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8 commits

Author SHA1 Message Date
Erik
2de5a011b4 fix(combat): #159 — derive CombatAnimationMotionCommands from the DRW enum
CombatAnimationPlanner.CombatAnimationMotionCommands hand-transcribed the
combat MotionCommand constants from the Sept 2013 EoR decomp. The whole
late-combat block (Offhand* / Attack4-6 / Punch*) is numbered +3 lower there
than in ACE/DatReaderWriter — a contiguous low-word shift that begins around
SnowAngelState (0x115). So against a live ACE server every one of those 40
commands misclassified: the resolver returned the correct ACE value (e.g.
wire 0x0173 -> 0x10000173 OffhandSlashHigh) but the planner's constant held
the 2013 value (0x10000170), so no switch case matched. Reload was worse —
hardcoded 0x100000D4, a value absent from DRW entirely; the real ACE/DRW
Reload is the 0x40000016 SubState.

Instead of re-transcribing 40 hex constants (exactly how the drift crept in),
derive each constant directly from DatReaderWriter.Enums.MotionCommand by
name: `= (uint)Drw.Name`. The value IS the oracle by construction, can never
drift from the wire again, and ~80 magic numbers are gone. Ground truth was
taken by reflecting over the same DatReaderWriter 2.1.7 assembly the runtime
binds (409 enum values). Blocks 1-2 (stances + single melee, 0x3C-0x12A) were
already correct and are unchanged in value.

Tests: new PlanFromWireCommand_LateCombatBlock_UsesAceDrwNumbering pins the
full wire -> resolve -> classify pipeline for 14 late-block ACE wire values
(both full value and kind), plus a Reload SubState parity fact. Fixed two rows
in ClassifyMotionCommand_RecognisesRetailCombatCommands whose literal values
change meaning under DRW numbering (0x1000018E is AttackLow6/CreatureAttack,
not PunchFastLow; Reload moves to 0x40000016). Core suite 2499 green.

Note: CombatAnimationPlanner is not yet wired into the runtime dispatch (the
live path is AnimationCommandRouter -> MotionInterpreter/AnimationSequencer),
so this is a latent-correctness fix — it does not by itself change the #170
Mite Scamp symptom (whose attacks 0x62-0x64 live in the already-correct block).

Ref: docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 09:08:11 +02:00
Erik
2c8620ea94 feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance
Splits MotionCommandResolver's single ACE-modern lookup into an
IMotionCommandCatalog seam with two implementations:

- AceModernCommandCatalog (runtime default): built cleanly from the
  DatReaderWriter MotionCommand enum (mirrors ACE + local DAT MotionTables)
  with a documented class-priority tiebreak. The old blind 0x016E-0x0197
  per-range override is DELETED — verified the ACE matrix (LifestoneRecall
  0x0153 to 0x10000153, MarketplaceRecall 0x0166, AllegianceHometownRecall
  0x0171, OffhandSlashHigh 0x0173) resolves correctly straight from the enum
  with no override. Stale shift-start comment corrected to SnowAngelState
  (0x43000115 to 0x43000118), not AllegianceHometownRecall.
- Retail2013CommandCatalog (conformance/reference): full verbatim extraction
  of command_ids[0x198] at 0x007c73e8 (acclient_2013_pseudo_c.txt:1017259-1017667),
  direct wire-low to full index lookup. 408 entries, anchors verified against
  source ([0x150]=0x10000150, [0x153]=0x09000153, [0x197]=0x10000197).

MotionCommandResolver.ReconstructFullCommand stays a static facade delegating
to an AceModern singleton — all ~10 runtime callers unchanged.

Removing the override exposed a pre-existing bug: CombatAnimationPlanner's
late-combat command block uses 2013 numbering, not ACE/DRW. Corrected the one
catalog test assertion pinned to the override's output (wire 0x0170 to
0x09000170 IssueSlashCommand, its true DRW identity) and filed the planner bug
as #159 rather than silently patching out-of-scope code.

Tests: +catalog matrices (ACE/2013), class-priority collisions, boundary
cases, real-DAT availability (gap-doc hit counts reproduced). Build + full
suite green (Core.Tests 1718, no regressions).

Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (1)
Research: docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:13:36 +02:00
Erik
4874d8595a feat(combat): Phase L.1c wire live attack input 2026-04-28 11:58:57 +02:00
Erik
646246ba84 feat(anim): Phase L.1c select combat maneuvers 2026-04-28 11:44:17 +02:00
Erik
831392a7b2 feat(anim): Phase L.1c classify combat animation commands 2026-04-28 11:37:49 +02:00
Erik
268af82e28 fix(combat): Phase L.1c align attack type flags 2026-04-28 10:59:29 +02:00
Erik
25b9616703 feat(combat): Phase L.1c add outbound combat actions 2026-04-28 10:57:12 +02:00
Erik
2e3f9d7a04 feat(combat): Phase E.4 AttackTargetRequest + combat notification pipeline
Completes the client-side combat loop: send attacks, receive server's
damage broadcasts, maintain per-entity health state for HP bars +
damage floaters. All atop Phase F.1's GameEvent dispatcher.

Wire layer:
- AttackTargetRequest (0x0008 C→S, inside 0xF7B1): targetGuid +
  powerLevel + accuracyLevel + attackHeight. 28-byte body.
- GameEvents parsers for all combat notifications from r08 §4:
  - VictimNotification (0x01AC) — you got hit, full details
  - KillerNotification (0x01AD) — you killed X
  - AttackerNotification (0x01B1) — you hit X for Y (damage%)
  - DefenderNotification (0x01B2) — X hit you
  - EvasionAttackerNotification (0x01B3) — X evaded
  - EvasionDefenderNotification (0x01B4) — you evaded X
  - AttackDone (0x01A7) — attack sequence completed

Core layer:
- CombatState: per-entity health-percent cache + typed events
  (HealthChanged, DamageTaken, DamageDealtAccepted, EvadedIncoming,
  MissedOutgoing, AttackDone). Each event carries enough detail for
  the UI to render damage floaters, HP bars, and a combat log panel.
  Server is authoritative; client only mirrors state.

The server computes damage (armor, resist, crit, hit-chance); the
client only displays results. Predictive UI like "estimated damage
at 0.75 power" still works via the existing CombatMath helper class
that was in the scaffold (r02 §5 formulas).

Tests (13 new):
- AttackTargetRequest byte-exact wire encoding
- VictimNotification / AttackerNotification / EvasionAttacker /
  AttackDone round-trip parse.
- CombatState: UpdateHealth caches + fires, Victim fires DamageTaken,
  Attacker fires DamageDealt, Evasion routes to right event, AttackDone
  carries sequence+error, Clear resets cache.

Build green, 544 tests pass (up from 532).

Ref: r02 §7 (wire formats), r08 §4 (event payloads), ACE
GameEvent*Notification.cs families.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:58:14 +02:00