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>
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).
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.
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.
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.
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.