Add UiChatView, a transcript widget for the retail-look UI: renders the
ChatVM tail bottom-pinned (newest at the bottom, like retail) with
mouse-wheel scrollback and whole-line vertical clipping so text stays
inside the frame. Hosted in a draggable/resizable UiNineSlicePanel and
wired into the UiHost next to the vitals window, fed by a dedicated
ChatVM (200-line tail) over the same live ChatLog. Per-ChatKind colour
palette (speech white, tells magenta, channels blue, system yellow,
emotes grey, combat orange).
This is the read-only foundation. The next sub-step adds glScissor
clipping + word-wrap, drag-to-select, and Ctrl+C copy -- the last needs
a CapturesPointerDrag opt-out on UiElement so an interior drag selects
text instead of moving the window (today an interior drag still moves
the window, same as the vitals panel).
Tests: UiChatView.ClampScroll (pin-to-bottom, cap-at-overflow,
never-negative).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Render each vital bar as a horizontal 3-slice from the real retail
RenderSurface sprites (authoritative ids from the vitals LayoutDesc
0x21000014 via dump-vitals-bars): a fixed-width bevelled left-cap, a
stretched glassy-gradient middle, and a fixed-width right-cap. The
empty back track draws full width; the coloured front fill grows from
the left to the value (the track owns the right end, so the fill omits
its own right-cap). Replaces the flat single-sprite Alphablend overlay
that read as the old UI - this is the bordered gradient look from the
retail screenshot (red HP / gold stamina / blue mana).
UiMeter gains the six 9-slice ids (BackLeft/Tile/Right +
FrontLeft/Tile/Right) and a DrawHBar helper; MarkupDocument parses the
backleft/backtile/backright/frontleft/fronttile/frontright attrs;
vitals.xml carries the 18 per-vital ids. The temporary
ACDREAM_BAR_PROVEOUT component grid is removed.
Adds AcDream.Cli render-vitals-mockup: a headless ImageSharp composite
that assembles the bars with the SAME DrawHBar logic, so the sprite
assembly can be verified by eye (Read the PNG) without launching the
client + server - the fast UI-iteration loop the user asked for.
export-ui-sprite dumps a single RenderSurface to PNG for HTML mockups.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
UiMeter gains SpriteResolve/BackSpriteId/FrontSpriteId; when both are
set, OnDraw draws the empty-track sprite full-width then the colored-fill
sprite UV-cropped to the live fill fraction (left-to-right drain). Falls
back to solid rects when sprite ids are absent, keeping existing behavior
and tests intact.
MarkupDocument.Build() parses `back`/`front` hex attrs on <meter> and
passes `resolve` into every UiMeter. vitals.xml wires the authoritative
LayoutDesc 0x21000014 sprites (Health 0x06005F3C/3D, Stamina 3E/3F,
Mana 40/41). The bar prove-out block in GameWindow.cs was already gone.
If the sprites decode as 1x1 magenta at runtime they are paletted
(INDEX16/P8) — the solid-color fallback will display instead and can be
investigated separately.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The anchor pass added in f911b5f runs on every element's children — including
UiRoot's children, which are the top-level WINDOWS. With the default Left|Top
anchor, ApplyAnchor reset each window's Left/Top/Width/Height back to its
captured design rect EVERY frame, so user move/resize was undone instantly ("I
can't resize or move it"). A window is user-positioned, so it must not be
anchor-managed by its parent: set UiNineSlicePanel.Anchors = None. Children
INSIDE the window still anchor to it (the bars keep stretching with width).
Regression tests: UiNineSlicePanel.Anchors == None; ApplyAnchor(None) is a no-op.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add AnchorEdges [Flags] enum and Anchors property (default Left|Top, so
all existing elements are unchanged) to UiElement. ApplyAnchor() captures
the design-time margins on first call then recomputes Left/Top/Width/Height
each frame; DrawSelfAndChildren drives it for every child before painting.
ComputeAnchoredRect is public + static so it can be unit-tested without a
running frame loop.
MarkupDocument.Build gains a private Anchor() CSV parser and threads it
into the <meter> initializer via the anchor= attribute.
vitals.xml: remove title="Vitals" (retail vitals has no heading) and add
anchor="left,top,right" to all three meter bars so they stretch when the
panel is dragged wider.
Two new xUnit tests in UiRootInputTests: Left+Right stretches width;
Left+Top only keeps fixed size. All 19 App.Tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add ResizeX/ResizeY bool properties to UiElement (both true by default).
HitEdges() in UiRoot masks out locked axes after edge detection, so a
locked edge falls through to window-move behaviour — matching retail,
where the vitals bar height is fixed and only widens.
MarkupDocument.Build() parses an optional resize="x|y|both|none"
attribute on <panel>; vitals.xml gets resize="x" to enforce the
horizontal-only constraint in all instances of the panel.
Two new tests: HitEdges_RespectsResizeAxisLock (UiRootInputTests) and
Build_ResizeAttrX_SetsHorizontalOnly (MarkupDocumentTests). 11/11 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add parallel resize mode to the UiRoot retained-mode input state machine.
A left-drag starting within ResizeGrip=5px of a Resizable window's edge or
corner resizes it (min-size clamped); interior drags on a Draggable window
still reposition it.
Changes:
- UiElement: Resizable, MinWidth, MinHeight properties
- UiRoot: ResizeEdges flags enum; _resizeTarget state fields; FindWindow
(replaces FindDraggable, matches Draggable||Resizable); HitEdges (static,
internal, testable); ResizeRect (static, public, testable); OnMouseDown
checks edge-grip before move; OnMouseMove resize branch precedes move;
OnMouseUp clears _resizeTarget
- UiNineSlicePanel: Resizable = true (retail windows are resizable)
- UiRootInputTests: 4 new tests — ResizeRect_RightBottom, ResizeRect_LeftTop
(min-clamp + origin shift), HitEdges_DetectsCornerAndInteriorNone,
EdgeDrag_ResizesPanel_InteriorDragMoves (full integration path)
Note on test coordinate: right-edge grab uses x=298 (2px inside the panel's
hit-test boundary) rather than x=300 (exactly at edge, misses OnHitTest's
strict `<` check). This is intentional — the grip zone extends inward from
the edge boundary, so a click 2px inside correctly lands in both the
hit-test rect AND the resize-grip zone.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- UiElement: add Draggable flag; left-drag on a draggable element repositions
it as a floating window instead of starting a drag-drop sequence.
- UiRoot: add WantsMouse/WantsKeyboard properties (mirrors ImGui's WantCaptureMouse
pattern); add FindDraggable helper; inject _windowDragTarget state machine into
OnMouseDown/OnMouseMove/OnMouseUp so draggable windows track the pointer offset.
- UiNineSlicePanel: set Draggable=true so retail window frames are movable by default.
- GameWindow: OR _uiHost?.Root.WantsMouse|WantsKeyboard into the SilkMouseSource
wantCaptureMouse/wantCaptureKeyboard delegates and the direct MouseMove gate so
game actions (movement, world-pick) are suppressed while the pointer is over a
retail window — no double-handling with the InputDispatcher.
- GameWindow: wire all Silk Mice/Keyboards to UiHost after construction so the
UiRoot tree receives live input.
- Tests: 3 new UiRootInputTests covering WantsMouse hit-test, window-drag
reposition, and non-draggable panel immobility.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Implements Task 8 of the D.2b retail-UI plan. MarkupDocument.Build() parses
KSML-style panel markup into a live UiNineSlicePanel subtree, resolving
{Binding} attribute expressions against a supplied object via reflection.
Color format is #AARRGGBB (alpha-first, matching controls.ini). Handles
<panel> root (geometry + optional title label) and <meter> children (fill,
label, bar color). Future element kinds (label, button, image) extend the
switch without touching existing code.
vitals.xml encodes the just-approved vitals panel layout (health red #FFC70D0D,
stamina gold #FFD49E1F, mana blue #FF1F33D9); ships next to the binary via
PreserveNewest csproj rule. GameWindow.cs drops the 35-line hand-built panel
block in favour of a 4-line File.ReadAllText + MarkupDocument.Build call —
identical tree, identical render, now data-driven.
2 new tests (Build_CreatesPanelWithMeterFillLabelAndGeometry,
Build_NullBindingValuesYieldNullFillAndLabel) + 11 total targeted green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds ControlsIni — a minimal flat-INI reader for retail's controls.ini
(#AARRGGBB alpha-first color tokens; case-insensitive section/key lookup;
missing file returns an empty sheet with no throw). Wires the [title]
color token into the vitals panel's UiLabel in GameWindow.OnLoad, with
hardcoded white as the fallback. Visually a no-op (retail's [title] color
is white), but proves the stylesheet plumbing end-to-end (D.2b §7).
Three unit tests cover section parsing, #AARRGGBB decode, and graceful
missing-file handling.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wires the dormant AcDream.App/UI retained-mode tree into GameWindow under
ACDREAM_RETAIL_UI=1: an 8-piece dat-sprite UiNineSlicePanel framing three
UiMeter vital bars bound to the existing VitalsVM. Render-only (UiHost input not
yet bridged to the InputDispatcher — next sub-phase). Coexists with the ImGui
devtools path; no regression there.
Visually verified against a live retail client: the bars match retail's vitals
structure (three stacked horizontal bars, current/max numbers centered) — so the
earlier "orbs" assumption was wrong (retail vitals ARE bars), and stamina is GOLD
not cyan (the #10F0F0 research note was wrong). UiMeter gains a centered numeric
Label (stub debug font for now). Spec §8 + the markup example corrected to match.
Bookkeeping: retired divergence row TS-30 (flat-rect panels -> real dat chrome)
and added IA-15 (our UiHost/markup engine vs keystone.dll's LayoutDesc tree).
Remaining polish (filed, §15): glassy gradient bar fill sprite + the retail dat
font for the numbers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds UiMeter, the horizontal vital-bar widget for the D.2b retail-look
UI toolkit. Solid-color fill for Spec 1; the retail orb sprite + scissor
crop path is reserved for a later sub-phase. Five unit tests (1 Fact +
4 Theory) cover half-fill geometry and clamping at -1/0/1/2 fractions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Implements the retail floating-window bevel as a UiPanel subclass using
RetailChromeSprites: 4 tiled edges + 4 stretched corners + tiled center fill,
matching the 8-piece border layout confirmed by the D.2b Step-0 prove-out.
Resolver delegate keeps GL out of unit tests. Geometry verified by
ComputeFrameRects_PlacesCornersEdgesAndCenter (1/1 pass).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Step-0 prove-out result: retail UI chrome sprites are RenderSurface objects
(0x06xxxxxx) that must be decoded DIRECTLY, not via the Surface->SurfaceTexture
chain GetOrUpload uses for world materials (which produced 1x1 magenta/garbage).
Added TextureCache.GetOrUploadRenderSurface(id, out w, out h) — Portal/HighRes
TryGet<RenderSurface> -> DecodeRenderSurface(palette:null) -> upload, separately
cached. This is the path UI chrome + (later) dat fonts use.
Confirmed the universal floating-window bevel is an 8-piece border + center fill:
center 0x06004CC2 (48x48)
edges 0x060074BF/C1 (10x5 horiz) 0x060074C0/C2 (5x10 vert)
corners 0x060074C3..C6 (5x5)
Recorded in RetailChromeSprites.cs (edge/corner->position mapping is a best
guess pending the LayoutDesc 0x21000040 parse; visually confirmed at panel
render). The memory-note ids were right; only the decode path was wrong.
Temporary prove-out harness (added to GameWindow.OnRender) removed. proveout*.log
gitignored.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add uUseTexture==2 (RGBA modulate) branch to ui_text.frag so dat sprites
can be drawn through the existing 2D batcher without touching the font path.
TextRenderer gains _spriteBufs (per-GL-handle List<float>), DrawSprite(), and
a Flush block that issues one draw call per distinct texture with uUseTexture=2.
Also adds DepthMask(false) in the state-save block (restored to true after) to
prevent the transparent-quad pass from writing depth and corrupting the 3D scene
if the UI is flushed mid-frame.
TextureCache gains GetOrUpload(surfaceId, out width, out height) — caches pixel
dimensions alongside the GL handle so UI 9-slice geometry can compute slice UVs
from the source image size without a second decode.
UiRenderContext gains a DrawSprite forwarder that applies the current 2D
translate stack, matching the DrawRect / DrawRectOutline pattern.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retires divergences flagged in the 2026-05-16 faithfulness audit:
1. AP cadence. Replaces the 1 Hz idle / 10 Hz active flat heartbeat
with a diff-driven model gated on `Contact && OnWalkable`
(acclient_2013_pseudo_c.txt:700327 SendPositionEvent). Sends on
position or cell change while grounded on walkable, plus a 1 sec
heartbeat; suppressed entirely airborne. PlayerMovementController
exposes `NotePositionSent(pos, cellId, now)` which GameWindow stamps
after each AutonomousPosition / MoveToState send — mirrors retail's
shared `last_sent_position_time` between SendPositionEvent
(0x006b4770) and SendMovementEvent (0x006b4680). Known divergence
from retail: ours is per-frame-while-moving, retail's effective rate
is ~1 Hz during smooth motion (cell/plane checks). Filed as #74,
blocked by #63 — when #63 lands we revert to retail's narrower gate.
2. Workaround retirement. Removes TinyMargin (0.05 m inside arrival)
and the AP-flush before re-send (`SendAutonomousPositionNow`). The
diff-driven cadence makes both obsolete. Close-range turn-first
deferred Use is kept (it IS retail — ACE Player_Move.cs:66-87
mirrors retail's CreateMoveToChain pre-callback rotation), renamed
`OnAutoWalkArrivedSendDeferredAction` to clarify it's a FIRST send.
`isRetryAfterArrival` parameter dropped.
3. Far-range Use/PickUp retry. Restored — was load-bearing, not the
"redundant cleanup" the Group 2 audit thought. Issue #63 means ACE
drops the first Use as too-far without re-polling on subsequent APs;
the arrival re-send is what makes far-range Use complete. Logs
include `(queued for arrival re-send pending #63)` to make this
explicit. Removes when #63 closes.
4. Screen-rect picker. New `AcDream.Core.Selection.ScreenProjection`
helper shared by `WorldPicker` and `TargetIndicatorPanel`. The
`Setup.SelectionSphere` projects to a screen-space square (retail
anchor `SmartBox::GetObjectBoundingBox` 0x00452e20); picker
hit-tests the mouse pixel against the same rect the indicator draws,
inflated by 8 px (`TriangleSize`). Guarantees what-you-see is
what-you-click — including rect corners that were dead zones under
the old ray-sphere picker. Per-type radius (1.0/1.6/2.0 m) and
vertical-offset (0.2/0.9/1.0/1.5 m) heuristic lambdas retired;
`IsTallSceneryGuid` deleted; `EntityHeightFor` trimmed to 1.5 m × scale
defensive default. No defensive sphere synth — entities without a
baked `SelectionSphere` are skipped, matching retail's
`GfxObjUnderSelectionRay` (0x0054c740).
5. Rotation rate run multiplier (Commit A precursor). `TurnRateFor(running)`
helper applies retail's `run_turn_factor = 1.5f` (PDB-named
0x007c8914) under HoldKey.Run, matching `apply_run_to_command` at
0x00527be0 (line 305098). Effective: walking ≈ 90°/s, running ≈ 135°/s.
Keyboard A/D + ApplyAutoWalkOverlay both use it.
6. Useability gate (Commit A precursor). `IsUseableTarget` corrected to
`useability != 0` per `ItemUses::IsUseable` at 256455 — ANY non-zero
passes (USEABLE_NO=1, USEABLE_CONTAINED=8, etc.), not just the
USEABLE_REMOTE bit. Cross-checked against 4 call sites in retail
(ItemHolder::UseObject 0x00588a80, DetermineUseResult 0x402697,
UsingItem 0x367638, disable-button-state 0x198826). Added
`ProbeUseabilityFallbackEnabled` diagnostic
(`ACDREAM_PROBE_USEABILITY_FALLBACK=1`) to measure how often the
creature/BF_DOOR fallback fires for ACE-seed-DB entities with
null useability.
CLAUDE.md updated with the graceful-shutdown rule for relaunch:
Stop-Process bypasses the logout packet, leaving ACE's session marked
logged-in for ~3+ min. CloseMainWindow() sends WM_CLOSE so the
shutdown hook runs and the logout packet reaches ACE.
Tests: +3 ScreenProjectionTests + 6 WorldPickerRectOverloadTests = +9.
Core.Net 294/294 pass; Core 1073/1081 (8 pre-existing Physics failures
unchanged). Visual-verified 2026-05-16: rotation rate, useability,
screen-rect click area, double-click + R-key + F-key Use/PickUp at
short and long range — dialogue/door/pickup fire on arrival.
Filed follow-ups #70 (triangle apex/size DAT sprite), #71 (picker
Stage B polygon refine), #72 (cdb omega.z probe), #73 (retail-message
sweep pattern), #74 (per-frame AP chattier than retail — blocked by
#63). Old ray-sphere `WorldPicker.Pick(origin, direction, ...)`
overload kept for back-compat; no callers in acdream proper.
Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
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.