Landed the UI framework design in 2026-04-24-ui-framework.md yesterday;
this commit propagates the decisions across the documents that future
sessions touch first, so the three-layer pattern is discoverable without
re-reading the full plan.
Changes:
* NEW memory/project_ui_architecture.md — evergreen crib-sheet:
three-layer diagram, AcDream.UI.Abstractions contract, D.2a/D.2b
split, module layout, hard rules, why staged not pure-custom.
* CLAUDE.md: new paragraph describing the three-layer UI split, naming
AcDream.UI.Abstractions as the plugin-facing contract, pointing at
the full plan + memory crib.
* docs/architecture/acdream-architecture.md: new "UI Architecture"
companion-stack diagram after Layer 0-5 (doesn't renumber the main
stack), plus step 6a "UI tick" in Per-Frame Update Order.
* docs/plans/2026-04-11-roadmap.md Phase D tightened:
- D.2 split explicitly into D.2a (Hexa.NET.ImGui scaffold + abstraction
layer) and D.2b (custom retail-look backend, implements same contracts).
- D.3 AcFont / D.4 dat sprites / D.7 cursor flagged as D.2b dependencies.
- D.5 core panels / D.6 HUD flagged as abstraction-layer deliverables
— ship with D.2a, reskinned by D.2b.
- D.8 Sound marked superseded (shipped as Phase E.2).
- F.5 core panels + H.1 chat-window cross-references updated to say
they target AcDream.UI.Abstractions, unblocked by D.2a.
- Shipped-phases table untouched.
* docs/research/retail-ui/00-master-synthesis.md: scope note at top
clarifies the Keystone research is the D.2b (custom backend)
foundation, NOT where D.2a starts.
* ~/.claude/.../memory/MEMORY.md: one-line index entry pointing at the
new project_ui_architecture.md (so session auto-load surfaces it).
Zero code changes; doc-only. dotnet build stays green. All verification
greps pass (see plan file for exact checks).
275 lines
25 KiB
Markdown
275 lines
25 KiB
Markdown
# acdream — strategic roadmap
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**Status:** Living document. Updated 2026-04-11 after Phase 6, 7.1, 9.1, 9.2 landed.
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**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
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---
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## Phases already shipped
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| Phase | What landed | Verification |
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|---|---|---|
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| 1 | Terrain rendering, plugin host scaffold | Visual ✓ |
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| 2a | Static stabs/buildings (126 entities) | Visual ✓ |
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| 2b | Textured 3×3 landblock grid + FlyCamera + IGameState | Visual ✓ |
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| 2c | Procedural scenery (419 trees/rocks/bushes) | Visual ✓ |
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| 2d | Interior EnvCell walker (475 static interior objects) | Visual ✓ |
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| 3a/3b | Directional sun lighting + per-vertex terrain normals | Visual ✓ |
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| 3c | Per-cell terrain texture blending (alpha atlas) | Visual ✓ |
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| 4 | Full UDP codec + handshake + character login + WorldSession | Live ✓ |
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| 5 | ObjDesc: AnimPartChange + TextureChanges + SubPalettes + ObjScale + Placement.Resting | Live ✓ |
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| 6.1 | Idle motion frame resolution (MotionResolver MVP) | Live ✓ |
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| 6.2 | Server-sent `MovementData` stance + forward command honored | Live ✓ |
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| 6.3 | Server-supplied `MotionTableId` override (fixes drudge statue) | Live ✓ |
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| 6.4 | Per-frame animation playback (breathing, idle cycles) | Live ✓ |
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| 6.5 | Slerp between keyframes for smooth animation | Live ✓ |
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| 6.6 | `UpdateMotion` (0xF74C) parser + dispatch to animation tick | Live ✓ |
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| 6.7 | `UpdatePosition` (0xF748) parser + position reseating | Live ✓ |
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| 7.1 | EnvCell room geometry — walls/floors/ceilings via CellStruct + Environment dats | Visual ✓ |
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| 9.1 | Translucent render pass (AlphaBlend / Additive / InvAlpha + per-kind blend funcs) | Visual ✓ |
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| 9.2 | Back-face culling in translucent pass (fixes lifestone crystal) | Visual ✓ |
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| A.1 | Streaming landblock loader — runtime-configurable visible window (default 5×5, `ACDREAM_STREAM_RADIUS`), camera-centered offline / player-centered live, hysteresis-based unloads, pending-spawn list for late CreateObject events | Live ✓ |
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| A.2 | Frustum culling — per-landblock AABB test (Gribb-Hartmann), terrain + static-mesh renderers skip culled landblocks, perf overlay in window title | Visual ✓ |
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| A.3 | Background net receive thread — dedicated daemon thread buffers UDP into Channel, render thread drains | Visual ✓ |
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| B.3 | Physics collision engine — TerrainSurface (heightmap Z), CellSurface (indoor floor polygon projection), PhysicsEngine (resolver with step-height + cell transitions). Populated from streaming pipeline. | Tests ✓ |
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| B.2 | Player movement mode — Tab-toggled WASD ground walking, walk/run/idle animations, third-person chase camera, MoveToState + AutonomousPosition outbound, portal entry. Outdoor-only MVP. | Live ✓ |
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| D.1 | 2D ortho overlay + font rendering (StbTrueTypeSharp atlas + TextRenderer + DebugOverlay) | Visual ✓ |
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| E.1 | Motion-hook expansion — AnimationSequencer fires all 27 hook types per crossed frame; PosFrames root motion + vel/omega exposure; IAnimationHookSink + AnimationHookRouter fan-out | Tests ✓ |
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| E.2 | Audio engine — OpenAL 16-voice 3D pool with retail-faithful quieter-slot eviction, SoundTable cookbook (probability-weighted variant picking), Wave PCM decoder, AudioHookSink wiring | Tests ✓ |
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| E.3 | Particle system (data layer) — ParticleSystem with 13 motion integrators, EmitterDescRegistry, ParticleHookSink wiring all CreateParticle / DestroyParticle / StopParticle hooks | Tests ✓ |
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| E.4 | Combat notifications + outbound — AttackTargetRequest (0x0008), 7 combat notification parsers (Victim/Defender/Attacker/Evasion/AttackDone/UpdateHealth), CombatState per-entity health tracker | Tests ✓ |
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| E.5 | Spell cast wire — CastSpellRequest targeted (0x004A) + untargeted (0x0048), Spellbook (learned spells + active-enchantment layers), 5 enchantment GameEvent parsers | Tests ✓ |
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| F.1 | GameEvent (0xF7B0) envelope dispatcher — all 94 sub-opcodes routed, exception-isolated handler registry, unhandled-count diagnostic bag; 18 event-payload parsers | Tests ✓ |
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| F.2 | Item model + Appraise — ItemRepository with move/equip/property events, AppraiseRequest (0x00C8), IdentifyObjectResponse header, WieldObject + InventoryPutObjInContainer | Tests ✓ |
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| G.1 | Sky + day/night — DerethDateTime (retail-exact 7620-tick calendar + 16-hour names + PY year), SkyStateProvider (4-keyframe default with angular-wrap lerp), WorldTimeService (server-synced clock with real-time advance) | Tests ✓ |
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| G.2 | Dynamic lighting (selection) — LightSource + LightManager with retail 8-light cap, range-squared with 1.1× slack, slot 0 reserved for Sun, OwnerId-keyed unregister | Tests ✓ |
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| G.1+ | Full sky visuals + weather + dynamic-light shader — SkyDescLoader parses Region 0x13000000 dat keyframes with retail fog fields (start/end/mode); WeatherSystem picks Clear/Overcast/Rain/Snow/Storm deterministically per in-game day with 10s fade; SkyRenderer draws far-plane-1e6 celestial meshes with UV scroll; SceneLightingUbo binds at std140 location=1 with 8 Light slots + fog + lightning flash; terrain.vert + mesh.frag + mesh_instanced.frag + sky.frag all consume the shared UBO; LightingHookSink auto-registers Setup.Lights per entity + flips IsLit on SetLightHook; ParticleRenderer renders rain/snow billboards; F7 cycles day time override, F10 cycles weather; WorldSession surfaces server time via ServerTimeUpdated (ConnectRequest + TimeSync flag) | Tests ✓ |
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| H.1 | Chat wire layer — Talk (0x0015) / Tell (0x005D) / ChatChannel (0x0147) outbound, HearSpeech (0x02BB local + 0x02BC ranged) inbound, ChatLog ring buffer with adapters for every chat source | Tests ✓ |
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| Glue | GameEventWiring.WireAll — single-call registration mapping parsed GameEvents → Core state classes (ChatLog, CombatState, Spellbook, ItemRepository); GameWindow exposes state classes + wires them to live session | Tests ✓ |
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Plus polish that doesn't get its own phase number:
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- FlyCamera default speed lowered + Shift-to-boost
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- SurfaceDecoder: PFID_P8 / PFID_R8G8B8 / PFID_X8R8G8B8 decoders
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- GfxObjMesh: emit both pos and neg sides of double-sided polygons
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- EnvCell mesh Z-lift to fix ground-floor / terrain flicker
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---
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## Phases ahead — agreed order
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### Phase A — Foundation (in progress)
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**Goal:** walk across 10+ landblocks without crashes, without hitches at landblock boundaries, and without framerate cratering.
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**Sub-pieces:**
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- **✓ SHIPPED — A.1 — Streaming landblock loader.** Runtime-configurable visible window (default 5×5, `ACDREAM_STREAM_RADIUS` env var override). Center follows the fly camera offline and the server-sent player position in live mode. Currently runs **synchronously** on the render thread — the original async-worker design hit DatCollection's lack of thread safety and was reverted for correctness. The Channel-based outbox API is preserved so async loading can return cleanly when `Phase A.3` introduces a thread-safe dat wrapper. Pending-spawn list in `GpuWorldState` parks live `CreateObject` events whose target landblock hasn't been streamed in yet and back-fills them when it arrives, so spawn-vs-streaming races are no longer racy at all. `MaxCompletionsPerFrame=4` spreads the 5×5 first-frame load over ~7 frames (~116ms) to avoid GPU OOM.
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- **✓ SHIPPED — A.2 — Frustum culling.** Per-landblock AABB test (Gribb-Hartmann plane extraction + positive-vertex AABB test) in both `TerrainRenderer.Draw` and `StaticMeshRenderer.Draw`. Per-entity culling deferred. LOD deferred to Phase C. Performance overlay in window title shows FPS, frame time, visible/total landblock ratio, entity count, animated count. ~160fps uncapped at 5×5 radius.
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- **✓ SHIPPED — A.3 — Background net receive thread.** Dedicated daemon thread continuously pulls raw UDP datagrams from the kernel buffer into a `Channel<byte[]>`. Render thread's `Tick()` drains the channel. All decode, fragment assembly, ISAAC crypto, event dispatch, and ack-sending remain on the render thread — minimal change that prevents packet drops during frame stalls. Thread starts after `EnterWorld()` completes; `PumpOnce()` during handshake still reads the socket directly.
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- **A.4 — Async dat decoding.** Folded into the streaming worker — it's the worker's read path, not a separate subsystem. Called out here because regressions in dat caching could land on this surface.
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**Acceptance:**
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- Walk across 10+ landblocks in any direction, no crashes, no empty voids.
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- Landblock-boundary crossings produce no visible hitch.
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- Runtime window radius toggleable via environment variable.
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**Detailed spec:** `docs/superpowers/specs/2026-04-11-foundation-phase-design.md`
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---
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### Phase B — Gameplay / interaction
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**Goal:** actually play the game — walk the character on the server, click NPCs, pick up items, chat, basic combat loop.
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**Sub-pieces:**
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- **✓ SHIPPED — B.1 — Outbound ack pump.** Shipped as Phase 4.9 — per-packet ACK_SEQUENCE, not periodic. Server no longer drops idle clients.
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- **✓ SHIPPED — B.2 — Player movement mode.** Tab-toggled WASD ground walking with collision-resolved outdoor terrain, walk/run/idle/turn-right animations, third-person chase camera, outbound MoveToState (0xF61C) + AutonomousPosition (0xF753) server messages, portal entry works. Outdoor→indoor transition disabled for MVP (CellSurface floor polygons too aggressive without portal-based detection). Minor polish remaining: strafe animation, turn-left animation. Spec: `docs/superpowers/specs/2026-04-12-player-movement-design.md`.
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- **✓ SHIPPED — B.3 — Physics collision engine.** TerrainSurface (heightmap bilinear Z), CellSurface (indoor floor polygon projection via barycentric interpolation), PhysicsEngine (top-level resolver with step-height enforcement, outdoor↔indoor cell transitions, gravity reporting). Populated from streaming pipeline. 16 unit tests with fake data. Spec: `docs/superpowers/specs/2026-04-12-physics-collision-engine-design.md`.
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- **B.4 — `Use` / `UseWithTarget` / `PickUp`.** Outbound interaction messages. Drives opening doors, looting, talking to vendors.
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- **B.5 — Chat.** `SendTell`, `SendChat` outbound + receive/display inbound (display side depends on Phase D.1).
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**References:**
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- `references/ACE/Source/ACE.Server/Network/Handlers/MovementHandler.cs`
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- `references/ACE/Source/ACE.Server/Network/Handlers/UseObjectHandler.cs`
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- `references/holtburger/src/session/send.rs` for outbound packet-building patterns
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**Acceptance:** walk on-server with your character, open a door, talk to an NPC, send a chat message and see the echo.
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---
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### Phase C — Polish / visuals
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**Goal:** close the visible gaps that make the world read as "old / broken" compared to retail.
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**Sub-pieces:**
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- **C.1 — VFX / particle system.** `PhysicsScript` parser, per-entity `ParticleEmitter` state, billboarded-quad particle renderer that lives in the Phase 9.1/9.2 translucent pass. Delivers **portal swirls, chimney smoke, and fireplace flames** in one implementation.
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- **C.2 — Dynamic point lights.** Fireplaces and lamps need local lighting; small upgrade to the mesh shader to accumulate N (e.g., 4) nearest point lights per draw. Uniform-buffer or UBO-friendly layout.
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- **C.3 — Palette range tuning.** Small per-range offset/length tweaks to match retail skin/hair/eye colors. Mostly diff and verify work, no architecture change.
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- **C.4 — Double-sided translucent polys.** Edge case left by Phase 9.2: neg-side translucent polys are culled because cull is always BACK. Fix by tracking per-sub-mesh `CullMode` and flipping GL state per draw (or drawing twice with opposite cull). Minor.
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- **C.5 — Shadow mapping (optional).** Deferred unless it becomes a bottleneck in screenshots — dynamic shadows are a known complexity trap.
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**References:**
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- `references/ACE/Source/ACE.DatLoader/FileTypes/PhysicsScript.cs` for the emitter schema
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- `references/ACViewer/ACViewer/Physics/Particles/` for the visual model
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- `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ParticleBatcher.cs` for the Silk.NET-flavored implementation
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**Acceptance:** portals look like swirly gates, chimneys smoke, fireplaces burn, character skin matches retail screenshots.
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---
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### Phase D — UI / HUD + Sound
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**Goal:** chat window, nameplates, inventory, and audio. Can run concurrently with Phase B or C because it doesn't touch gameplay/net/rendering surfaces.
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> **Updated 2026-04-24 — staged backend strategy.** We split Phase D into
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> two stages so game logic can be validated quickly without waiting for
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> the full retail-look custom toolkit. See
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> [`docs/plans/2026-04-24-ui-framework.md`](2026-04-24-ui-framework.md)
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> for the full design. Short version:
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>
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> 1. **D.2a — Hexa.NET.ImGui as the short-term backend.** Wire up in days,
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> iterate game logic (chat-send, inventory actions, vitals HUD reading
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> real state) in weeks. Looks like a debugger; that's fine.
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> 2. **Stable `AcDream.UI.Abstractions` layer** — ViewModels + Commands +
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> `IPanel` / `IPanelRenderer` interfaces. Backend-agnostic. Plugin API
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> publishes against this layer and never sees ImGui.
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> 3. **D.2b onward — custom retail-look backend** using dat assets (icons,
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> panels, fonts). Swap one panel at a time; ImGui stays forever as the
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> `ACDREAM_DEVTOOLS=1` overlay for packet trace / state dump / dat browser.
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>
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> Every sub-piece below (D.3 AcFont, D.4 dat sprites, D.5 core panels,
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> D.6 HUD, D.7 cursors) ships against the abstraction layer, so it
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> doesn't matter which backend is drawing when the port lands.
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**Sub-pieces:**
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- **D.1 — 2D ortho overlay + font rendering.** ✅ SHIPPED 2026-04-17 as the dev-facing debug overlay (StbTrueTypeSharp system-font atlas + `TextRenderer` + `DebugOverlay`).
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- **D.2a — Hexa.NET.ImGui scaffold + `AcDream.UI.Abstractions` layer.** NEW pre-piece introduced 2026-04-24. Wires Hexa.NET.ImGui as the short-term backend behind `ACDREAM_DEVTOOLS=1`. Defines `IPanel` / `IPanelHost` / `IPanelRenderer` / `ICommandBus` + the first ViewModels (`VitalsVM` etc.) in the new `AcDream.UI.Abstractions` project. First real panel: `VitalsPanel` reading HP/stam/mana from `IGameState`. This is what gets game-logic iteration moving; looks like a debugger, acceptable.
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- **D.2b — Custom retail-look backend.** Implements the same `IPanel` / `IPanelRenderer` contracts using a custom retained-mode toolkit sourced from retail dat assets. Requires D.2a shipped. Panels get reskinned one at a time; ImGui stays as the `ACDREAM_DEVTOOLS=1` overlay forever. The original 2026-04-17 scaffold research (`UiRoot` / `UiElement` / `UiPanel` / `UiHost` + retail event codes + focus / drag-drop state machine + `WorldMouseFallThrough`) is the implementation foundation here — see `docs/research/retail-ui/`.
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- **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)**
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- **D.4 — Dat sprites + 9-slice panel backgrounds.** Load `RenderSurface` (`0x06xxxxxx`) as GL textures; add `DrawSprite` to `UiRenderContext`. Enables retail panel art. **(D.2b dependency.)**
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- **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)**
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- **D.6 — HUD.** Vital orbs (scissor-rect partial fill, dat sprites `0x060013B2`), radar (`0x06001388` / `0x06004CC1`, 1.18× range factor), compass strip (scrolling U), target name plate, damage floaters, selection indicator. See slice 06. **(Targets `AcDream.UI.Abstractions` — ships with D.2a; reskinned by D.2b.)**
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- **D.7 — Cursor manager.** OS + dat-sourced custom cursors (`FUN_0043c1c0` GDI HCURSOR builder pattern from slice 03). **(D.2b dependency.)**
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- ~~**D.8 — Sound.**~~ **Superseded — shipped as Phase E.2** (`SoundTable`/`Sound` dat decode, OpenAL 16-voice engine, per-entity 3D positional audio via `AudioHookSink`). Entry kept here for history; see the shipped table.
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**Reference docs:** `docs/research/retail-ui/00-master-synthesis.md` + slices 01-06. Every AC-specific behavior has a decompiled FUN_ / DAT_ citation.
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**Acceptance:** chat messages display in a retail-style panel, health/stamina/mana orbs fill correctly, attributes panel shows player stats, inventory opens with drag-drop working, and sound plays on hit/footstep.
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---
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### Phase E — "Feel alive" — motion hooks + audio + VFX
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Unlocks the sensory layer: footsteps, swing whooshes, impact sparks,
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spell auras. All three systems share animation-hook delivery as the
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trigger source — motion hooks are the blocker.
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Research backing: `docs/research/deepdives/00-master-synthesis.md` + R3 + R4 + R5.
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- **E.1 — Motion-hook expansion.** Extend MotionInterpreter + AnimationSequencer to deliver all 27 AnimationHookType values (Sound=1, SoundTable=2, CreateParticle=18, AttackFrame=20, SoundTweaked=21, …) during frame advance. See `r03-motion-animation.md`.
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- **E.2 — Audio engine.** `AudioEngine` via `Silk.NET.OpenAL`, inverse-square CPU falloff, 16-voice pool. SoundTable + Wave dat decoders. Motion-hook wiring for footsteps + attacks. See `r05-audio-sound.md`.
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- **E.3 — Particle system.** `ParticleSystem` on Silk.NET GL (port WorldBuilder's `ParticleBatcher`). 13 motion-type integrators. `PhysicsScript` dispatcher tied to motion-hooks. See `r04-vfx-particles.md`.
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**Acceptance:** walk around, footstep sounds per material; swing a weapon, hear whoosh; combat impact shows sparks + hit sound.
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### Phase F — Fight + cast + gear
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Core gameplay loop on top of Phase E.
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Research: R1 + R2 + R6 + R8 + UI slices 04/05.
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- **F.1 — GameEvent envelope dispatcher.** 94 sub-opcodes in `0xF7B0`. Zero handled today. Start with `PlayerDescription (0x0013)` + property-update events. See `r08-network-protocol-atlas.md`.
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- **F.2 — Item + inventory model.** `ItemInstance` / `Container` / `PropertyBundle`. Appraise round-trip (`0x00C8` → `0x00C9`). Burden math. See `r06-items-inventory.md` + `src/AcDream.Core/Items/`.
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- **F.3 — Combat math + damage flow.** Damage formula, per-body-part AL, crit, hit-chance sigmoid. Server broadcasts damage events; client displays + HP bar. See `r02-combat-system.md` + `src/AcDream.Core/Combat/`.
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- **F.4 — Spell cast state machine.** `SpellCastStateMachine` + active buff tracking. Buffs + recalls first, projectile spells later. Fizzle sigmoid + mana conversion. See `r01-spell-system.md` + `src/AcDream.Core/Spells/`.
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- **F.5 — Core panels.** Attributes / Skills / Paperdoll / Inventory / Spellbook — using the retail-ui framework from Phase D.2. See `05-panels.md` under retail-ui. **(Targets `AcDream.UI.Abstractions`; unblocked by D.2a — ships with ImGui widgets — and reskinned when D.2b lands.)**
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**Acceptance:** equip a weapon, swing at a monster, see damage numbers, buff yourself, recall to the lifestone.
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### Phase G — World systems
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Research: R9 + R12 + R13.
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- **✓ SHIPPED — G.1 — Sky + weather + day-night.** Deterministic client-side from Portal Year time. Sky dome geometry + keyframe gradients + rain/snow particles. See `r12-weather-daynight.md`. Full data + visual stack shipped: Region dat loader, keyframe interp, WeatherSystem with 5-kind PDF + transitions + storm flashes, WorldSession→WorldTimeService sync via ConnectRequest+TimeSync, SkyRenderer with sky-object arcs + UV scroll, rain/snow billboard renderer, F7/F10 debug cycle keys.
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- **✓ SHIPPED — G.2 — Dynamic lighting.** 8-light D3D-style fixed pipeline. Hard-cutoff at Range, no attenuation inside. Cell ambient. Shader UBO per frame. See `r13-dynamic-lighting.md`. SceneLightingUbo std140 at binding=1 feeds terrain + mesh + mesh_instanced + sky shaders. LightingHookSink auto-registers Setup.Lights at entity stream-in, flips IsLit on SetLightHook, unregisters on landblock unload.
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- **G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with `LoginComplete` re-send, "pink bubble" loading state. See `r09-dungeon-portal-space.md`.
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**Acceptance:** walk outside at dusk, see the sky gradient + sun moving; enter a torch-lit dungeon via portal; leave back to daylight.
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### Phase H — Social + progression
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Research: R7 + R10 + R11 + UI slice 05.
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- **H.1 — Chat window.** UI panel + all 6 wire opcodes (Channel, Tell, System, HearSpeech, HearRangedSpeech, TurbineChat). *(Wire layer already shipped per the shipped table; remaining work is the panel, which targets `AcDream.UI.Abstractions` — unblocked by D.2a, reskinned when D.2b lands.)*
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- **H.2 — Allegiance.** Tree model + XP pass-up math + 5 allegiance chat channels + MOTD. See `r11-allegiance.md`.
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- **H.3 — Emote scripts + quests + dialogs.** 122 EmoteType × 39 Trigger mini-VM. Contract tracker UI. NPC dialog rendered via chat with `<Tell:…>` markup. See `r10-quest-dialogs.md`.
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- **H.4 — Character creation.** `0xE000002 CharGen` dat + 13 heritages + templates + appearance picker + preview renderer. See `r07-character-creation.md`.
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**Acceptance:** create a character from scratch, talk to an NPC, get + complete a quest, gain XP that passes up to the patron.
|
||
|
||
### Phase J — Long-tail (deferred / low-priority)
|
||
|
||
Not detailed here; each gets its own brainstorm when it becomes relevant.
|
||
|
||
- Player character full rig (held weapons, spell effects, death/revive animation)
|
||
- Group/fellowship UI
|
||
- Trade window (multi-player confirms)
|
||
- Salvage + tinker UI
|
||
- House ownership + hooks
|
||
- Society UI
|
||
- GM visible tools (we explicitly don't build GM powers; but DEV-mode tools like teleport anywhere are useful)
|
||
|
||
---
|
||
|
||
## Cross-cutting work tracked in parallel
|
||
|
||
- **Test coverage.** Each phase lands with unit + integration tests in `tests/`. Current count: 98 Core + 96 Core.Net = 194. Keep the ratio as new phases land.
|
||
- **Memory files.** Project state under `memory/project_phase_*_state.md` is updated when a phase ships. `MEMORY.md` is the index.
|
||
- **`CLAUDE.md` discipline.** Check all four references (ACE, ACViewer, WorldBuilder, Chorizite) before committing to an approach. WorldBuilder is the closest stack match and should be checked first.
|
||
|
||
---
|
||
|
||
## Explicitly out of scope
|
||
|
||
- **Server emulation** — we use ACE for server, never reimplement.
|
||
- **Account creation** — direct user to ACE tooling.
|
||
- **Anti-cheat / GM tools / live-ops** — irrelevant for personal use.
|
||
- **Cross-platform support** — Windows-only; the dat path assumptions depend on retail Windows install layout. Silk.NET is cross-platform but we don't promise.
|
||
- **Custom game content** — this is a client for existing AC data, not a toolchain.
|
||
|
||
---
|
||
|
||
## "When will my specific complaint be fixed?" — quick lookup
|
||
|
||
| Observation | Phase |
|
||
|---|---|
|
||
| Drudge statue in wrong pose | **6.3 FIXED** ✓ |
|
||
| Characters in T-pose / wrong idle | **6.1 FIXED** ✓ |
|
||
| No breathing on NPCs | **6.4 + sentinel fix FIXED** ✓ |
|
||
| Lifestone crystal has one side missing | **9.2 FIXED** ✓ |
|
||
| Ground floor flickering with terrain | **7.1 FIXED** ✓ |
|
||
| Houses missing second floors / walls | **7.1 FIXED** ✓ (interior mesh landed) |
|
||
| Character clothing missing / wrong | **5 FIXED** ✓ |
|
||
| Statue wrong color / wrong scale | **5 FIXED** ✓ |
|
||
| Holtburg sign half-buried | **5 FIXED** ✓ |
|
||
| Can't walk past the loaded 3×3 window | **A.1 FIXED** ✓ (5×5 default, `ACDREAM_STREAM_RADIUS` to tune) |
|
||
| Frame hitch crossing landblock boundary | **Phase A.3** (synchronous loader for now; async returns when DatCollection is thread-safe) |
|
||
| Walking around doesn't move me on the server | **Phase B.3 FIXED** ✓ |
|
||
| Can't talk to NPCs | **Phase H.3** (emote scripts + dialogs) |
|
||
| Can't open a door | **Phase F** (object-use action) |
|
||
| Portals render as a rotating black disk | **Phase E.3** (particle system) |
|
||
| Chimneys have no smoke | **Phase E.3** |
|
||
| Houses have no fireplace fire | **Phase E.3** |
|
||
| No fireplace / torch lighting | **Phase G.2** (shipped; Setup.Lights auto-register, 8-light cap with hard-cutoff) |
|
||
| Skin/hair color slightly off | **Phase C.3** |
|
||
| No chat window | **Phase H.1** |
|
||
| No sound | **Phase E.2** |
|
||
| Dungeons / foundry interior missing | **Phase G.3** |
|
||
| Can't fight monsters | **Phase F.3** (combat math + damage) |
|
||
| Can't cast spells | **Phase F.4** |
|
||
| No inventory panel | **Phase F.2 + F.5** |
|
||
| No character creation — must use ACE admin | **Phase H.4** |
|
||
| Sky is a flat color | **Phase G.1** (shipped; F7 cycles time, F10 cycles weather) |
|
||
| Can't join allegiance | **Phase H.2** |
|
||
| No quest tracker | **Phase H.3** |
|
||
|
||
If you see something not on this list, add it here and assign a phase.
|