Treat combat-window visibility as gameplay-state owned so character layout restoration cannot replay a stale visible bit. Reset combat state to NonCombat at character-session entry, matching retail ClientCombatSystem::Begin. Co-Authored-By: Codex <codex@openai.com>
8.8 KiB
Retail basic combat bar — port pseudocode
Sources
- Named retail decomp:
gmCombatUI::RecvNotice_AttackHeightChanged0x004CC080gmCombatUI::RecvNotice_SetPowerbarLevel0x004CC0E0gmCombatUI::RecvNotice_DesiredAttackPowerChanged0x004CC110gmCombatUI::PostInit0x004CC1A0gmCombatUI::ListenToElementMessage0x004CC430gmCombatUI::RecvNotice_SetCombatMode0x004CC620ClientCombatSystem::Begin0x0056A460ClientCombatSystem::StartPowerBarBuild0x0056ADB0ClientCombatSystem::GetPowerBarLevel0x0056ADE0ClientCombatSystem::StartAttackRequest0x0056C040ClientCombatSystem::EndAttackRequest0x0056C0E0ClientCombatSystem::UseTime0x0056C1F0ClientCombatSystem::HandleAttackDoneEvent0x0056C500ClientCombatSystem::SetRequestedAttackHeight0x0056C8F0UIOption_Checkbox::UIOption_Checkbox0x00486A50UIOption_Checkbox::ListenToElementMessage0x004869A0compute_str_hash0x00413110
- Matching retail executable disassembly (
acclient.exev11.4186 + PDB):ATTACK_POWERUP_TIME = 1.0seconds andDUAL_WIELD_POWERUP_TIME = 0.8seconds. 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 is0x1000005C, desired-power scrollbar is0x1000004F, embedded meter is0x10000050, and the high/medium/low buttons are0x10000057/58/59. - Interpretation cross-checks: ACE combat request/power fields and the
holtburger
DesiredAttackProfile -> attack_requestwire path summarized indocs/research/deepdives/r02-combat-system.md.
Initial state
combatMode = NonCombat
buildInProgress = false
attackRequestInProgress = false
attackServerResponsePending = false
requestedAttackPower = 0
requestedAttackHeight = Medium
desiredUiPower = 0.5
repeatAttacking = false
Panel visibility
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.
Visibility is combat-state-owned, not a user window preference. Per-character
window persistence may restore the bar's authored position, but must not restore
or save its visible bit: RecvNotice_SetCombatMode is the sole visibility
authority. Character-session initialization likewise starts at NonCombat, as
shown by ClientCombatSystem::Begin (0x0056A460).
Press / charge / release
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
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
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
track = scrollbar DirectState image
thumb = structural child element 1
live power fill = nested meter child 0x10000050 / image child 2
dark interior texture source = 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 dark-red interior
texture 0x0600715E.
The three visual layers remain separate. The gray scrollbar track spans the
whole authored control. Retail skill-gates element 0x100005EF to Recklessness
advancement class Trained or higher when scalar message 0x0A is received.
Per the connected visual gate, acdream uses that dark-red media as the always-
visible middle baseline (intentional divergence IA-20); the remaining exact
skill-gated treatment stays in AP-112. The bright child retains retail's live
RecvNotice_SetPowerbarLevel input and spans the entire scrollbar from the
absolute left edge, independently of the dark child's inset geometry. The green
thumb remains driven by RecvNotice_DesiredAttackPowerChanged.
The meter authors attribute 0x6F = 1. UIElement_Meter constructor and
DrawChildren @ 0x0046FBD0 make direction 1 the forward horizontal clip, so
the bright texture grows left-to-right from Speed. Direction 3 is the reverse
horizontal clip. The importer reads this attribute; it does not infer direction
from the combat element id.
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.
The combat subtree inherits from an 800-pixel prototype and reflows into its
610-pixel mounted root on the first layout traversal. Scrollbars consume their
DAT children procedurally, so the dark child must retain its own four-edge
UiLayoutPolicy; copying only its sprite loses the child geometry. The authored
child starts at x=70,w=567 inside the inherited 707-pixel meter and its
proportional edge modes reflow to x=50,w=407 inside the mounted 507-pixel bar.
This is the wider centered interval that clears the rendered Speed/Power words;
using the full 100-pixel text element boxes produced an overly narrow range.