fix(render): code quality cleanup

Magic number elimination:
- Create protocol_constants.hpp, warden_constants.hpp,
  render_constants.hpp, ui_constants.hpp
- Replace ~55 magic numbers across game_handler, warden_handler,
  m2_renderer_render

Reduce nesting depth:
- Extract 5 parseEffect* methods from handleSpellLogExecute
  (max indent 52 → 16 cols)
- Extract resolveSpellSchool/playSpellCastSound/playSpellImpactSound
  from 3× duplicate audio blocks in handleSpellGo
- Flatten SMSG_INVENTORY_CHANGE_FAILURE with early-return guards
- Extract drawScreenEdgeVignette() for 3 duplicate vignette blocks

DRY extract patterns:
- Replace 12 compound expansion checks with isPreWotlk() across
  movement_handler (9), chat_handler (1), social_handler (1)

const to constexpr:
- Promote 23+ static const arrays/scalars to static constexpr across
  12 source files

Error handling:
- Convert PIN auth from exceptions to std::optional<PinProof>
- Add [[nodiscard]] to 15+ initialize/parse methods
- Wrap ~20 unchecked initialize() calls with LOG_WARNING/LOG_ERROR

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
This commit is contained in:
Pavel Okhlopkov 2026-04-06 22:43:13 +03:00
parent 2e8856bacd
commit 97106bd6ae
41 changed files with 849 additions and 424 deletions

View file

@ -51,7 +51,7 @@ public:
/// Initialize the audio engine and all managers.
/// @return true if audio is available (engine initialized successfully)
bool initialize();
[[nodiscard]] bool initialize();
/// Initialize managers that need AssetManager (music lookups, sound banks).
void initializeWithAssets(pipeline::AssetManager* assetManager);

View file

@ -25,7 +25,7 @@ public:
~AudioEngine();
// Initialization
bool initialize();
[[nodiscard]] bool initialize();
void shutdown();
bool isInitialized() const { return initialized_; }

View file

@ -40,7 +40,7 @@ public:
~AuthHandler();
// Connection
bool connect(const std::string& host, uint16_t port = 3724);
[[nodiscard]] bool connect(const std::string& host, uint16_t port = 3724);
void disconnect();
bool isConnected() const;

View file

@ -53,7 +53,7 @@ struct LogonChallengeResponse {
// LOGON_CHALLENGE response parser
class LogonChallengeResponseParser {
public:
static bool parse(network::Packet& packet, LogonChallengeResponse& response);
[[nodiscard]] static bool parse(network::Packet& packet, LogonChallengeResponse& response);
};
// LOGON_PROOF packet builder
@ -92,7 +92,7 @@ struct LogonProofResponse {
// LOGON_PROOF response parser
class LogonProofResponseParser {
public:
static bool parse(network::Packet& packet, LogonProofResponse& response);
[[nodiscard]] static bool parse(network::Packet& packet, LogonProofResponse& response);
};
// Realm data structure
@ -131,7 +131,7 @@ struct RealmListResponse {
class RealmListResponseParser {
public:
// protocolVersion: 3 = vanilla (uint8 realmCount, uint32 icon), 8 = WotLK (uint16 realmCount, uint8 icon)
static bool parse(network::Packet& packet, RealmListResponse& response, uint8_t protocolVersion = 8);
[[nodiscard]] static bool parse(network::Packet& packet, RealmListResponse& response, uint8_t protocolVersion = 8);
};
} // namespace auth

View file

@ -2,6 +2,7 @@
#include <array>
#include <cstdint>
#include <optional>
#include <string>
namespace wowee {
@ -19,9 +20,11 @@ struct PinProof {
// - Compute: pin_hash = SHA1(client_salt || SHA1(server_salt || randomized_pin_ascii))
//
// PIN must be 4-10 ASCII digits.
PinProof computePinProof(const std::string& pinDigits,
uint32_t pinGridSeed,
const std::array<uint8_t, 16>& serverSalt);
// Returns std::nullopt on invalid input (bad length, non-digit chars, or grid corruption).
[[nodiscard]] std::optional<PinProof> computePinProof(
const std::string& pinDigits,
uint32_t pinGridSeed,
const std::array<uint8_t, 16>& serverSalt);
} // namespace auth
} // namespace wowee

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@ -0,0 +1,126 @@
#pragma once
#include <cstdint>
// WoW 3.3.5a (12340) protocol constants.
// Centralised so every handler references a single source of truth.
namespace wowee {
namespace game {
// ---------------------------------------------------------------------------
// Currency
// ---------------------------------------------------------------------------
constexpr uint32_t COPPER_PER_GOLD = 10000;
constexpr uint32_t COPPER_PER_SILVER = 100;
// ---------------------------------------------------------------------------
// Unit flags (UNIT_FIELD_FLAGS — offset 46 in UnitFields)
// ---------------------------------------------------------------------------
constexpr uint32_t UNIT_FLAG_TAXI_FLIGHT = 0x00000100;
// ---------------------------------------------------------------------------
// NPC flags (UNIT_NPC_FLAGS — offset 147 in UnitFields, 3.3.5a)
// ---------------------------------------------------------------------------
constexpr uint32_t NPC_FLAG_SPIRIT_GUIDE = 0x00004000;
constexpr uint32_t NPC_FLAG_SPIRIT_HEALER = 0x00008000;
// ---------------------------------------------------------------------------
// Default action-bar spell IDs
// ---------------------------------------------------------------------------
constexpr uint32_t SPELL_ID_ATTACK = 6603;
constexpr uint32_t SPELL_ID_HEARTHSTONE = 8690;
// ---------------------------------------------------------------------------
// Class IDs
// ---------------------------------------------------------------------------
constexpr uint32_t CLASS_WARRIOR = 1;
constexpr uint32_t CLASS_PALADIN = 2;
constexpr uint32_t CLASS_HUNTER = 3;
constexpr uint32_t CLASS_ROGUE = 4;
constexpr uint32_t CLASS_PRIEST = 5;
constexpr uint32_t CLASS_DK = 6;
constexpr uint32_t CLASS_SHAMAN = 7;
constexpr uint32_t CLASS_MAGE = 8;
constexpr uint32_t CLASS_WARLOCK = 9;
constexpr uint32_t CLASS_DRUID = 11;
// ---------------------------------------------------------------------------
// Class-specific stance / form / presence spell IDs
// ---------------------------------------------------------------------------
// Warrior stances
constexpr uint32_t SPELL_BATTLE_STANCE = 2457;
constexpr uint32_t SPELL_DEFENSIVE_STANCE = 71;
constexpr uint32_t SPELL_BERSERKER_STANCE = 2458;
// Death Knight presences
constexpr uint32_t SPELL_BLOOD_PRESENCE = 48266;
constexpr uint32_t SPELL_FROST_PRESENCE = 48263;
constexpr uint32_t SPELL_UNHOLY_PRESENCE = 48265;
// Druid forms
constexpr uint32_t SPELL_BEAR_FORM = 5487;
constexpr uint32_t SPELL_DIRE_BEAR_FORM = 9634;
constexpr uint32_t SPELL_CAT_FORM = 768;
constexpr uint32_t SPELL_AQUATIC_FORM = 1066;
constexpr uint32_t SPELL_TRAVEL_FORM = 783;
constexpr uint32_t SPELL_MOONKIN_FORM = 24858;
constexpr uint32_t SPELL_FLIGHT_FORM = 33943;
constexpr uint32_t SPELL_SWIFT_FLIGHT = 40120;
constexpr uint32_t SPELL_TREE_OF_LIFE = 33891;
// Rogue
constexpr uint32_t SPELL_STEALTH = 1784;
// Priest
constexpr uint32_t SPELL_SHADOWFORM = 15473;
// ---------------------------------------------------------------------------
// Session / network timing
// ---------------------------------------------------------------------------
constexpr uint32_t SESSION_KEY_HEX_LENGTH = 40;
constexpr uint32_t RX_SILENCE_WARNING_MS = 10000; // 10 s
constexpr uint32_t RX_SILENCE_CRITICAL_MS = 15000; // 15 s
constexpr float WARDEN_GATE_LOG_INTERVAL_SEC = 30.0f;
constexpr float CLASSIC_PING_INTERVAL_SEC = 10.0f;
// ---------------------------------------------------------------------------
// Heartbeat / area-trigger intervals (seconds)
// ---------------------------------------------------------------------------
constexpr float HEARTBEAT_INTERVAL_TAXI = 0.25f;
constexpr float HEARTBEAT_INTERVAL_STATIONARY_COMBAT = 0.75f;
constexpr float HEARTBEAT_INTERVAL_MOVING_COMBAT = 0.20f;
constexpr float AREA_TRIGGER_CHECK_INTERVAL = 0.25f;
// ---------------------------------------------------------------------------
// Gameplay distance thresholds
// ---------------------------------------------------------------------------
constexpr float ENTITY_UPDATE_RADIUS = 150.0f;
constexpr float NPC_INTERACT_MAX_DISTANCE = 15.0f;
// ---------------------------------------------------------------------------
// Skill categories (from SkillLine DBC)
// ---------------------------------------------------------------------------
constexpr uint32_t SKILL_CATEGORY_PROFESSION = 11;
constexpr uint32_t SKILL_CATEGORY_SECONDARY = 9;
// ---------------------------------------------------------------------------
// DBC field-index sentinel (field lookup failure)
// ---------------------------------------------------------------------------
constexpr uint32_t DBC_FIELD_INVALID = 0xFFFFFFFF;
// ---------------------------------------------------------------------------
// Appearance byte packing
// ---------------------------------------------------------------------------
constexpr uint32_t APPEARANCE_SKIN_MASK = 0xFF;
constexpr uint32_t APPEARANCE_FACE_SHIFT = 8;
constexpr uint32_t APPEARANCE_HAIRSTYLE_SHIFT = 16;
constexpr uint32_t APPEARANCE_HAIRCOLOR_SHIFT = 24;
// ---------------------------------------------------------------------------
// Critter detection
// ---------------------------------------------------------------------------
constexpr uint32_t CRITTER_MAX_HEALTH_THRESHOLD = 100;
} // namespace game
} // namespace wowee

View file

@ -4,6 +4,7 @@
#include "game/opcode_table.hpp"
#include "game/spell_defines.hpp"
#include "game/handler_types.hpp"
#include "audio/spell_sound_manager.hpp"
#include "network/packet.hpp"
#include <array>
#include <chrono>
@ -273,6 +274,30 @@ private:
void handleChannelUpdate(network::Packet& packet);
// --- Internal helpers ---
// Resolve the magic school for a spell (for audio playback).
// Returns MagicSchool from the spell name cache, defaulting to ARCANE.
audio::SpellSoundManager::MagicSchool resolveSpellSchool(uint32_t spellId);
// Play a spell cast or impact sound via audioCoordinator, if available.
void playSpellCastSound(uint32_t spellId);
void playSpellImpactSound(uint32_t spellId);
// --- handleSpellLogExecute per-effect parsers (extracted to reduce nesting) ---
void parseEffectPowerDrain(network::Packet& packet, uint32_t effectLogCount,
uint64_t caster, uint32_t spellId, bool isPlayerCaster,
bool usesFullGuid);
void parseEffectHealthLeech(network::Packet& packet, uint32_t effectLogCount,
uint64_t caster, uint32_t spellId, bool isPlayerCaster,
bool usesFullGuid);
void parseEffectCreateItem(network::Packet& packet, uint32_t effectLogCount,
uint64_t caster, uint32_t spellId, bool isPlayerCaster);
void parseEffectInterruptCast(network::Packet& packet, uint32_t effectLogCount,
uint64_t caster, uint32_t spellId, bool isPlayerCaster,
bool usesFullGuid);
void parseEffectFeedPet(network::Packet& packet, uint32_t effectLogCount,
uint64_t caster, uint32_t spellId, bool isPlayerCaster);
// Find the on-use spell for an item (trigger=0 Use or trigger=5 NoDelay).
// CMSG_USE_ITEM requires a valid spellId or the server silently ignores it.
uint32_t findOnUseSpellId(uint32_t itemId) const;

View file

@ -0,0 +1,65 @@
#pragma once
#include <cstdint>
// Warden anti-cheat protocol constants for WoW 3.3.5a (12340).
// Server-to-Client (SMSG) and Client-to-Server (CMSG) sub-opcodes,
// memory region boundaries, check sizes, and result codes.
namespace wowee {
namespace game {
// ---------------------------------------------------------------------------
// Warden sub-opcodes (inside SMSG_WARDEN_DATA / CMSG_WARDEN_DATA)
// ---------------------------------------------------------------------------
// Server → Client
constexpr uint8_t WARDEN_SMSG_MODULE_USE = 0x00;
constexpr uint8_t WARDEN_SMSG_MODULE_CACHE = 0x01;
constexpr uint8_t WARDEN_SMSG_CHEAT_CHECKS_REQUEST = 0x02;
constexpr uint8_t WARDEN_SMSG_MODULE_INITIALIZE = 0x03;
constexpr uint8_t WARDEN_SMSG_HASH_REQUEST = 0x05;
// Client → Server
constexpr uint8_t WARDEN_CMSG_MODULE_MISSING = 0x00;
constexpr uint8_t WARDEN_CMSG_MODULE_OK = 0x01;
constexpr uint8_t WARDEN_CMSG_CHEAT_CHECKS_RESULT = 0x02;
constexpr uint8_t WARDEN_CMSG_HASH_RESULT = 0x04;
// ---------------------------------------------------------------------------
// PE section boundaries (Wow.exe 3.3.5a 12340, default base 0x400000)
// ---------------------------------------------------------------------------
constexpr uint32_t PE_TEXT_SECTION_BASE = 0x400000;
constexpr uint32_t PE_TEXT_SECTION_END = 0x800000;
constexpr uint32_t PE_RDATA_SECTION_BASE = 0x7FF000;
constexpr uint32_t PE_DATA_RAW_SECTION_BASE = 0x827000;
constexpr uint32_t PE_BSS_SECTION_BASE = 0x883000;
constexpr uint32_t PE_BSS_SECTION_END = 0xD06000;
// Windows KUSER_SHARED_DATA page (read-only, always mapped)
constexpr uint32_t KUSER_SHARED_DATA_BASE = 0x7FFE0000;
constexpr uint32_t KUSER_SHARED_DATA_END = 0x7FFF0000;
// ---------------------------------------------------------------------------
// Well-known memory addresses
// ---------------------------------------------------------------------------
constexpr uint32_t WARDEN_TICKCOUNT_ADDRESS = 0x00CF0BC8;
constexpr uint32_t WARDEN_WIN_VERSION_ADDRESS = 0x7FFE026C;
// ---------------------------------------------------------------------------
// Check sizes (bytes)
// ---------------------------------------------------------------------------
constexpr uint32_t WARDEN_CR_HEADER_SIZE = 17;
constexpr uint32_t WARDEN_CR_ENTRY_SIZE = 68;
constexpr uint32_t WARDEN_PAGE_CHECK_SIZE = 29;
constexpr uint32_t WARDEN_PAGE_A_SHORT_SIZE = 24;
constexpr uint32_t WARDEN_KNOWN_CODE_SCAN_OFFSET = 13856;
// ---------------------------------------------------------------------------
// Memory-check result codes
// ---------------------------------------------------------------------------
constexpr uint8_t WARDEN_MEM_CHECK_SUCCESS = 0x00;
constexpr uint8_t WARDEN_MEM_CHECK_UNMAPPED = 0xE9;
constexpr uint8_t WARDEN_PAGE_CHECK_FOUND = 0x4A;
} // namespace game
} // namespace wowee

View file

@ -49,7 +49,7 @@ public:
CharacterRenderer();
~CharacterRenderer();
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout, pipeline::AssetManager* am,
[[nodiscard]] bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout, pipeline::AssetManager* am,
VkRenderPass renderPassOverride = VK_NULL_HANDLE,
VkSampleCountFlagBits msaaSamples = VK_SAMPLE_COUNT_1_BIT);
void shutdown();
@ -71,7 +71,7 @@ public:
void prepareRender(uint32_t frameIndex);
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
void recreatePipelines();
bool initializeShadow(VkRenderPass shadowRenderPass);
[[nodiscard]] bool initializeShadow(VkRenderPass shadowRenderPass);
void renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceMatrix,
const glm::vec3& shadowCenter = glm::vec3(0), float shadowRadius = 1e9f);

View file

@ -22,7 +22,7 @@ public:
ChargeEffect();
~ChargeEffect();
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
[[nodiscard]] bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
void shutdown();
void recreatePipelines();

View file

@ -26,7 +26,7 @@ public:
Lightning();
~Lightning();
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
[[nodiscard]] bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
void shutdown();
void recreatePipelines();

View file

@ -276,7 +276,7 @@ public:
M2Renderer();
~M2Renderer();
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
[[nodiscard]] bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
pipeline::AssetManager* assets);
void shutdown();
@ -310,7 +310,7 @@ public:
/**
* Initialize shadow pipeline (Phase 7)
*/
bool initializeShadow(VkRenderPass shadowRenderPass);
[[nodiscard]] bool initializeShadow(VkRenderPass shadowRenderPass);
bool hasShadowPipeline() const { return shadowPipeline_ != VK_NULL_HANDLE; }
/**

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@ -16,7 +16,7 @@ public:
MountDust();
~MountDust();
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
[[nodiscard]] bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
void shutdown();
void recreatePipelines();

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@ -25,7 +25,7 @@ public:
QuestMarkerRenderer();
~QuestMarkerRenderer();
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout, pipeline::AssetManager* assetManager);
[[nodiscard]] bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout, pipeline::AssetManager* assetManager);
void shutdown();
void recreatePipelines();

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@ -0,0 +1,74 @@
#pragma once
#include <cstdint>
// Rendering-domain constants: distances, LOD thresholds, particle tuning.
namespace wowee {
namespace rendering {
// ---------------------------------------------------------------------------
// M2 instance-count → render-distance mapping
// ---------------------------------------------------------------------------
constexpr uint32_t M2_HIGH_DENSITY_INSTANCE_THRESHOLD = 2000;
constexpr float M2_MAX_RENDER_DISTANCE_HIGH_DENSITY = 800.0f;
constexpr float M2_MAX_RENDER_DISTANCE_LOW_DENSITY = 2800.0f;
// ---------------------------------------------------------------------------
// M2 LOD / bone-update distance thresholds (world units)
// ---------------------------------------------------------------------------
constexpr float M2_LOD3_DISTANCE = 150.0f; // Beyond this: no bone updates
constexpr float M2_BONE_SKIP_DIST_FAR = 100.0f; // Beyond this: every 4th frame
constexpr float M2_BONE_SKIP_DIST_MID = 50.0f; // Beyond this: every 2nd frame
// ---------------------------------------------------------------------------
// M2 culling geometry
// ---------------------------------------------------------------------------
constexpr float M2_CULL_RADIUS_SCALE_DIVISOR = 12.0f;
constexpr float M2_PADDED_RADIUS_SCALE = 1.5f;
constexpr float M2_PADDED_RADIUS_MIN_MARGIN = 3.0f;
// ---------------------------------------------------------------------------
// M2 variation / idle animation timing (milliseconds)
// ---------------------------------------------------------------------------
constexpr float M2_VARIATION_TIMER_MIN_MS = 3000.0f;
constexpr float M2_VARIATION_TIMER_MAX_MS = 11000.0f;
constexpr float M2_LOOP_VARIATION_TIMER_MIN_MS = 4000.0f;
constexpr float M2_LOOP_VARIATION_TIMER_MAX_MS = 10000.0f;
constexpr float M2_IDLE_VARIATION_TIMER_MIN_MS = 2000.0f;
constexpr float M2_IDLE_VARIATION_TIMER_MAX_MS = 6000.0f;
constexpr float M2_DEFAULT_PARTICLE_ANIM_MS = 3333.0f;
// ---------------------------------------------------------------------------
// HiZ occlusion culling
// ---------------------------------------------------------------------------
// VP matrix diff threshold — below this HiZ is considered safe.
// Typical tracking camera (following a walking character) produces 0.050.25.
constexpr float HIZ_VP_DIFF_THRESHOLD = 0.5f;
// ---------------------------------------------------------------------------
// Smoke / spark particle tuning
// ---------------------------------------------------------------------------
constexpr float SMOKE_OFFSET_XY_MIN = -0.4f;
constexpr float SMOKE_OFFSET_XY_MAX = 0.4f;
constexpr float SMOKE_VEL_Z_MIN = 3.0f;
constexpr float SMOKE_VEL_Z_MAX = 5.0f;
constexpr float SMOKE_LIFETIME_MIN = 4.0f;
constexpr float SMOKE_LIFETIME_MAX = 7.0f;
constexpr float SMOKE_Z_VEL_DAMPING = 0.98f;
constexpr float SMOKE_SIZE_START = 1.0f;
constexpr float SMOKE_SIZE_GROWTH = 2.5f;
constexpr int SPARK_PROBABILITY_DENOM = 8; // 1-in-8 chance per frame
constexpr float SPARK_LIFE_BASE = 0.8f;
constexpr float SPARK_LIFE_RANGE = 1.2f;
// ---------------------------------------------------------------------------
// Character rendering
// ---------------------------------------------------------------------------
// Default frustum-cull radius when model bounds are unavailable (world units).
// 4.0 covers Tauren, mounted characters, and most creature models.
constexpr float DEFAULT_CHARACTER_CULL_RADIUS = 4.0f;
} // namespace rendering
} // namespace wowee

View file

@ -19,7 +19,7 @@ public:
SwimEffects();
~SwimEffects();
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
[[nodiscard]] bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
void shutdown();
void recreatePipelines();
void update(const Camera& camera, const CameraController& cc,

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@ -41,7 +41,7 @@ public:
* @param perFrameLayout Descriptor set layout for the per-frame UBO (set 0)
* @return true if initialization succeeded
*/
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
[[nodiscard]] bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
void recreatePipelines();
/**

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@ -49,7 +49,7 @@ public:
* @param perFrameLayout Descriptor set layout for set 0 (per-frame UBO)
* @param assetManager Asset manager for loading textures (optional)
*/
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
[[nodiscard]] bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
pipeline::AssetManager* assetManager = nullptr);
/**
@ -163,7 +163,7 @@ public:
/**
* Initialize shadow pipeline (Phase 7)
*/
bool initializeShadow(VkRenderPass shadowRenderPass);
[[nodiscard]] bool initializeShadow(VkRenderPass shadowRenderPass);
/**
* Render depth-only for shadow casting

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@ -0,0 +1,68 @@
#pragma once
#include <cstdint>
// UI-layer constants: colors, layout sizes, effect timing.
namespace wowee {
namespace ui {
// ---------------------------------------------------------------------------
// Target selection-circle difficulty colours (WoW-canonical)
// ---------------------------------------------------------------------------
// Stored as {R, G, B} in [0,1]. Alpha is set by the caller.
struct Colour3f { float r, g, b; };
constexpr Colour3f SEL_COLOR_DEFAULT_YELLOW = {1.0f, 1.0f, 0.3f};
constexpr Colour3f SEL_COLOR_RED = {1.0f, 0.1f, 0.1f};
constexpr Colour3f SEL_COLOR_ORANGE = {1.0f, 0.5f, 0.1f};
constexpr Colour3f SEL_COLOR_YELLOW = {1.0f, 1.0f, 0.1f};
constexpr Colour3f SEL_COLOR_GREEN = {0.3f, 1.0f, 0.3f};
constexpr Colour3f SEL_COLOR_GREY = {0.6f, 0.6f, 0.6f};
constexpr Colour3f SEL_COLOR_DEAD = {0.5f, 0.5f, 0.5f};
// Level-diff thresholds that select colours above.
constexpr int MOB_LEVEL_DIFF_RED = 10; // ≥ 10 levels above player → red
constexpr int MOB_LEVEL_DIFF_ORANGE = 5; // ≥ 5 → orange
constexpr int MOB_LEVEL_DIFF_YELLOW_FLOOR = -2; // ≥ -2 → yellow, else green
// Selection circle world-unit bounds
constexpr float SEL_CIRCLE_MIN_RADIUS = 0.8f;
constexpr float SEL_CIRCLE_MAX_RADIUS = 8.0f;
// ---------------------------------------------------------------------------
// Damage flash / vignette effect
// ---------------------------------------------------------------------------
constexpr float DAMAGE_FLASH_FADE_SPEED = 2.0f; // alpha units/sec
constexpr float DAMAGE_FLASH_ALPHA_SCALE = 100.0f; // multiplier
constexpr uint8_t DAMAGE_FLASH_RED_CHANNEL = 200; // IM_COL32 R channel
constexpr float DAMAGE_VIGNETTE_THICKNESS = 0.12f; // fraction of screen
// ---------------------------------------------------------------------------
// Low-health pulsing vignette
// ---------------------------------------------------------------------------
constexpr float LOW_HEALTH_THRESHOLD_PCT = 0.20f; // start at 20% HP
constexpr float LOW_HEALTH_PULSE_FREQUENCY = 9.4f; // angular speed (~1.5 Hz)
constexpr float LOW_HEALTH_MAX_ALPHA = 90.0f;
constexpr float LOW_HEALTH_VIGNETTE_THICKNESS = 0.15f;
// ---------------------------------------------------------------------------
// Level-up flash overlay
// ---------------------------------------------------------------------------
constexpr float LEVELUP_FLASH_FADE_SPEED = 1.0f; // alpha units/sec
constexpr float LEVELUP_FLASH_ALPHA_SCALE = 160.0f;
constexpr float LEVELUP_VIGNETTE_THICKNESS = 0.18f;
constexpr float LEVELUP_TEXT_FONT_SIZE = 28.0f;
// ---------------------------------------------------------------------------
// Ghost / death state
// ---------------------------------------------------------------------------
constexpr float GHOST_OPACITY = 0.5f;
// ---------------------------------------------------------------------------
// Click / interaction thresholds
// ---------------------------------------------------------------------------
constexpr float CLICK_THRESHOLD_PX = 5.0f;
} // namespace ui
} // namespace wowee