Selecting a PKLite player and attacking did nothing: with auto-target on it retargeted to the nearest monster, with auto-target off it logged "combat: attack ignored; no creature target found". Spells on the same target worked, which was the clue. Root cause: CombatTargetPolicy.IsHostileMonster:31-33 rejects any candidate carrying BfPlayer BEFORE reaching ObjectIsAttackable, so the both-PKLite pool match at SelectedObjectHealthPolicy.cs:70-71 was unreachable for players. Melee and missile targeting never supported player targets at all — the gate is named IsHostileMonster and does exactly what it says. Nobody could hit it until69ba9486made PK Lite reachable. Retail uses ONE predicate for monsters and players, with no player exclusion: ClientCombatSystem::ExecuteAttack @0x0056BB70 gates unconditionally on ObjectIsAttackable @0x0056A600 (creature type, Free-PK short-circuit on either side, then IsPlayer -> bothPK || bothPKLite, else BF_ATTACKABLE with pets excluded). acdream already ported that predicate verbatim; it was simply unreachable. The fix SPLITS the two concerns rather than relaxing the shared predicate: explicit-target admission routes through ObjectIsAttackable, while auto-target ACQUISITION keeps the monster-only gate. That is required by register row IA-19 — explicit product direction that Auto Target must never select NPCs, players or pets. IA-19 is not overridden here; its own justification promises "manual player-selection commands remain available", and that promise was never implemented, so this makes the row true. Review confirmed no path lets auto-acquisition select a player: every automatic Select is fed by a FindClosest* filtered through IsHostileMonster. Review also found a second site with the same bug, which the first pass froze in place on my instruction: retail gates combat-camera tracking on the SAME predicate as the attack. ClientCombatSystem::UpdateTargetTracking @0x0056A950 reads GetAttackTarget() then gates CameraSet::TrackTarget on ObjectIsAttackable. Ours used the monster-only gate, so with ViewCombatTarget on by default the attack would land while the camera refused to track the opponent — user-visible in exactly the duel this fix enables. GetCombatCameraTargetPoint now uses the wide predicate. IA-19 does not reach the camera: it performs no acquisition, only presentation on an already-chosen target. The first pass had added a source comment asserting IA-19 covered it; that comment and the matching text in docs/ISSUES.md are corrected, since a wrong citation is how a real divergence becomes invisible. Depends on9b1e6fc6(#297): the both-PKLite arm needs the LOCAL player's own bit to be live. Review confirmed both admission sites read ClientObjectTable on every call, so this is not inert in production. Newly reachable and now pinned: ObjectIsAttackable's pet-exclusion arm, which CombatTargetPolicy rejected before it could ever run. Follow-ups filed: #304 (SelectionInteractionController.GetSelectedOrClosestCombatTarget has no production caller — one of the two widened call sites is dead code), #305 (HeadlessGameplayOperations has the identical pre-existing bug, so the graphical/headless hosts now diverge). Gates: complete Release solution 10,904 passed / 4 skipped / 0 failed (baseline 10,900). Adversarial + retail-conformance review PASS after one FAIL round; the predicate was re-verified branch-for-branch against 0x0056A600 since it goes live here for the first time. Camera fix discrimination-verified by revert. Connected acceptance NOT run — needs a live two-client PKLite session. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
72 lines
2.6 KiB
C#
72 lines
2.6 KiB
C#
using System.Numerics;
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using AcDream.App.Combat;
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using AcDream.App.Interaction;
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using AcDream.Core.Combat;
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using AcDream.Core.Selection;
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namespace AcDream.App.Tests.Combat;
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public sealed class CombatCameraTargetSourceTests
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{
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[Fact]
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public void GetTrackedTargetPoint_RequiresOptionTargetedModeAndSelection()
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{
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const uint target = 0x70000001u;
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Vector3 point = new(10f, 20f, 30f);
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var settings = new GameplaySettingsState();
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var combat = new CombatState();
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var selection = new SelectionState();
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var world = new TargetQuery(point);
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var source = new CombatCameraTargetSource(
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settings,
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combat,
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selection,
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world);
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Assert.Null(source.GetTrackedTargetPoint());
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settings.Value = settings.Value with { ViewCombatTarget = true };
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combat.SetCombatMode(CombatMode.Melee);
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selection.Select(target, SelectionChangeSource.World);
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Assert.Equal(point, source.GetTrackedTargetPoint());
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Assert.Equal(target, world.LastGuid);
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combat.SetCombatMode(CombatMode.Magic);
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Assert.Null(source.GetTrackedTargetPoint());
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}
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private sealed class TargetQuery(Vector3 point) : IWorldSelectionQuery
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{
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public uint LastGuid { get; private set; }
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public Vector3? GetCombatCameraTargetPoint(uint serverGuid)
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{
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LastGuid = serverGuid;
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return point;
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}
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public uint? PickAtCursor(bool includeSelf) => null;
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public uint? PickAt(float mouseX, float mouseY, bool includeSelf) => null;
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public void BeginLightingPulse(uint serverGuid) { }
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public bool TryCaptureIdentity(uint serverGuid, out uint localEntityId)
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{
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localEntityId = 0;
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return false;
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}
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public bool IsCurrent(uint serverGuid, uint localEntityId) => false;
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public string Describe(uint serverGuid) => string.Empty;
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public bool IsCreature(uint serverGuid) => false;
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public bool IsHostileMonster(uint serverGuid) => false;
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public bool IsAttackableTarget(uint serverGuid) => false;
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public ClosestCombatTarget? FindClosestHostileMonster() => null;
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public bool IsUseable(uint serverGuid) => false;
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public bool IsPickupable(uint serverGuid) => false;
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public bool IsWieldedByPlayer(uint serverGuid) => false;
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public bool IsWieldedPositionState(uint serverGuid) => false;
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public bool TryGetApproach(uint serverGuid, out InteractionApproach approach)
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{
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approach = default;
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return false;
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}
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}
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}
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