acdream/docs/research/2026-07-17-retail-indicator-bar-pseudocode.md
Erik 52c529be86 feat(ui): port retail gameplay indicator bar
Promote all seven LayoutDesc 0x21000071 controls to retained buttons, drive link quality, effects, Vitae, and burden from live state, and route Character Information plus end-session confirmation through the shared UI owners. Keep network timing in WorldSession and pin retail thresholds, flash cadence, authored states, and action routing with focused conformance tests.

Release build and all 5,807 tests pass with five intentional skips. Connected visual gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 10:02:44 +02:00

166 lines
6 KiB
Markdown

# Retail gameplay indicator bar pseudocode (2026-07-17)
## Scope and oracle
This note covers retail LayoutDesc `0x21000071` (`gmIndicatorsUI`) and its
seven 20x20 children. The behavior oracle is the named Sept-2013 retail
decomp. The retained port continues to use the authored LayoutDesc states and
sprites; code only chooses a state and dispatches the authored input action.
Named retail functions:
- `gmIndicatorsUI::ListenToElementMessage @ 0x004BFA90`
- `gmUIElement_VitaeIndicator::PostInit @ 0x004E5EA0`
- `gmUIElement_VitaeIndicator::Update @ 0x004E5FE0`
- `gmUIElement_MiniGameIndicator::PostInit @ 0x004E6390`
- `gmUIElement_MiniGameIndicator::RecvNotice_BeginGame @ 0x004E6450`
- `gmUIElement_MiniGameIndicator::RecvNotice_EndGame @ 0x004E6470`
- `gmUIElement_LinkStatusIndicator::SetLinkState @ 0x004E65E0`
- `gmUIElement_LinkStatusIndicator::PostInit @ 0x004E66D0`
- `gmUIElement_LinkStatusIndicator::UpdateLinkState @ 0x004E6730`
- `gmUIElement_LinkStatusIndicator::UseTime @ 0x004E67C0`
- `gmUIElement_EffectsIndicator::PostInit @ 0x004E6930`
- `gmUIElement_EffectsIndicator::Update @ 0x004E6A50`
- `gmUIElement_BurdenIndicator::PostInit @ 0x004E6B80`
- `gmUIElement_BurdenIndicator::Update @ 0x004E6CE0`
- `LinkStatusHolder::GetConnectionStatus @ 0x00411380`
- `LinkStatusHolder::OnHeartbeat @ 0x004113D0`
- `gmEffectsUI::SpellEffectMatchesUIType @ 0x004B76C0`
- `gmGamePlayUI::RecvNotice_EndCharacterSession @ 0x004EBEA0`
The installed retail LayoutDesc establishes the fixed child order and art:
| X | Element | Retail class | Meaning / input action |
|---:|---:|---:|---|
| 5 | `0x100000F8` | `0x10000003` | link status / `LinkStatusPanel` |
| 25 | `0x100000F5` | `0x10000002` | beneficial enchantments / `HelpfulSpellsPanel` |
| 45 | `0x100000F6` | `0x10000002` | harmful enchantments / `HarmfulSpellsPanel` |
| 65 | `0x100000F4` | `0x10000006` | vitae / `VitaePanel` |
| 85 | `0x100000F7` | `0x10000001` | burden / `CharacterInformationPanel` |
| 105 | `0x100000F3` | `0x10000004` | mini-game |
| 125 | `0x100000FA` | ordinary button | end character session |
## Pseudocode
### Link indicator
```text
PostInit:
base.PostInit()
listen to global time notices
semanticLinkState = Good
SetState(Connection_good = 17)
On each global-time notice:
if now - lastUpdate >= 4.0 seconds:
(secondsSinceServerPacket, connected) = GetConnectionStatus()
if !connected or secondsSinceServerPacket >= 40: Disconnected
else if secondsSinceServerPacket >= 20: Bad
else if secondsSinceServerPacket >= 5: Uncertain
else: Good
SetLinkState(result)
lastUpdate = now
if semanticLinkState == Bad and now - lastFlash >= 0.75 seconds:
toggle visual state between Connection_uncertain (18)
and Connection_bad (19)
lastFlash = now
SetLinkState(newState):
if newState == semanticLinkState: return
semanticLinkState = newState
set authored state Good=17, Uncertain=18, Bad=19, Disconnected=20
when entering Bad: lastFlash = now
OnHeartbeat:
lastHeardFromCurrentServer = now
packetLoss = linkAverages.averagePacketLoss
```
acdream records the last successfully decoded server datagram in
`WorldSession`; the retained controller reads an immutable link snapshot. This
keeps socket/session facts out of the UI while preserving retail's thresholds
and cadence.
### Helpful and harmful effects
```text
On PlayerDesc or enchantment change:
helpfulCount = 0
harmfulCount = 0
for each raw multiplicative/additive enchantment node:
spell = lookup spell metadata
if spell flags contain Beneficial: helpfulCount++
else: harmfulCount++
Helpful button = Normal when helpfulCount > 0, else Ghosted
Harmful button = Normal when harmfulCount > 0, else Ghosted
```
The indicator counts raw bucket-1/bucket-2 nodes. It does not use the effects
panel's later spell-category duel projection.
### Vitae
```text
On PlayerDesc or VitaeChanged:
if enchantment registry has Vitae and vitae.modifier < 1.0:
SetState(Normal = 1)
else:
SetState(Ghosted = 13)
```
### Burden / character information
```text
On PlayerDesc or LoadChanged:
if InqLoad fails: load = absent
if load is absent or load < 1.0: SetState(Unencumbered = 14)
else if load < 2.0: SetState(Encumbered = 15)
else: SetState(Heavily_encumbered = 16)
On click:
dispatch CharacterInformationPanel
```
`InqLoad` is the existing retail burden ratio:
`EncumbranceVal / EncumbranceCapacity(Strength, augmentation)`.
### Mini-game
```text
On BeginGame notice: SetState(Normal = 1)
On EndGame notice: SetState(Ghosted = 13)
```
The authored ghosted state is rendered now. The notices remain owned by the
still-unported mini-game subsystem (existing divergence AP-110), so this task
does not manufacture a game-active state from unrelated packets.
### End character session
```text
When child 0x100000FA sends Click:
SendNotice_EndCharacterSession(1)
RecvNotice_EndCharacterSession(1):
build the shared logout confirmation dialog using
ID_Client_EndCharacterSessionConfirm
on acceptance, end the character session
```
The acdream port reuses `RetailDialogFactory`; acceptance closes the current
client, whose existing `WorldSession.Dispose` sends retail's graceful
CharacterLogOff and transport Disconnect packets.
## Cross-checks and retained boundaries
- The already-ported `BurdenMath` matches retail
`EncumbranceSystem::EncumbranceCapacity @ 0x004FCC00` and
`EncumbranceSystem::Load @ 0x004FCC40`.
- The existing enchantment parser preserves the separate Mult, Add, Vitae, and
Cooldown registry buckets used by the retail indicator queries.
- ACE/reference source is not present in this worktree. No server behavior is
inferred for the strip: state is derived only from packets already parsed by
the client, and the named retail client remains the behavior oracle.
- Full Link Status, Vitae, and mini-game panels remain tracked by AP-110. This
port does not replace them with an ad-hoc panel.