Minor: the diagnostic's comment said "Phase B.4c" which rots after
  archival; rewrite to use the durable [door-cycle] grep target instead.
- Minor: the diagnostic re-read update.MotionState.Stance / ForwardCommand
  instead of the stance/command locals every other diagnostic in the
  method uses. Switched to the locals for pattern consistency.

No behavior change. Build green; tests 1046/8 baseline unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:10:23 +02:00
Erik
b89f0044e3 feat(B.4c): [door-cycle] diagnostic in OnLiveMotionUpdated
Logs one line per UpdateMotion arriving for an entity named "Door"
when ACDREAM_PROBE_BUILDING=1. Greppable trail for the B.4c visual
test: confirms the dispatcher hit the sequencer for door open / close.

Durable subsystem-named tag per the Opus reviewer's B.4b feedback
([B.4c] would rot after phase archival; [door-cycle] survives).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:05:05 +02:00
Erik
9053860f1b feat(B.4c): door spawn-time AnimationSequencer with state-seeded initial cycle
Adds IsDoorSpawn helper and a sibling branch to the live-spawn
handler's animation registration gate. Detects entities where
spawn.Name == "Door" and registers them in _animatedEntities with an
AnimationSequencer seeded from the spawn PhysicsState's ETHEREAL bit
(Off cycle if closed, On if already open).

Mirrors ACE Door.cs:43 (CurrentMotionState = motionClosed) so the
sequencer always has frames for the per-frame tick to advance from
the first render. Without the seed, Advance(dt) returns no frames and
the MeshRefs rebuild at line 7691 collapses the door to origin.

No changes to OnLiveMotionUpdated, AnimationSequencer, EntitySpawnAdapter,
or the per-frame tick. The tick's sequencer branch at line 7497 reads
ae.Sequencer.Advance(dt) and never touches ae.Animation in this path
(only the legacy slerp else branch at line 7644+ does).

[door-anim] registered diagnostic gated on ACDREAM_PROBE_BUILDING.

One spec deviation: Animation = null! (null-forgiving) instead of
Animation = null — AnimatedEntity.Animation is a required non-nullable
field; null! is the same pattern used at line 7857 for sequencer-driven
AnimatedEntity registrations in the same file.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 06:55:42 +02:00
Erik
08be296dcd fix(phys L.2g slice 1c): translate ServerGuid -> entity.Id for ShadowObjectRegistry
B.4b visual test revealed the L.2g pipeline was a phantom:
- Server SetState arrives with parsed.Guid = ServerGuid (0x7A9B4015)
- ShadowObjectRegistry keys by local entity.Id (0x000F4245)
- UpdatePhysicsState(0x7A9B4015, ...) misses the lookup -> no-op
- Cached state stays 0x00010008 forever
- CollisionExemption.ShouldSkip sees the unchanged state
- Door keeps blocking the player

Translate in OnLiveStateUpdated by looking up the WorldEntity via
_entitiesByServerGuid and using entity.Id as the registry key.

Also extends the [setstate] diagnostic to include entityId=0x... so
the next visual-test grep can confirm the translation lands.

This was the actual blocker the user reported as "I cant go through
it" -- ACE was flipping ETHEREAL, our pipeline acknowledged it in the
diagnostic, but the cached state for the resolver-side check never
moved. Both L.2g slice 1's unit tests and slice 1b's collision
exemption widening were correct in isolation; the integration between
them was broken by the ID-space mismatch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:48:01 +02:00
Erik
58b95bc0c5 fix(B.4b): let DoubleClick activation pass the OnInputAction gate
GameWindow.OnInputAction had an early-return gate dropping every
non-Press activation. With the new InputDispatcher firing
SelectDblLeft as ActivationType.DoubleClick, the case in the switch
was unreachable -- visual test confirmed [input] SelectDblLeft
DoubleClick fired but [B.4b] pick never followed.

Fix: also let DoubleClick through the gate. The existing case label
matches on action (not activation), so SelectDblLeft fires
PickAndStoreSelection(useImmediately: true) as designed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:15:26 +02:00
Erik
89d82e1b76 feat(B.4b): GameWindow wires Select/Use handlers via WorldPicker
Closes #57. Adds three OnInputAction switch cases (SelectLeft,
SelectDblLeft, UseSelected) and three private helpers
(PickAndStoreSelection, UseCurrentSelection, SendUse). Single-click
selects but does not Use; double-click selects + Uses; R hotkey
sends Use on the existing _selectedGuid. ImGui mouse-capture
filtering already happens in InputDispatcher — no new guard needed.

Diagnostic lines emitted for log grep:
  [B.4b] pick guid=0x{guid:X8} name={label}
  [B.4b] use  guid=0x{guid:X8} seq={seq}

Also adds a one-line doc comment on _selectedGuid clarifying its
dual-purpose role (combat Q-cycle + interaction click), per the Task 3
review.

Build green; tests 1046/1054 (8 pre-existing-baseline fails
unchanged). Switch-case behavior verified at runtime via the Holtburg
inn doorway visual test (per spec §Testing → Runtime verification).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:59:08 +02:00
Erik
7b4aff21b6 refactor(B.4b): unify _selectedTargetGuid -> _selectedGuid
Retail's selection model is a single "current target" used by combat,
interaction, NPC dialog, and HUD alike - not two parallel selections.
Renames the existing combat-only field on GameWindow so the upcoming
B.4b click handler and the existing Q-cycle SelectClosestCombatTarget
share the same selection state.

Mechanical rename, no behavior change. Build + tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:55:24 +02:00
Erik
108e3868a5 feat(phys L.2g slice 1): GameWindow routes SetState + extends [entity-source] log
Two changes folded into one commit:

1. GameWindow subscribes to WorldSession.StateUpdated and routes the
   parsed (guid, newState) pair into
   ShadowObjectRegistry.UpdatePhysicsState. End-to-end wiring complete:
   server SetState (0xF74B) -> WorldSession dispatcher -> StateUpdated
   event -> GameWindow handler -> registry mutation -> next resolver
   tick sees the new ETHEREAL bit and CollisionExemption short-circuits
   the door cylinder. After this commit the M1 'open the inn door'
   scenario is unblocked at the code-path level; visual verification
   follows in Task 7 (user-driven).

   The handler also emits a [setstate] diagnostic line when
   ACDREAM_PROBE_BUILDING is enabled, giving a greppable trail when
   the visual test runs.

2. Slice 0.5 freebie folded in: the [entity-source] probe lines now
   include state=0x... flags=... so ETHEREAL flips are greppable
   end-to-end from spawn through state change. Resolves the 'slice
   1.6' suggestion from the L.2d ship handoff
   (docs/research/2026-05-13-l2d-slice1-shipped-handoff.md).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 22:35:57 +02:00
Erik
66dc23e087 feat(phys L.2d slice 1): BSP-hit diagnostic probe + plan-of-record correction
Adds ACDREAM_PROBE_BUILDING — a read-only per-shadow-entry probe that
captures full BSP collision evidence whenever TransitionTypes.FindObjCollisions
attributes a hit (via the existing L.2a slice 3 chain). One multi-line
[resolve-bldg] entry per attributed hit: partIdx, hasPhys, bspR vs
vAabbR, world-space entOrigin_lb, and the actual hit polygon's vertices
in both object-local and world space.

Paired with a one-time [entity-source] line at every ShadowObjects.Register
call site in GameWindow so entityId from a probe line is greppable to its
WorldEntity source within a single log file.

Plumbing: BSPQuery writes the resolved hit polygon to a new
PhysicsDiagnostics.LastBspHitPoly side-channel at the 5 SetCollisionNormal
sites in Paths 5/6 + CollideWithPt. TransitionTypes clears that field
before each shadow-entry dispatch and reads it back at the L.2a slice 3
attribution site to emit the probe line.

Spec component 4 originally described an out ResolvedPolygon? parameter
on BSPQuery.FindCollisions; the static side-channel achieves the same
observable behavior without plumbing through BSPQuery's recursive private
methods. Deviation noted in PhysicsDiagnostics.LastBspHitPoly's XML doc.

Reframes the plan-of-record's L.2d sub-direction paragraph: the 2026-05-12
handoff proposed porting CBuildingObj + per-cell walkability, but ACE
BuildingObj.cs:39-52 + named-retail acclient_2013_pseudo_c.txt:701260
show find_building_collisions is one BSP test on Parts[0]. Per-cell
walkability belongs to L.2e, not L.2d. L.2d slice 1 is the diagnostic;
slice 2 is the actual fix scoped from slice 1's evidence (one of three
hypotheses: wrong BSP loaded / over-registered parts / BSPQuery flaw).

Tests: 2 synthetic unit tests in PhysicsDiagnosticsTests.cs pin the
static API contract that the BSPQuery → side-channel → TransitionTypes
emission chain depends on. The multi-line line format itself is verified
by acceptance criterion 2 (live Holtburg-doorway capture) — covering it
here would require a heavy PhysicsEngine + Transition fixture for a
diagnostic-only emission.

Verified: dotnet build green; the 2 new tests pass; the 8 pre-existing
test failures listed in the L.2a handoff (MotionInterpreter GetMaxSpeed_*,
PositionManager.ComputeOffset_BothActive_Combined,
PlayerMovementController.Update_ForwardInput_*, Dispatcher.W_held_*,
BSPStepUpTests.{D4,C3}) remain failing — none introduced by this slice.

Spec: docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md
Conformance anchors:
- acclient_2013_pseudo_c.txt:701260 (CBuildingObj::find_building_collisions)
- acclient_2013_pseudo_c.txt:323725 (BSPTREE::find_collisions)
- ACE references/ACE/Source/ACE.Server/Physics/Common/BuildingObj.cs:39-52

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 19:14:34 +02:00
Erik
ebef82034e feat(phys L.2a slice 1): resolver + cell-transit probes (PhysicsDiagnostics)
New static `AcDream.Core.Physics.PhysicsDiagnostics` holds two
runtime-toggleable flags initialized from env vars:

- ACDREAM_PROBE_RESOLVE=1 — emit one [resolve] line per
  PhysicsEngine.ResolveWithTransition call: input/target/output
  position+cell, ok-vs-partial, grounded-in, contact-plane status,
  wall normal if hit, walkable-polygon valid, moving entity id.
- ACDREAM_PROBE_CELL=1 — emit one [cell-transit] line per
  PlayerMovementController.CellId change: old → new cell, current
  world position, reason tag (resolver / teleport).

Both also exposed as runtime-toggleable checkboxes in the DebugPanel
"Diagnostics" section. Unlike the existing four Dump-* checkboxes
(which only mirror sticky-at-startup env vars), the two new ones
forward directly to PhysicsDiagnostics — toggling on/off takes
effect on the next physics resolve, no relaunch.

Why now: L.2's plan-of-record (docs/plans/2026-04-29-movement-collision-
conformance.md) explicitly says "Land L.2a diagnostics first. Do not
make another physics change blind." This slice closes the most-load-
bearing gap in L.2a — a general-purpose probe on the resolver outcome
and a cell-transit log — so that later L.2b/c/d/e physics changes can
be evidence-driven instead of guessed. Foundation for the indoor /
dungeon walking trajectory (G.3 unblock).

Pure additive: when both flags are off (default), the probes collapse
to a single static-bool read per resolve, zero log cost. PlayerMovement
Controller's two CellId-mutation sites are now routed through a
private UpdateCellId(reason) helper for diag chokepoint.

Build green, 1032/1040 unit tests pass. The 8 failing tests are
pre-existing on the branch base (verified by stash-and-rerun);
none touch resolver or cell-transit code; all fail identically with
this slice stashed. Investigation deferred to a follow-up.

Refs: docs/plans/2026-04-29-movement-collision-conformance.md (L.2a
shipped-slice note added in same commit).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 17:19:05 +02:00
Erik
8735c39a40 feat(vfx #C.1.5b): GpuWorldState fires activator for dat-hydrated entities
Four new foreach blocks in GpuWorldState wire EntityScriptActivator
into the dat-hydration spawn/despawn paths:
- AddLandblock: fires OnCreate for each entity with ServerGuid==0
  (live entities filtered out — they got OnCreate at AppendLiveEntity
  and would double-fire on pending-bucket merges).
- AddEntitiesToExistingLandblock: fires OnCreate for each entity in
  the promoted batch (all dat-hydrated by construction).
- RemoveLandblock: fires OnRemove(entity.Id) for each ServerGuid==0
  entity before the loaded record is dropped.
- RemoveEntitiesFromLandblock: fires OnRemove for the demote-tier
  entities about to be cleared (Near→Far demotion).

5 new integration tests cover the four fire-sites + the no-double-fire
invariant on pending-bucket merges. Pattern matches existing
GpuWorldStateTests (stub LandBlock heightmap + WorldEntity factory).

Closes #56 end-to-end. Slice A (per-part transforms in Tasks 1-3) +
Slice B (dat-hydrated entity DefaultScript firing, this task) both
ready for visual verification at Holtburg portal + Inn fireplace +
cottage chimney + spell cast.

Note: 8 pre-existing failures in Physics/Input/MotionInterpreter test
families are unrelated to this work (verified by re-running with this
task's changes stashed).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 00:07:38 +02:00
Erik
5ca5827abe feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms
Resolver returns ScriptActivationInfo(ScriptId, PartTransforms) — one
dat lookup per spawn yields both pieces of info. The C.1.5a ServerGuid==0
guard is relaxed: activator now keys by ServerGuid when nonzero, else
entity.Id, so dat-hydrated entities (EnvCell statics, exterior stabs)
flow through the same code path as server-spawned ones. PartTransforms
pushed into ParticleHookSink before scheduling Play, closing the
activator side of #56.

GameWindow resolver lambda upgraded: now constructs ScriptActivationInfo
from setup.DefaultScript.DataId + SetupPartTransforms.Compute(setup),
swallowing dat-lookup throws the same way C.1.5a did.

Tests: 4 existing tests updated for new ScriptActivationInfo signature;
3 new tests cover entity.Id keying for dat-hydrated entities, end-to-end
part-transform pipeline (resolver → sink → particle world position), and
OnRemove with an arbitrary caller-picked key. 77 Vfx+Meshing+Activator
tests green.

GpuWorldState fire-site wiring (Task 4) lands next.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 00:02:16 +02:00
Erik
334f0c6a26 fix(vfx #C.1.5a): seed entity rotation in activator so hook offset rotates
Visual verification at the Holtburg Town network portal revealed the swirl
was oriented along world axes (NS) instead of the portal's actual facing
(EW), and partially buried in the ground because the hook's local-frame
Offset.Origin was being applied in world axes too.

Root cause: EntityScriptActivator.OnCreate fired _scriptRunner.Play but
never called _particleSink.SetEntityRotation. When the runner's
CreateParticleHook fires, the sink reads per-entity rotation from
_rotationByEntity (defaults to Quaternion.Identity for unknown entities)
and uses it to transform the hook's Offset.Origin from entity-local to
world space. Without the seed call, the rotation lookup falls through to
Identity and the offset goes off along world XYZ.

Fix is a single SetEntityRotation call before the Play call. Added a 4th
unit test that constructs an entity with a 90 deg yaw and asserts the spawned
particle's world position reflects the rotated offset.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 15:56:27 +02:00
Erik
849690c814 refactor(vfx #C.1.5a): reuse SequencerFactory's capturedDats in resolver
Code-review follow-up to 65d833d:

ResolveDefaultScript was closing over its own var capturedDatsForActivator
= _dats, but the sibling SequencerFactory in the same block already
declared var capturedDats = _dats. The two locals pointed at the same
reference and served the same purpose; the alias added no value and
muddied the closure pattern.

Reuse capturedDats. No behavior change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 14:35:02 +02:00
Erik
65d833de1e feat(vfx #C.1.5a): construct EntityScriptActivator in GameWindow
Wires the activator into the production lifecycle:
- Construct alongside _wbEntitySpawnAdapter using _scriptRunner +
  _particleSink (both built earlier in OnLoad).
- Production resolver lambda hits _dats.Get<Setup>(...) wrapped in
  try/catch returning 0 on miss/throw — matches ParticleRenderer's
  defensive read pattern.
- Pass into GpuWorldState's new optional ctor parameter.

Closes the wiring half of C.1.5a. Visual verification at the Holtburg
Town network portal is the acceptance gate.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 14:30:53 +02:00
Erik
44d85022e8 feat(vfx #C.1.5a): wire EntityScriptActivator into GpuWorldState lifecycle
GpuWorldState grows a fourth optional ctor parameter for the activator,
paralleling how EntitySpawnAdapter is plumbed. AppendLiveEntity calls
OnCreate after the existing _wbEntitySpawnAdapter?.OnCreate;
RemoveEntityByServerGuid calls OnRemove after the existing OnRemove.
Symmetric, same order, null-safe.

GameWindow still passes the old 3-arg ctor — activator construction +
wire-through lands in the next commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 14:25:22 +02:00
Erik
e0529b023d test(vfx #C.1.5a): real-emitter verification in OnRemove test + unused using
Code-review follow-up to 003c502:

1. Test 3 (OnRemove_StopsScriptsAndEmitters) now wires the runner into
   the real ParticleHookSink instead of a RecordingSink, registers a
   persistent EmitterDesc, lets the CreateParticleHook actually spawn an
   emitter, then asserts the sink killed it after OnRemove. Previously
   the test only verified runner-side state — sink.StopAllForEntity was
   never observably exercised, so a regression dropping that call would
   have passed silently.

2. Removed unused `using System.Numerics` from EntityScriptActivator.cs.

No production code changes. Tests 1 and 2 unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 14:20:46 +02:00
Erik
003c502774 feat(vfx #C.1.5a): add EntityScriptActivator (no wiring yet)
New ~50-line orchestrator that fires Setup.DefaultScript through the
already-shipped PhysicsScriptRunner on entity spawn and stops scripts +
live emitters on despawn. Resolver delegate avoids DatCollection coupling
so the class is fully unit-testable with stubs.

Three xUnit tests cover the three branches: fire-with-script,
no-op-without-script, stop-on-remove. No wiring into the live spawn path
yet -- that lands in the next commit.

Spec: docs/superpowers/specs/2026-05-12-phase-c1.5a-portals-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 14:10:38 +02:00
Erik
13abf96a5e docs(perf): Phase N.6 slice 1 — radius=12 baseline + surface dump path
Capture authoritative CPU+GPU dispatch numbers at Holtburg with the
gpu_us diagnostic now working (commit 25cb147). Three radii (4/8/12)
x two motion modes (standstill/walking) + a surface-format histogram
from ACDREAM_DUMP_SURFACES=1.

Adds env-gated one-shot dump path (TextureCache.TickSurfaceHistogramDumpIfEnabled,
called from GameWindow.OnRender) that fires once after both (a) frame
600 of the session AND (b) the upload-metadata dict reaches 100 entries
-- the cache-size gate prevents the dump from firing during pre-world
GUI ticks where OnRender spins at high rates but no scenery has streamed.
Output writes to %LOCALAPPDATA%\acdream\n6-surfaces.txt with a try/catch
around the I/O so disk-full / permission errors don't crash mid-measurement.

Baseline document at docs/plans/2026-05-11-phase-n6-perf-baseline.md
documents:
- CPU dominates GPU by 30-50x at every radius (strongly CPU-bound)
- GPU wildly under-utilized (max gpu_us p95 ~600us vs 16,600us frame budget)
- CPU scales superlinearly with N1 (Tier 1 cache wins on inner loop but
  not outer LB walk)
- Surface atlas opportunity high (59% of textures in top-3 triples) but
  win is memory-only since GPU isn't bottlenecked

Recommendation: C.1.5 (PES emitter wiring) next, then a reduced-scope
N.6 slice 2 (drop atlas + persistent-mapped buffers -- not justified by
the GPU under-utilization observed).

Roadmap entry amended to split N.6 into slice 1 (shipped) and slice 2
(planned, reduced scope, deferred until after C.1.5).

Spec: docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md.
Plan: docs/superpowers/plans/2026-05-11-phase-n6-slice1.md (Task 4).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 12:34:10 +02:00
Erik
25cb147d97 fix(perf #N6.1): gate gpu_us read on diag for symmetric toggle behavior
Code-quality review on Task 1 (commit a7c9800) flagged an asymmetric
diag gate: the read-before-overwrite block at the top of the dispatcher
was not gated on diag, but the frame-counter increment and BeginQuery
calls were. If a maintainer toggled ACDREAM_WB_DIAG from "1" to "" mid-
session, _gpuQueryFrameIndex would freeze (gated inside if(diag)) while
the read kept firing every frame at the same slot — producing duplicate
stale samples.

Add diag to the read block's outer condition so the read/issue/increment
trio is symmetric. One-line change; behavior under the normal usage
pattern (env var set at launch, never toggled) is unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 11:28:22 +02:00
Erik
a7c98004bb feat(perf): Phase N.6 slice 1 — fix gpu_us double-buffering in WbDrawDispatcher
The dispatcher's GPU TimeElapsed queries were polled in the same frame
as the indirect draw, so glGetQueryObject(ResultAvailable) always
returned 0 and gpu_us in [WB-DIAG] was stuck at 0m/0p95.

Replace the 2 single-handle queries with ring-of-3 arrays and move the
result read to BEFORE issuing the next frame's queries into the same
slot — at frame N we read slot N%3 which holds frame N-3's queries
(oldest in the ring, ~50ms old at 60fps and definitely done across all
desktop GL drivers). Vendor-neutral: AMD/NVIDIA/Intel desktop GL all
work without driver-specific code.

The gpuQuerySlot variable is hoisted to function scope (just before
Phase 7 opaque pass) so both the opaque and transparent passes
reference the same slot — the plan placed it inside the opaque-pass
if-block, which would have been out of scope for the transparent
BeginQuery; corrected in the implementation.

No new tests — the change is purely a diagnostic readout fix, no
observable behavior in the rendering path. Build green; tests at
baseline (1711 passing, 8 pre-existing physics/MotionInterpreter
failures unchanged). Manual gpu_us verification still pending in-world.

Spec: docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md (§4).
Plan: docs/superpowers/plans/2026-05-11-phase-n6-slice1.md (Task 1).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 11:24:26 +02:00