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12 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
8f627cce0e fix(D.5.3a): selected-object meter visual-gate fixes (name, gate, flash, magenta)
Visual gate against retail surfaced several fidelity gaps in the selected-object
strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged
(acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213).

- UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0)
  returns the 1x1 magenta placeholder with a non-zero GL handle, so the single-
  image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The
  3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug)
- SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when
  health is known for the selected guid — HasHealth at select or HealthChanged),
  not shown-on-select; brief green selection flash via Tick revert; overlay floated
  above the meter so the flash isn't hidden by the bar; name top-aligned into the
  bar sprite's black band (NameBandHeight) with the bar below.
- GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits
  BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable
  Doors (Misc type) are name-only; players/monsters get the bar. Replaces the
  too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate.
- CombatState.HasHealth(guid): distinguishes a known health value from the 1.0
  default, so a re-selected already-assessed target shows its bar immediately.
- TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId
  so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta.
- ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail
  hides it in HandleSelectionChanged; it was rendering as a stray black box.

Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46
rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green
(2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster
bar on assess, green flash, no magenta.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:37:15 +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
29afc94b94 fix(net): Phase L.1c conform combat wire events 2026-04-28 10:54:50 +02:00
Erik
3d26c8efde 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>
2026-04-25 19:55:15 +02:00
Erik
567078803f docs(issues): #8/#9/#11 filed; #10 wired (KillerNotification)
Files four new issues created by the 2026-04-25 PDB-discovery sprint:
  #8  (DONE 2026-04-25) — pdb-extract tool, shipped 69d884a
  #9  (OPEN)            — function-map address-correction sweep
                          (Phase E will close)
  #10 (DONE 2026-04-25) — wire KillerNotification (0x01AD); orphan
                          parser at GameEvents.ParseKillerNotification
                          existed but was never registered. This commit
                          adds CombatState.OnKillerNotification +
                          KillLanded event, registers the dispatcher
                          handler, and adds a regression test.
  #11 (OPEN)            — spell metadata loader (spells.csv → SpellTable)
                          (Phase F will close)

Code change is minimal — three lines of dispatch + a 12-line
CombatState method with a typed event for future killfeed UI.

818 tests passing (+1 KillerNotification).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 17:39:47 +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
Erik
3f913f1999 docs+feat: 13 retail-AC deep-dives (R1-R13) + C# port scaffolds + roadmap E-H
78,000 words of grounded, citation-backed research across 13 major AC
subsystems, produced by 13 parallel Opus-4.7 high-effort agents. Plus
compact C# port scaffolds for the top-5 systems and a phase-E-through-H
roadmap update sequencing the work.

Research (docs/research/deepdives/):
- 00-master-synthesis.md          (navigation hub + dependency graph)
- r01-spell-system.md        5.4K words (fizzle sigmoid, 8 tabs, 0x004A wire)
- r02-combat-system.md       5.9K words (damage formula, crit, body table)
- r03-motion-animation.md    8.2K words (450+ commands, 27 hook types)
- r04-vfx-particles.md       5.8K words (13 ParticleType, PhysicsScript)
- r05-audio-sound.md         5.6K words (DirectSound 8, CPU falloff)
- r06-items-inventory.md     7.4K words (ItemType flags, EquipMask 31 slots)
- r07-character-creation.md  6.3K words (CharGen dat, 13 heritages)
- r08-network-protocol-atlas 9.7K words (63+149+94 opcodes mapped)
- r09-dungeon-portal-space.md 6.3K words (EnvCell, PlayerTeleport flow)
- r10-quest-dialogs.md       7.1K words (emote-script VM, 122 actions)
- r11-allegiance.md          5.4K words (tree + XP passup + 5 channels)
- r12-weather-daynight.md    4.5K words (deterministic client-side)
- r13-dynamic-lighting.md    4.9K words (8-light cap, hard Range cutoff)

Every claim cites a FUN_ address, ACE file path, DatReaderWriter type,
or holtburger/ACViewer reference. The master synthesis ties them into a
dependency graph and phase sequence.

Key architectural finding: of 94 GameEvents in the 0xF7B0 envelope,
ZERO are handled today — that's the largest network-protocol gap and
blocks F.2 (items) + F.5 (panels) + H.1 (chat).

C# scaffolds (src/AcDream.Core/):
- Items/ItemInstance.cs    — ItemType/EquipMask enums, ItemInstance,
                             Container, PropertyBundle, BurdenMath
- Spells/SpellModel.cs      — SpellDatEntry, SpellComponentEntry,
                             SpellCastStateMachine, ActiveBuff,
                             SpellMath (fizzle sigmoid + mana cost)
- Combat/CombatModel.cs     — CombatMode/AttackType/DamageType/BodyPart,
                             DamageEvent record, CombatMath (hit-chance
                             sigmoids, power/accuracy mods, damage formula),
                             ArmorBuild
- Audio/AudioModel.cs       — SoundId enum, SoundEntry, WaveData,
                             IAudioEngine / ISoundCache contracts,
                             AudioFalloff (inverse-square)
- Vfx/VfxModel.cs           — 13 ParticleType integrators, EmitterDesc,
                             PhysicsScript + hooks, Particle struct,
                             ParticleEmitter, IParticleSystem contract

All Core-layer data models; platform-backed engines live in AcDream.App.
Compiles clean; 470 tests still pass.

Roadmap (docs/plans/2026-04-11-roadmap.md):
- Phase E — "Feel alive": motion-hooks + audio + VFX
- Phase F — Fight + cast + gear: GameEvent dispatch, inventory,
            combat, spell, core panels
- Phase G — World systems: sky/weather, dynamic lighting, dungeons
- Phase H — Social + progression: chat, allegiance, quests, char creation
- Phase J — Long-tail (renumbered from old Phase E)

Quick-lookup table updated with 10+ new rows mapping observations to
new phase letters.
2026-04-18 10:32:44 +02:00