acdream/docs/research/2026-07-11-retail-combat-bar-pseudocode.md
Erik 256c1930bd fix(combat): restore retail power bar layers
Preserve the authored gray track, trained-Recklessness range, live bright charge meter, and independent desired-power thumb while keeping Speed and Power over gray side regions. Correct retail text justification value 2 to left alignment and retain direct RenderSurface decoding in the texture inspection tool used to verify the assets.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 21:14:14 +02:00

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# Retail basic combat bar — port pseudocode
## Sources
- Named retail decomp:
- `gmCombatUI::RecvNotice_AttackHeightChanged` `0x004CC080`
- `gmCombatUI::RecvNotice_SetPowerbarLevel` `0x004CC0E0`
- `gmCombatUI::RecvNotice_DesiredAttackPowerChanged` `0x004CC110`
- `gmCombatUI::PostInit` `0x004CC1A0`
- `gmCombatUI::ListenToElementMessage` `0x004CC430`
- `gmCombatUI::RecvNotice_SetCombatMode` `0x004CC620`
- `ClientCombatSystem::Begin` `0x0056A460`
- `ClientCombatSystem::StartPowerBarBuild` `0x0056ADB0`
- `ClientCombatSystem::GetPowerBarLevel` `0x0056ADE0`
- `ClientCombatSystem::StartAttackRequest` `0x0056C040`
- `ClientCombatSystem::EndAttackRequest` `0x0056C0E0`
- `ClientCombatSystem::UseTime` `0x0056C1F0`
- `ClientCombatSystem::HandleAttackDoneEvent` `0x0056C500`
- `ClientCombatSystem::SetRequestedAttackHeight` `0x0056C8F0`
- `UIOption_Checkbox::UIOption_Checkbox` `0x00486A50`
- `UIOption_Checkbox::ListenToElementMessage` `0x004869A0`
- `compute_str_hash` `0x00413110`
- Matching retail executable disassembly (`acclient.exe` v11.4186 + PDB):
`ATTACK_POWERUP_TIME = 1.0` seconds and
`DUAL_WIELD_POWERUP_TIME = 0.8` seconds. The named pseudo-C's x87
expression had incorrectly collapsed the division operands.
- LayoutDesc `0x21000073` (`gmCombatUI`), cross-checked against the retail UI
layout dump. Root is 610×90; basic page is `0x1000005C`, desired-power
scrollbar is `0x1000004F`, embedded meter is `0x10000050`, and the
high/medium/low buttons are `0x10000057/58/59`.
- Interpretation cross-checks: ACE combat request/power fields and the
holtburger `DesiredAttackProfile -> attack_request` wire path summarized in
`docs/research/deepdives/r02-combat-system.md`.
## Initial state
```text
combatMode = NonCombat
buildInProgress = false
attackRequestInProgress = false
attackServerResponsePending = false
requestedAttackPower = 0
requestedAttackHeight = Medium
desiredUiPower = 0.5
repeatAttacking = false
```
## Panel visibility
```text
when combat mode changes:
if AdvancedCombatUI:
hide gmCombatUI
else if mode == Melee:
set root state Melee (0x10000003)
show gmCombatUI
else if mode == Missile:
set root state Missile (0x10000004)
show gmCombatUI
else:
hide gmCombatUI
```
The current acdream port binds the basic page because the persisted gameplay
default has `AdvancedCombatUI = false`. The separate advanced-combat surface is
still tracked by divergence row AP-110.
## Press / charge / release
```text
SetRequestedAttackHeight(height):
changed = requestedAttackHeight != height
requestedAttackHeight = height
if changed OR no attack request is active:
StartAttackRequest()
StartAttackRequest():
target = current attack target
if target is not attackable: report no target and stop
attackRequestInProgress = true
requestedAttackPower = 1
stop jump and movement
currentBuildIsAutomatic = false
if player is ready and no build is active:
StartPowerBarBuild()
StartPowerBarBuild():
buildInProgress = true
buildStartTime = currentTime
displayedPower = 0
GetPowerBarLevel():
if no build: return 0
duration = current stance is DualWieldCombat ? 0.8 seconds : 1.0 second
return clamp((currentTime - buildStartTime) / duration, 0, 1)
EndAttackRequest(height, explicitPower = -1):
if no attack request: stop
attackRequestInProgress = false
current = GetPowerBarLevel()
requestedAttackPower = explicitPower >= 0
? explicitPower
: min(desiredUiPower, current)
if a prior attack is awaiting the server:
queue this power for AttackDone
else if desiredUiPower <= current OR repeat attack is active:
ExecuteAttack(height)
otherwise:
UseTime commits on its next eligible tick at requestedAttackPower
UseTime():
if a build is active:
current = GetPowerBarLevel()
publish current to meter
if request was released AND current >= requestedAttackPower:
publish min(requestedAttackPower, current)
if build is not automatic: ExecuteAttack(requestedHeight)
else stop automatic build
```
## UI messages
```text
mouse-down high/medium/low:
SetRequestedAttackHeight(High/Medium/Low)
mouse-up high/medium/low:
EndAttackRequest(the height, -1)
desired-power slider changed with integer position 0..1000:
desiredUiPower = clamp(position * 0.001, 0, 1)
attack power increase/decrease action:
move desiredUiPower by one sixth, clamped to 0..1
```
Both keyboard and retained buttons therefore use one transition-based attack
controller. A one-shot click/keypress is not sufficient: down begins charging,
up ends the request.
## Authored labels and option checkboxes
```text
PostInit():
repeat = child 0x10000053 as UIOption_Checkbox
repeat.playerOption = AutoRepeatAttack
repeat.label = StringInfo(hash("ID_CombatPanelOption_AutoRepeatAttack"))
autoTarget = child 0x10000054 as UIOption_Checkbox
autoTarget.playerOption = AutoTarget
autoTarget.label = StringInfo(hash("ID_CombatPanelOption_AutoTarget"))
keepInView = child 0x10000055 as UIOption_Checkbox
keepInView.playerOption = ViewCombatTarget
keepInView.label = StringInfo(hash("ID_CombatPanelOption_ViewCombatTarget"))
```
The first two labels are deliberately not authored in LayoutDesc. They are
assigned by `gmCombatUI::PostInit`, so a layout-only renderer must perform that
controller binding. Ordinary Type-12 captions and High/Medium/Low use StringInfo
property `0x17` and resolve through local.dat table `0x23000001`.
`UIOption_Checkbox` is a toggle `UIElement_Button`. Its visible 13x13 face is
the authored child `0x10000328`; the label is embedded in the option object and
starts after that face. Mouse release toggles attribute `0x0E` and immediately
applies the associated player option.
## Horizontal scrollbar media roles
```text
track = scrollbar DirectState image
thumb = structural child element 1
live power fill = nested meter child 0x10000050 / image child 2
trained Recklessness range = nested meter child 0x100005EF
```
These roles are identified by authored element ids, never by resolved width.
The combat thumb is a 12x14 green jewel; inheritance reflow can make its
effective child geometry wide enough that a width heuristic incorrectly tiles
the jewel as the background. The base track is `0x060074CA`, thumb
`0x06001923`, live bright-red fill `0x06001200`, and the trained-
Recklessness dark-red range `0x0600715E`.
The three visual layers remain separate. The gray scrollbar track spans the
whole authored control. The dark-red Recklessness range is visible only when
skill `0x32` has advancement class `Trained` or higher; retail re-evaluates it
when scalar message `0x0A` is received. The meter fill is driven independently
by `RecvNotice_SetPowerbarLevel`, while the green thumb is driven by
`RecvNotice_DesiredAttackPowerChanged`.
The Speed and Power text rectangles are later siblings of the scrollbar. Their
inner edges define the visible meter interval so the authored gray track stays
behind both captions. Speed's raw property `0x14` value is `2`, which is left
justification: `UIElement_Text::CalcJustification @ 0x00467260` centers only
value `1`, right-aligns values `3` and `5`, and treats every other value as left.
Power uses right justification.