Fix respawned corpse movement, faction hostility, and add WoW-canonical mob level colors

Reset NPC animation to idle when health goes from 0 to >0 (respawn), prevent
dead NPCs from being moved by server movement packets. Fix faction hostility
to check factionGroup Monster bit and individual enemy arrays, not just
enemyGroup. Add level-based mob coloring: grey (no XP), green (easy), yellow
(even), orange (hard), red (very hard) for target frame and selection circle.
This commit is contained in:
Kelsi 2026-02-06 16:47:07 -08:00
parent 2aa8187562
commit 81166346ef
7 changed files with 127 additions and 9 deletions

View file

@ -170,7 +170,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
targetGLPos = core::coords::canonicalToRender(glm::vec3(target->getX(), target->getY(), target->getZ()));
renderer->setTargetPosition(&targetGLPos);
// Selection circle color: red=hostile, green=friendly, gray=dead
// Selection circle color: WoW-canonical level-based colors
glm::vec3 circleColor(1.0f, 1.0f, 0.3f); // default yellow
float circleRadius = 1.5f;
if (target->getType() == game::ObjectType::UNIT) {
@ -178,7 +178,20 @@ void GameScreen::render(game::GameHandler& gameHandler) {
if (unit->getHealth() == 0 && unit->getMaxHealth() > 0) {
circleColor = glm::vec3(0.5f, 0.5f, 0.5f); // gray (dead)
} else if (unit->isHostile()) {
circleColor = glm::vec3(1.0f, 0.2f, 0.2f); // red (hostile)
uint32_t playerLv = gameHandler.getPlayerLevel();
uint32_t mobLv = unit->getLevel();
int32_t diff = static_cast<int32_t>(mobLv) - static_cast<int32_t>(playerLv);
if (game::GameHandler::killXp(playerLv, mobLv) == 0) {
circleColor = glm::vec3(0.6f, 0.6f, 0.6f); // grey
} else if (diff >= 10) {
circleColor = glm::vec3(1.0f, 0.1f, 0.1f); // red
} else if (diff >= 5) {
circleColor = glm::vec3(1.0f, 0.5f, 0.1f); // orange
} else if (diff >= -2) {
circleColor = glm::vec3(1.0f, 1.0f, 0.1f); // yellow
} else {
circleColor = glm::vec3(0.3f, 1.0f, 0.3f); // green
}
} else {
circleColor = glm::vec3(0.3f, 1.0f, 0.3f); // green (friendly)
}
@ -724,7 +737,7 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_AlwaysAutoResize;
// Determine hostility color for border and name
// Determine hostility/level color for border and name (WoW-canonical)
ImVec4 hostileColor(0.7f, 0.7f, 0.7f, 1.0f);
if (target->getType() == game::ObjectType::PLAYER) {
hostileColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
@ -733,9 +746,23 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
if (u->getHealth() == 0 && u->getMaxHealth() > 0) {
hostileColor = ImVec4(0.5f, 0.5f, 0.5f, 1.0f);
} else if (u->isHostile()) {
hostileColor = ImVec4(1.0f, 0.2f, 0.2f, 1.0f);
// WoW level-based color for hostile mobs
uint32_t playerLv = gameHandler.getPlayerLevel();
uint32_t mobLv = u->getLevel();
int32_t diff = static_cast<int32_t>(mobLv) - static_cast<int32_t>(playerLv);
if (game::GameHandler::killXp(playerLv, mobLv) == 0) {
hostileColor = ImVec4(0.6f, 0.6f, 0.6f, 1.0f); // Grey - no XP
} else if (diff >= 10) {
hostileColor = ImVec4(1.0f, 0.1f, 0.1f, 1.0f); // Red - skull/very hard
} else if (diff >= 5) {
hostileColor = ImVec4(1.0f, 0.5f, 0.1f, 1.0f); // Orange - hard
} else if (diff >= -2) {
hostileColor = ImVec4(1.0f, 1.0f, 0.1f, 1.0f); // Yellow - even
} else {
hostileColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f); // Green - easy
}
} else {
hostileColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
hostileColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f); // Friendly
}
}
@ -751,11 +778,16 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
ImGui::TextColored(nameColor, "%s", name.c_str());
// Level (for units/players)
// Level (for units/players) — colored by difficulty
if (target->getType() == game::ObjectType::UNIT || target->getType() == game::ObjectType::PLAYER) {
auto unit = std::static_pointer_cast<game::Unit>(target);
ImGui::SameLine();
ImGui::TextDisabled("Lv %u", unit->getLevel());
// Level color matches the hostility/difficulty color
ImVec4 levelColor = hostileColor;
if (target->getType() == game::ObjectType::PLAYER) {
levelColor = ImVec4(0.7f, 0.7f, 0.7f, 1.0f);
}
ImGui::TextColored(levelColor, "Lv %u", unit->getLevel());
// Health bar
uint32_t hp = unit->getHealth();