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>
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>
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>