- Skill bar: no art selection; slot 0 is the right-click art, keys 0-6 cast slots directly; cooldown labels in exact seconds; slot 0 set apart. - Arts regenerate on their own (casting no longer refills the group). - Auto-attack after targeting or casting at a hostile creature, at the speed of a held button. - Auras can be recast while active (renew, no second visual). - Blicke wie Klingen hits every enemy in range, physical, with life leech. - Blitzschlag steers the game's own chain: 3 + level/5 hits, 1 + level/10 chains, re-hits a lone enemy. - Weapon sets: click selects, drag only from the selected set; the leftmost set is clickable (signed hit tests). - Esc closes open windows before opening the game menu. - HUD: standalone buttons and texts are centred. - Record cache sized for widened views (town lag while walking). - Shared game code: orders, fx events, text drawing, cooldowns, effects. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
55 lines
3.0 KiB
Markdown
55 lines
3.0 KiB
Markdown
# Auto-attack (`src/mods/autoattack.cpp`)
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Goal (user, 2026-10-15): once an enemy was targeted, by a left click or by
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casting an art at it, the hero keeps attacking it with the weapon between
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casts. Left click stays the normal attack; right click casts slot 0.
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## What the game does (order log, 2026-10-15)
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Orders logged in `cCreature::ReceiveOrder` (`0x52e400`) for the hero, with
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the hero's fields per tick:
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| Order | Caller | Fields |
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|---|---|---|
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| left click on an enemy: `cmd 7` | `0x617abb` | +0x18 target id, +0x1c / +0x20 its position |
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| art: `cmd 0x105` | `0x6172f9` (`SendCreatureOrder`) | +0x10 target id, +0x18 / +0x1c ground point, +0x28 0x64, +0x2c 1, +0x30 art id |
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| walk: `cmd 4` | `0x6172f9` | see docs/wasd.md |
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| hit by an enemy: `cmd 5` | `0x4ea478` | +0x8 attacker id, +0x10 the hero, +0x2c 1.0f (every ~0.5 s) |
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One left click is one swing: hero +0x150 goes 0x10000 (idle) -> 0x10003
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(attack) -> 0x20003 -> 0x10000 within about a second; +0xfc 0 -> 4 ->
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0x20004 -> 0 at the start. An art: 0x10001 -> 0x10008 -> 0x20008 -> 0 ->
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0x10000. Low word of +0x150: current action (0 none, 1 art, 3 attack, 6
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dying), high word its phase. `cCreature::IsAlive` (`0x548ef0`): +0xfc != 9,
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+0x150 != 6, health +0x4d8 != 0.
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Holding the left button on an enemy (measured): one attack order, then +0x150
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stays 0x10003 for as long as the button is held (9 s in the test), no further
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orders. At the end of each swing (after the hit, `0x4e6584`) the attack code
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calls `cMouseCursor::IsButtonHeld` (`0x655ab0`, cursor word bit 8) at
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`0x4e65c6` (attacker in esi, target creature in ebp; measured: the only
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caller answered "held" during a held attack): held -> the next swing starts
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right away, otherwise recovery (+0x152 = 2) and idle. (`0x4f665a`, a similar
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check in another creature update, is not reached by the hero.) Re-sending
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the attack order after the hero went idle took ~1.45 s per swing (0.36 s
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wind-up, 0.64 s attack, 0.43 s recovery).
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## The mod
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- An attack order or an art order whose target is hostile
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(`cCreature::IsHostileTo` `0x548dd0`, faction relation) sets the combat
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target. (First version: "not an ally", which included NPCs: clicking a
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trader made auto-attack talk to it again and again, reopening its window
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with new stock.) any walk order (mouse, WASD, stop) clears it, as
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does the target's death.
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- Each engine tick, if the hero is idle (+0x150 low word 0), no mouse button
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is held (engine +0x54 & 0x10), input is not blocked (0x4000) and no skill
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key is held, it sends the attack order a left click sends. After sending it
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waits up to 5 ticks for the swing to start.
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- The end-of-swing button check (`call` at `0x4e65c6`) is redirected: it
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also answers "held" when the hero hits its auto-attack target, the target
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is alive and no skill key is held. Swings then chain like
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with a held button; the tick only restarts the attack after casts.
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- Self / ally arts pointed at an enemy lose their target
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(`src/mods/arttarget.cpp`) and therefore do not start auto-attack.
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