Erik
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56037a4471
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feat(ui): #15 migrate DebugOverlay to ImGui DebugPanel - 7 collapsing sections + diagnostics toggles
Replaces the 473-LOC custom-StbTrueTypeSharp DebugOverlay with an
ImGui-rendered DebugPanel using the I.1 widget extensions. Single
window with 7 CollapsingHeader sections; checkboxes are the primary
toggle surface; F-keys retained where they invoke real gameplay
actions, dropped where they only toggled panels.
Pieces:
- DebugVM (UI.Abstractions): read-through ViewModel with combat-event
ring (cap 25), toast ring (cap 25), 4 diagnostic-flag bools
(DumpMotion / DumpVitals / DumpOpcodes / DumpSky), 3 Action hooks
(CycleTimeOfDay / CycleWeather / ToggleCollisionWires). Self-
subscribes to CombatState.DamageTaken/DealtAccepted/Evaded* /
Missed*/AttackDone/KillLanded - replaces the old BindCombat path.
- DebugPanel (UI.Abstractions): one ImGui window with sections
Player Info, Performance, Compass (text-only - draw-list strip
deferred to D.6), Help (BeginTable cheat-sheet), Combat events
(TextColored by kind: Info=yellow, Warning=red, Error=deep red),
Recent toasts, Diagnostics (Checkboxes for the 4 flags + Buttons
for the 3 cycle/toggle actions).
- All 28 Snapshot data points covered: Fps, FrameMs, PlayerPos,
HeadingDeg, CellId, OnGround, InPlayerMode, InFlyMode,
VerticalVelocity, EntityCount, AnimatedCount, LandblocksVisible,
LandblocksTotal, ShadowObjectCount, NearestObjDist, NearestObjLabel,
Colliding, DebugWireframes, StreamingRadius, MouseSensitivity,
ChaseDistance, RmbOrbit, HourName, DayFraction, Weather,
ActiveLights, RegisteredLights, ParticleCount.
- GameWindow surgery (+252/-165): removed _debugOverlay field +
snapshot builder block + Update/Draw calls; added _debugVm /
_debugPanel construction in the if (DevToolsEnabled) block;
added per-frame nearest-object scan cached for VM closures
(zero cost when devtools off); helper methods CycleTimeOfDay /
CycleWeather / ToggleCollisionWires / GetDebug* / GetActiveSensitivity.
F-key disposition:
- F1: repurposed - now toggles whole DebugPanel visibility.
- F2: kept - ToggleCollisionWires (also a Button in panel).
- F4 / F5 / F6: REMOVED - per-section toggles replaced by
CollapsingHeader inside one window.
- F7: kept - CycleTimeOfDay (also Button).
- F8 / F9: kept - mouse-sensitivity adjust; toasts route to
_debugVm.AddToast.
- F10: kept - CycleWeather (also Button).
DebugOverlay.cs DELETED (473 LOC). TextRenderer + BitmapFont kept
alive: UiHost references _debugFont and the future HUD-in-world
(D.6) will reuse both.
11 new DebugVM tests covering combat-event-ring subscription, toast
ring cap, diagnostic-flag toggles. UI.Abstractions.Tests: 96 -> 107.
Solution total: 989 green (243 Core.Net + 639 Core + 107 UI).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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2026-04-25 20:09:26 +02:00 |
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Erik
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3d26c8efde
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feat(chat): #20 CombatChatTranslator - retail-faithful combat -> ChatLog templates
Subscribes to CombatState's DamageDealtAccepted / DamageTaken /
MissedOutgoing / EvadedIncoming / AttackDone / KillLanded events
and emits chat-line text into ChatLog.OnCombatLine, mirroring
holtburger's templates verbatim from references/holtburger/apps/
holtburger-cli/src/pages/game/panels/chat.rs:221-308.
Pieces:
- ChatLog: new ChatKind.Combat value; new CombatLineKind enum
(Info / Warning / Error) on ChatEntry; OnCombatLine(text, kind)
adapter.
- CombatChatTranslator (Core, IDisposable). Static formatters:
FormatDamageType (slashing/piercing/bludgeoning/fire/cold/acid/
electric/nether), FormatDamageLocation (head/chest/abdomen/
upper arm/lower arm/hand/upper leg/lower leg/foot), FormatPercent,
FormatAttackConditionsSuffix.
- ChatVM.RecentLinesDetailed() returns FormattedLine records with
kind metadata so panels can render combat lines colored.
- ChatPanel switches on Kind/CombatKind: combat-Info -> yellow,
combat-Warning -> red incoming-damage, combat-Error -> deep red,
all others -> existing renderer.Text path.
- GameWindow constructs translator after GameEventWiring.WireAll;
disposes in OnClosing + live-session failure path.
Templates landed:
Attacker: "You hit {def} for {dmg} {dtype} damage ({hp%}). [Crit]{suffix}"
Defender: "{atk} hit you for {dmg} {dtype} damage to your {loc} ({hp%})..."
Evade-out: "{def} evaded your attack."
Evade-in: "You evaded {atk}'s attack."
AttackErr: "Attack sequence finished with {error}."
Kill: synthesized "You killed {name}." + server PlayerKilled
death-message arrives separately via ChatLog.OnPlayerKilled.
Deviations from holtburger templates (documented in source):
- DamageDealt omits Critical-hit suffix until CombatState.DamageDealt
carries the flag (defender-side has it; attacker-side doesn't yet).
- DamageTaken omits (health%) until CombatState.DamageIncoming
parses the wire health-percent field.
- AttackConditions suffix is implemented but always empty until the
bitflag is plumbed into CombatState records.
18 new tests (12 translator + 4 ChatVMCombat + 2 ChatLog).
Solution total: 978 green (243 Core.Net + 639 Core + 96 UI).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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2026-04-25 19:55:15 +02:00 |
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