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Both chains pinned by the live [vendor-diag] run (vendor-diag.log) after three code-reading rounds each failed: The split bar: ACE serializes descStackSize=1 for EVERY browse row (live wire, log 343-348) — the R1-era "ACE never populates desc" claim is retracted with the line quoted. Retail's vendor sites read pwd._maxStackSize directly (four sites, incl. UpdateItemsList @0x004c1ea0 stamping min(remaining, _maxStackSize)); ResolveAuthoredStackSize flips to max-first for its vendor-only consumers. Taper ceiling 1000, scarab 100, seed 1 for exempt. Pricing still reads the desc (per-1 values on ACE). Walk-to-use: the local player's getObjectA seam was bound to TryGetPhysicsHost, which resolves only INSTALLED physics hosts — a never-animated vendor has none, so TargetManager.SetTarget got null, the MoveToObject armed with zero nodes, and UseTime never dispatched. The log's natural=False completions were the user's own movement keys (retail-correct input-edge cancels); attempt 4 worked because the greeting animation had installed a host. RuntimePhysicsState gains the retail CObjectMaint::GetObjectA seam (bound canonical resolver with installed-host fallback); the graphical host binds the SAME lazy-minimal-host resolver every remote already uses — whose own doc comment names this exact never-animated hazard. The reservation release was already correct (2b premise refuted with evidence); the production-wiring invariants are now pinned by four new tests including the pre-fix pathology as a permanent sabotage control. AP-169 rewritten a second time, honestly. The [vendor-diag] probe family (ACDREAM_DUMP_VENDOR) lands env-gated for future live triage. Clean-room complete solution: 11,536 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
582 lines
25 KiB
C#
582 lines
25 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Selection;
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using AcDream.App.UI.Layout;
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using AcDream.App.World;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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using AcDream.Core.Physics;
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using AcDream.Core.Selection;
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using AcDream.Core.World;
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namespace AcDream.App.Interaction;
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internal readonly record struct SelectionCameraSnapshot(
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Matrix4x4 View,
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Matrix4x4 Projection,
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Vector2 Viewport);
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internal readonly record struct PlayerInteractionPose(uint CellId, Vector3 Position);
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internal readonly record struct WorldInteractionTarget(
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uint ServerGuid,
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uint LocalEntityId,
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WorldEntity Entity);
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internal readonly record struct ClosestCombatTarget(uint ServerGuid, float DistanceSquared);
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internal readonly record struct InteractionApproach(
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WorldInteractionTarget Target,
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PlayerInteractionPose Player,
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float UseRadius,
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bool IsCloseRange,
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bool CanCharge,
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float TargetRadius,
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float TargetHeight);
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internal interface IWorldSelectionQuery
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{
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uint? PickAtCursor(bool includeSelf);
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uint? PickAt(float mouseX, float mouseY, bool includeSelf);
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void BeginLightingPulse(uint serverGuid);
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bool TryCaptureIdentity(uint serverGuid, out uint localEntityId);
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bool IsCurrent(uint serverGuid, uint localEntityId);
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string Describe(uint serverGuid);
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bool IsCreature(uint serverGuid);
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bool IsHostileMonster(uint serverGuid);
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bool IsAttackableTarget(uint serverGuid);
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ClosestCombatTarget? FindClosestHostileMonster();
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bool IsUseable(uint serverGuid);
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bool IsPickupable(uint serverGuid);
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bool IsWieldedByPlayer(uint serverGuid);
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bool IsWieldedPositionState(uint serverGuid);
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bool TryGetApproach(uint serverGuid, out InteractionApproach approach);
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Vector3? GetCombatCameraTargetPoint(uint serverGuid);
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}
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internal interface IRetainedUiSelectionQuery
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{
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bool ShouldShowHealth(uint serverGuid);
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VividTargetInfo? ResolveVividTargetInfo(uint serverGuid);
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bool IsWithinExternalContainerUseRange(uint serverGuid);
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}
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internal interface ISelectionViewPlaneSource
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{
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AcDream.App.Rendering.ICamera ApplyViewPlane(
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AcDream.App.Rendering.ICamera camera);
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}
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/// <summary>
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/// Read-only owner for retail world selection and interaction classification.
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/// It consumes the canonical live-entity runtime but never mutates selection,
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/// movement, inventory, or network state.
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/// </summary>
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internal sealed class WorldSelectionQuery
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: IWorldSelectionQuery,
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IRetainedUiSelectionQuery
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{
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private const uint StuckObjectFlag = 0x0004u;
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/// <summary>
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/// ACE's own fallback when a target authors no wire <c>UseRadius</c> at
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/// all (<c>WorldObject_Use.cs:50</c>, <c>useRadius ?? 0.6f</c>) — see
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/// <see cref="GetUseRadius"/>.
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/// </summary>
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private const float DefaultUseRadius = 0.6f;
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private const float AceCanChargeDistance = 7.5f;
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private const uint SmallItemMask =
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(uint)(ItemType.MeleeWeapon
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| ItemType.Armor
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| ItemType.Clothing
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| ItemType.Jewelry
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| ItemType.Food
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| ItemType.Money
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| ItemType.Misc
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| ItemType.MissileWeapon
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| ItemType.Container
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| ItemType.Gem
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| ItemType.SpellComponents
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| ItemType.Writable
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| ItemType.Key
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| ItemType.Caster);
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private readonly LiveEntityRuntime _liveEntities;
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private readonly ClientObjectTable _objects;
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private readonly RetailSelectionScene _selectionScene;
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private readonly Func<uint> _playerGuid;
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private readonly Func<SelectionCameraSnapshot> _camera;
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private readonly Func<Vector2> _cursor;
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private readonly Func<PlayerInteractionPose?> _playerPose;
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private readonly Func<uint, WorldEntity, (float Radius, float Height)> _setupCylinder;
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private readonly Func<uint, (Vector3 Origin, float Radius)?> _selectionSphere;
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private readonly Func<uint, Matrix4x4?> _childRootPose;
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public WorldSelectionQuery(
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LiveEntityRuntime liveEntities,
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ClientObjectTable objects,
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RetailSelectionScene selectionScene,
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Func<uint> playerGuid,
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Func<SelectionCameraSnapshot> camera,
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Func<Vector2> cursor,
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Func<PlayerInteractionPose?> playerPose,
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Func<uint, WorldEntity, (float Radius, float Height)> setupCylinder,
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Func<uint, (Vector3 Origin, float Radius)?> selectionSphere,
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Func<uint, Matrix4x4?> childRootPose)
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{
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_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
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_objects = objects ?? throw new ArgumentNullException(nameof(objects));
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_selectionScene = selectionScene ?? throw new ArgumentNullException(nameof(selectionScene));
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_playerGuid = playerGuid ?? throw new ArgumentNullException(nameof(playerGuid));
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_camera = camera ?? throw new ArgumentNullException(nameof(camera));
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_cursor = cursor ?? throw new ArgumentNullException(nameof(cursor));
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_playerPose = playerPose ?? throw new ArgumentNullException(nameof(playerPose));
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_setupCylinder = setupCylinder ?? throw new ArgumentNullException(nameof(setupCylinder));
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_selectionSphere = selectionSphere ?? throw new ArgumentNullException(nameof(selectionSphere));
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_childRootPose = childRootPose ?? throw new ArgumentNullException(nameof(childRootPose));
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}
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public uint? PickAtCursor(bool includeSelf)
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{
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Vector2 cursor = _cursor();
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return PickAt(cursor.X, cursor.Y, includeSelf);
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}
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public uint? PickAt(float mouseX, float mouseY, bool includeSelf)
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{
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SelectionCameraSnapshot camera = _camera();
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RetailSelectionHit? hit = _selectionScene.Pick(
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mouseX,
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mouseY,
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camera.Viewport,
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camera.View,
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camera.Projection,
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includeSelf ? 0u : _playerGuid());
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// Render::GfxObjUnderSelectionRay @ 0x0054C740 records the winning
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// part's own physobj id, so an equipped child resolves to the CHILD's
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// GUID. There is no parent fallback in the retail path: a hit whose
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// identity is no longer current is simply discarded.
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return hit is { } found
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&& _liveEntities.TryGetPickEligibleRecord(
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found.ServerGuid,
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found.LocalEntityId,
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out _)
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? found.ServerGuid
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: null;
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}
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public void BeginLightingPulse(uint serverGuid)
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{
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if (TryGetInteractionTarget(serverGuid, out WorldInteractionTarget target))
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_selectionScene.BeginLightingPulse(target.ServerGuid, target.LocalEntityId);
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}
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public bool TryCaptureIdentity(uint serverGuid, out uint localEntityId)
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{
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if (TryGetInteractionTarget(serverGuid, out WorldInteractionTarget target))
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{
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localEntityId = target.LocalEntityId;
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return true;
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}
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localEntityId = 0u;
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return false;
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}
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public bool TryGetInteractionTarget(
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uint serverGuid,
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out WorldInteractionTarget target)
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{
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if (_liveEntities.TryGetPickEligibleRecord(
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serverGuid,
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out LiveEntityRecord record)
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&& record.WorldEntity is { } entity)
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{
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target = new WorldInteractionTarget(serverGuid, entity.Id, entity);
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return true;
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}
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target = default;
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return false;
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}
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public bool IsCurrent(WorldInteractionTarget target)
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=> IsCurrent(target.ServerGuid, target.LocalEntityId);
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public bool IsCurrent(uint serverGuid, uint localEntityId)
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=> _liveEntities.TryGetPickEligibleRecord(serverGuid, localEntityId, out _);
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public ItemType GetItemType(uint serverGuid)
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=> _objects.Get(serverGuid)?.Type ?? ItemType.None;
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public string Describe(uint serverGuid)
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{
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string? name = _objects.Get(serverGuid)?.Name;
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return string.IsNullOrWhiteSpace(name) ? $"0x{serverGuid:X8}" : name;
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}
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public bool IsCreature(uint serverGuid)
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{
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if (serverGuid == _playerGuid()
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|| !TryGetInteractionTarget(serverGuid, out WorldInteractionTarget target))
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{
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return false;
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}
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if (_liveEntities.TryGetAnimationRuntime(target.LocalEntityId, out var animation)
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&& animation.CurrentMotion == MotionCommand.Dead)
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{
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return false;
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}
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return (GetItemType(serverGuid) & ItemType.Creature) != 0;
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}
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/// <summary>
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/// Automatic-acquisition eligibility (register row IA-19): narrowed to
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/// non-player, non-pet, attackable monsters. Backs
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/// <see cref="FindClosestHostileMonster"/> only — never explicit
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/// selection, and never the combat camera (retail gates camera tracking
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/// on <c>ObjectIsAttackable</c>, not this narrower policy — see
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/// <see cref="GetCombatCameraTargetPoint"/>).
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/// </summary>
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public bool IsHostileMonster(uint serverGuid)
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=> IsCreature(serverGuid)
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&& CombatTargetPolicy.IsHostileMonster(
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_playerGuid(),
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_objects.Get(_playerGuid()),
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_objects.Get(serverGuid));
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/// <summary>
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/// Explicit-target admission for a user-issued attack (#298), and the
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/// combat camera's tracking gate. Retail
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/// <c>ClientCombatSystem::ExecuteAttack @ 0x0056BB70</c> and
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/// <c>UpdateTargetTracking @ 0x0056A950</c> both gate unconditionally on
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/// <c>ObjectIsAttackable @ 0x0056A600</c>, with no player exclusion — a
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/// compatible-PK player is a valid attack target and a valid camera
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/// target. This is deliberately a different, wider predicate than
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/// <see cref="IsHostileMonster"/>, which stays narrowed to monsters for
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/// AUTOMATIC ACQUISITION ONLY per register row IA-19 — IA-19 does not
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/// reach explicit selection or the camera (a presentation gate on an
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/// already-chosen target, not an acquisition path).
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/// </summary>
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public bool IsAttackableTarget(uint serverGuid)
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=> IsCreature(serverGuid)
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&& SelectedObjectHealthPolicy.ObjectIsAttackable(
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_playerGuid(),
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_objects.Get(_playerGuid()),
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serverGuid,
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_objects.Get(serverGuid));
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public bool ShouldShowHealth(uint serverGuid)
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=> SelectedObjectHealthPolicy.ShouldQueryHealth(
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_playerGuid(),
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_objects.Get(_playerGuid()),
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_objects.Get(serverGuid));
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public ClosestCombatTarget? FindClosestHostileMonster()
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{
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if (!_liveEntities.TryGetWorldEntity(_playerGuid(), out WorldEntity player))
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return null;
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ClosestCombatTarget? best = null;
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foreach (LiveEntityRecord record in _liveEntities.VisibleRecords)
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{
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uint guid = record.ServerGuid;
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WorldEntity entity = record.WorldEntity!;
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if (!IsHostileMonster(guid))
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continue;
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float distanceSquared = Vector3.DistanceSquared(entity.Position, player.Position);
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if (best is null || distanceSquared < best.Value.DistanceSquared)
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best = new ClosestCombatTarget(guid, distanceSquared);
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}
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return best;
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}
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/// <summary>
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/// #298 follow-up: retail <c>ClientCombatSystem::UpdateTargetTracking
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/// @ 0x0056A950</c> (pc:375691-375696) gates <c>CameraSet::TrackTarget</c>
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/// on <c>ObjectIsAttackable @ 0x0056A600</c> — the SAME wide predicate as
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/// <c>ExecuteAttack</c>, not the narrower automatic-acquisition policy.
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/// The camera performs no acquisition of its own; it only tracks a
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/// target the player already selected, so routing it through
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/// <see cref="IsAttackableTarget"/> does not touch register row IA-19
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/// (which scopes itself to automatic acquisition).
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/// </summary>
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public Vector3? GetCombatCameraTargetPoint(uint serverGuid)
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=> IsAttackableTarget(serverGuid)
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&& TryGetInteractionTarget(serverGuid, out WorldInteractionTarget target)
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? target.Entity.Position
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+ Vector3.Transform(new Vector3(0f, 0f, 0.5f), target.Entity.Rotation)
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: null;
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public VividTargetInfo? ResolveVividTargetInfo(uint serverGuid)
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{
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uint playerGuid = _playerGuid();
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ClientObject? target = _objects.Get(serverGuid);
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// VividTargetIndicator::SetSelected @ 0x004F5CE0 deliberately keeps
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// ACCWeenieObject::selectedID intact while suppressing its own marker
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// for self, player-owned objects, and objects whose current state is
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// IN_CONTAINER. ContainerId is our authoritative placement projection
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// for that retail state. PositionState.WIELDED is a distinct retail
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// state (acclient.h:6802), so a remote character's wielded item keeps
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// its marker while the local player's own wielded item is suppressed
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// by the shared IsOwnedByObject test.
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if (serverGuid == playerGuid
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|| target is null
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|| _objects.IsOwnedByObject(serverGuid, playerGuid)
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|| target.ContainerId != 0u
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|| !(_liveEntities.TryGetSpatiallyProjectedRecord(serverGuid, out _)
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|| _liveEntities.TryGetAttachedProjectedRecord(serverGuid, out _))
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|| !TryGetSelectionSphere(serverGuid, out Vector3 center, out float radius))
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{
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return null;
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}
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uint pwdBits = _liveEntities.TryGetSnapshot(serverGuid, out var spawn)
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? spawn.ObjectDescriptionFlags ?? 0u
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: 0u;
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return new VividTargetInfo(center, radius, (uint)GetItemType(serverGuid), pwdBits);
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}
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/// <summary>
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/// SmartBox::GetObjectBoundingBox @ 0x00452E20 pushes the object's OWN
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/// <c>m_position</c> (<c>Render::positionPush(3, &obj->m_position)</c>)
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/// and delegates to CPhysicsObj::GetSelectionSphere @ 0x0050EA40, which
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/// scales the Setup sphere by that object's own part-array scale
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/// (CPartArray::GetSelectionSphere @ 0x00518B80). A 0.1-unit fallback is
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/// used when Setup authored no sphere.
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/// </summary>
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/// <remarks>
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/// For an equipped child the object's own m_position is the frame
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/// CPhysicsObj::UpdateChild @ 0x00512D50 composes each tick as
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/// <c>Frame::combine(parent part frame, holding frame)</c>. acdream stores
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/// the PARENT's root in the child projection's Position/Rotation
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/// (EquippedChildRenderController.ApplyParentWorldPose) because the child's
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/// MeshRefs are parent-relative, so the exact equivalent anchor is the
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/// composed child root already published per frame to
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/// EntityEffectPoseRegistry (EquippedChildRenderController.PublishChildPose).
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/// There is no parent fallback: with no published child root the child has
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/// no live composed frame this tick and has no sphere.
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/// </remarks>
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public bool TryGetSelectionSphere(
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uint serverGuid,
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out Vector3 worldCenter,
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out float worldRadius)
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{
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worldCenter = default;
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worldRadius = 0f;
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if (!_liveEntities.TryGetWorldEntity(serverGuid, out WorldEntity entity))
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return false;
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bool attached =
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_liveEntities.TryGetAttachedProjectedRecord(serverGuid, out _);
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Matrix4x4 childRoot = Matrix4x4.Identity;
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if (attached)
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{
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if (_childRootPose(entity.Id) is not { } published)
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return false;
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childRoot = published;
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}
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worldCenter = attached ? childRoot.Translation : entity.Position;
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worldRadius = 0.1f;
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if (!_liveEntities.TryGetSnapshot(serverGuid, out var spawn)
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|| spawn.SetupTableId is not uint setupId
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|| _selectionSphere(setupId) is not { } sphere
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|| sphere.Radius <= 1e-4f)
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{
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return true;
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}
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// An attached projection never carries its wire ObjScale on the
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// WorldEntity — the child's scale is baked into its part transforms by
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// EquippedChildAttachment.TryComposePoseInto, leaving RootLocal rigid.
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// The spawn record is therefore the authoritative part-array scale,
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// exactly as EquippedChildRenderController.TryRealize reads it.
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float scale = attached
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? (spawn.ObjScale is { } childScale && childScale > 0f ? childScale : 1f)
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: (entity.Scale > 0f ? entity.Scale : 1f);
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Vector3 localCenter = sphere.Origin * scale;
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worldCenter = attached
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? Vector3.Transform(localCenter, childRoot)
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: entity.Position + Vector3.Transform(localCenter, entity.Rotation);
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worldRadius = sphere.Radius * scale;
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return true;
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}
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/// <summary>ItemUses::IsUseable @ retail 0x004FCCC0 call family.</summary>
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public bool IsUseable(uint serverGuid)
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{
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if (_liveEntities.TryGetSnapshot(serverGuid, out var spawn))
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return ItemUseability.IsUseable(
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spawn.Useability ?? ItemUseability.Undef);
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return false;
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}
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|
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/// <summary>
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/// Retail's sr_Use branch of
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/// <c>UIElement_SmartBoxWrapper::RecvNotice_SmartBoxObjectFound @
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/// 0x004E5AD0</c> compares the found object's <c>pwd._wielderID</c> against
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/// <c>SmartBox::player_id</c> at <c>0x004E5BE9</c> and calls
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/// <c>ItemHolder::UseObject</c> only when they differ. Selection and the
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/// click lighting pulse still happen for the player's own wielded item.
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/// </summary>
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public bool IsWieldedByPlayer(uint serverGuid)
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{
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uint playerGuid = _playerGuid();
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return playerGuid != 0u
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&& _objects.Get(serverGuid) is { } item
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&& item.WielderId == playerGuid;
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}
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/// <summary>
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/// <c>ACCWeenieObject::DeterminePositionState @ 0x0058BE70</c> resolves
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/// <c>PositionState.WIELDED</c> (acclient.h:6802) as a zero
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/// <c>pwd._containerID</c> with a nonzero <c>pwd._location</c>;
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/// <c>IN_CONTAINER</c> wins when both are set.
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/// <c>ClientObject.CurrentlyEquippedLocation</c> is acdream's projection of
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/// <c>pwd._location</c> (the <c>CurrentWieldedLocation</c> PublicWeenieDesc
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/// field, acclient.h:37175).
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/// </summary>
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/// <remarks>
|
|
/// Two retail gates read this state. The pickup legality arm at
|
|
/// <c>0x005872B7</c> pairs it with ownership, and
|
|
/// <c>ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680</c> records the
|
|
/// <c>IR_PICK_UP</c> world request only for <c>IN_3D_VIEW</c>, treating
|
|
/// <c>WIELDED</c> as a plain <c>IR_PUT_IN_CONTAINER</c> transfer.
|
|
/// </remarks>
|
|
public bool IsWieldedPositionState(uint serverGuid)
|
|
=> _objects.Get(serverGuid) is { } item
|
|
&& item.ContainerId == 0u
|
|
&& item.CurrentlyEquippedLocation != EquipMask.None;
|
|
|
|
/// <summary>ItemHolder::DetermineUseResult @ 0x00588460 pickup gate.</summary>
|
|
public bool IsPickupable(uint serverGuid)
|
|
{
|
|
if (!_liveEntities.TryGetSnapshot(serverGuid, out var spawn)
|
|
|| ((spawn.ObjectDescriptionFlags ?? 0u) & StuckObjectFlag) != 0u)
|
|
{
|
|
return false;
|
|
}
|
|
return ((spawn.ItemType ?? 0u) & SmallItemMask) != 0u;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds the world-pickup approach. Only retail's
|
|
/// <c>PositionState.IN_3D_VIEW</c> objects have one:
|
|
/// <c>ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680</c> records
|
|
/// <c>IR_PICK_UP</c> for that state alone, and an attached child is by
|
|
/// construction not an independent 3-D object — its bookkeeping
|
|
/// <c>WorldEntity.Position</c> carries the PARENT's composed root
|
|
/// (<c>EquippedChildRenderController.ApplyParentWorldPose</c>), not the
|
|
/// child frame <c>CPhysicsObj::UpdateChild @ 0x00512D50</c> composes.
|
|
/// Refusing the attached case keeps an approach from ever anchoring on a
|
|
/// wielder; wielded items reach their container transfer without one.
|
|
/// </summary>
|
|
public bool TryGetApproach(
|
|
uint serverGuid,
|
|
out InteractionApproach approach)
|
|
{
|
|
if (_playerPose() is not { } player
|
|
|| _liveEntities.TryGetAttachedProjectedRecord(serverGuid, out _)
|
|
|| !TryGetInteractionTarget(serverGuid, out WorldInteractionTarget target))
|
|
{
|
|
approach = default;
|
|
return false;
|
|
}
|
|
|
|
float useRadius = GetUseRadius(serverGuid);
|
|
float dx = target.Entity.Position.X - player.Position.X;
|
|
float dy = target.Entity.Position.Y - player.Position.Y;
|
|
float distanceSquared = dx * dx + dy * dy;
|
|
(float radius, float height) = _setupCylinder(serverGuid, target.Entity);
|
|
approach = new InteractionApproach(
|
|
target,
|
|
player,
|
|
useRadius,
|
|
distanceSquared <= useRadius * useRadius,
|
|
distanceSquared >= AceCanChargeDistance * AceCanChargeDistance,
|
|
radius,
|
|
height);
|
|
return true;
|
|
}
|
|
|
|
public bool IsWithinExternalContainerUseRange(uint serverGuid)
|
|
{
|
|
if (_playerPose() is not { } playerPose
|
|
|| !_liveEntities.TryGetWorldEntity(_playerGuid(), out WorldEntity player)
|
|
|| !TryGetInteractionTarget(serverGuid, out WorldInteractionTarget target)
|
|
|| !_liveEntities.TryGetSnapshot(serverGuid, out var spawn)
|
|
|| spawn.UseRadius is not > 0f)
|
|
{
|
|
// The server remains authoritative while render projection is absent.
|
|
return true;
|
|
}
|
|
|
|
var playerCylinder = _setupCylinder(_playerGuid(), player);
|
|
var targetCylinder = _setupCylinder(serverGuid, target.Entity);
|
|
return ObjectRangeMath.ObjectsInRange(
|
|
playerPose.Position,
|
|
playerCylinder.Radius,
|
|
playerCylinder.Height,
|
|
target.Entity.Position,
|
|
targetCylinder.Radius,
|
|
targetCylinder.Height,
|
|
spawn.UseRadius.Value,
|
|
useRadii: true,
|
|
ignoreZDelta: false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// R2 gate-finding fix (2026-08-08, grand-gate walk-to-vendor
|
|
/// regression): retail reads the TARGET's own wire-authored
|
|
/// <c>PublicWeenieDesc::_useRadius</c> directly for every
|
|
/// range/approach purpose — <c>CPlayerSystem::RegisterObjectRangeHandler</c>
|
|
/// (<c>pc:195159</c>/<c>203677</c>/<c>210429</c>; <c>203677</c> is
|
|
/// <c>gmVendorUI::OpenVendor</c>'s own range-handler registration,
|
|
/// reading <c>eax->pwd._useRadius</c> for the VENDOR target itself,
|
|
/// the exact NPC kind this bug was found on). ACE's server-side
|
|
/// acceptance test (<c>WorldObject_Use.cs:47-55</c>,
|
|
/// <c>IsWithinUseRadiusOf</c>) reads the SAME wire field:
|
|
/// <c>useRadius ?? 0.6f</c> — no item-type special-casing at all.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <b>What this replaces.</b> The prior implementation ignored the wire
|
|
/// field entirely and guessed a flat radius from the target's item
|
|
/// type/flags (3m for ANY <see cref="ItemType.Creature"/>, 2m for a
|
|
/// "large object" flag combination, 0.6m otherwise) — an uncited,
|
|
/// retail-incorrect heuristic. For a typical vendor NPC (Creature-typed,
|
|
/// authoring a much tighter UseRadius than 3m in practice) this made
|
|
/// the CLIENT's own local "arrived" test (<c>MoveToManager</c>'s
|
|
/// <see cref="AcDream.Core.Physics.Motion.MoveToManager.GetCurrentDistance"/>
|
|
/// cylinder-distance arrival check, gated on
|
|
/// <see cref="AcDream.Core.Physics.Motion.MovementParameters.DistanceToObject"/>
|
|
/// = this method's return value) satisfied well outside ACE's real
|
|
/// acceptance zone. The player's walk stopped — and the AP-170/G3
|
|
/// arrival-gated Use dispatched — several meters before the player was
|
|
/// ever within ACE's own poll-based <c>WithinUseRadius</c> check
|
|
/// (<c>Player_Move.cs</c>'s <c>CreateMoveToChain</c>), so
|
|
/// <c>ApproachVendor</c> never arrived: the exact "Use lost silently"
|
|
/// defect AP-170 closed, reproduced from a different angle (a too-loose
|
|
/// LOCAL arrival threshold racing ACE's tighter real one, not a missing
|
|
/// arrival gate). The vendor's cosmetic greeting the user observed on
|
|
/// approach is a SEPARATE, distance-only proximity emote independent of
|
|
/// this Use-radius gate — its firing does not imply the player was ever
|
|
/// within ACE's real UseRadius.
|
|
/// </remarks>
|
|
private float GetUseRadius(uint serverGuid)
|
|
{
|
|
bool haveSpawn = _liveEntities.TryGetSnapshot(serverGuid, out var spawn);
|
|
bool fromWire = haveSpawn && spawn.UseRadius is > 0f;
|
|
float radius = fromWire ? spawn.UseRadius!.Value : DefaultUseRadius;
|
|
if (VendorDiagnostics.DumpVendorEnabled)
|
|
{
|
|
Console.WriteLine(
|
|
$"[vendor-diag] GetUseRadius guid=0x{serverGuid:X8} radius={radius} "
|
|
+ $"source={(fromWire ? "wire" : "fallback-0.6")}");
|
|
}
|
|
return radius;
|
|
}
|
|
}
|