Keep the velocity-only NPC adaptation inside the locomotion family so authoritative Dead motion remains persistent. Route selection clears through a dedicated combat target controller that reacquires the closest eligible creature when retail Auto Target conditions apply. Co-Authored-By: Codex <codex@openai.com>
60 lines
2.2 KiB
Markdown
60 lines
2.2 KiB
Markdown
# Persistent death and post-death Auto Target pseudocode
|
|
|
|
Sources: Sept 2013 EoR named retail client.
|
|
|
|
- `ClientCombatSystem::AutoTarget` (`0x0056BC80`)
|
|
- `ClientCombatSystem::RecvNotice_SelectionChanged` (`0x0056BD80`)
|
|
- `CPlayerSystem::SelectNext` (`0x0055F9A0`)
|
|
- `MovementManager::unpack_movement` (`0x00524440`)
|
|
- `CPhysicsObj::MoveOrTeleport` (`0x00516330`)
|
|
|
|
## Animation authority
|
|
|
|
```text
|
|
on UpdateMotion(interpretedState):
|
|
pass the state through MovementManager and CMotionInterp
|
|
Dead is a persistent substate selected by the motion table
|
|
|
|
on UpdatePosition(position, velocity):
|
|
update the physics pose and velocity
|
|
do not select Ready, Walk, Run, or any other animation
|
|
```
|
|
|
|
acdream retains a documented AP-80 adaptation for ACE actors that move only
|
|
through position snapshots: velocity may choose a visible locomotion cycle.
|
|
That adaptation is now restricted to replacing only Ready/Walk/Run-family
|
|
states. An authoritative action or substate such as attack, hit reaction, or
|
|
Dead always wins. This preserves the adaptation without allowing a late
|
|
position delta to make a corpse stand again.
|
|
|
|
## Auto Target after the selected creature dies
|
|
|
|
```text
|
|
when authoritative Dead motion is applied to the selected object:
|
|
clear selected object
|
|
publish SelectionChanged
|
|
|
|
RecvNotice_SelectionChanged():
|
|
update target tracking
|
|
if selected object is zero
|
|
and combat mode is Melee or Missile
|
|
and Auto Target is enabled:
|
|
AutoTarget()
|
|
|
|
AutoTarget():
|
|
if a recent valid last-attacked object exists:
|
|
select it
|
|
else:
|
|
SelectNext(forward=true, includeCurrent=true, COMPASS_ITEM)
|
|
|
|
SelectNext(... COMPASS_ITEM) while in Melee/Missile:
|
|
reject non-attackable, fellowship, hidden, and out-of-radar candidates
|
|
rank eligible candidates by the retail weighted spatial distance
|
|
select the best candidate
|
|
```
|
|
|
|
The current M2 world-state projection has no retail `lastAttacked` instance-id
|
|
quality, so its existing closest eligible creature scan implements the
|
|
fallback branch. The important lifecycle behavior is exact: authoritative
|
|
death clears selection, and the SelectionChanged consumer reacquires only
|
|
when Auto Target is enabled in Melee/Missile combat.
|