acdream/docs/research/2026-07-11-retail-combat-bar-pseudocode.md
Erik 927fa7881a fix(combat): restore retail combat bar controls
Resolve authored StringInfo labels from local.dat, port gmCombatUI's runtime option captions and checkbox widgets, and bind horizontal scrollbar media by retail structural roles so the green power jewel is a thumb instead of a tiled track. Persist the three combat options and make Auto Target govern target acquisition.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 20:26:52 +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
```
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`, and live red fill `0x06001200`.