Merge slice/inventory: full_inventory, inventory_delta, equipment_cantrip_state

Resolved FeatureCatalog; telemetry now reads the taper count from the
inventory feature. The logoff inventory is sent from the feature's own
OnLogoff instead of a second host-logoff subscription whose correctness
depended on subscription order: the root logs features off in reverse, the
socket last, so the frame still leaves.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-09-25 12:42:41 +02:00
commit 82a518dcfb
16 changed files with 3439 additions and 0 deletions

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@ -1,6 +1,7 @@
using OpenAC.MosswartMassacre.Backend;
using OpenAC.MosswartMassacre.FlagTracker;
using OpenAC.MosswartMassacre.Infrastructure;
using OpenAC.MosswartMassacre.Inventory;
using OpenAC.MosswartMassacre.Metas;
using OpenAC.MosswartMassacre.Quests;
using OpenAC.MosswartMassacre.Streams;
@ -64,5 +65,14 @@ internal static class FeatureCatalog
mainWindow.FlagTrackerOpener = () => trackerPanel.IsVisible = true;
if (metas.Panel is { } metasPanel)
mainWindow.MetasOpener = () => metasPanel.IsVisible = true;
// Inventory: full_inventory, inventory_delta, equipment_cantrip_state,
// and the taper count telemetry reads (InventoryFeature.PrismaticTaperCount).
var inventoryReader = new InventoryReader(context, HostItemHeaderSource.Instance);
var identifyQueue = new IdentifyQueue(() => context.Automation);
var inventory = new InventoryFeature(context, inventoryReader, identifyQueue);
features.Add(inventory);
context.PrismaticTaperCount = () => inventory.PrismaticTaperCount;
features.Add(new EquipmentCantripStateFeature(context, inventoryReader));
}
}

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@ -0,0 +1,262 @@
using AcDream.Plugin.Abstractions;
namespace OpenAC.MosswartMassacre.Inventory;
/// <summary>
/// Everything the builder reads for one item, gathered on the tick thread.
/// </summary>
/// <param name="Item">The item's header fields as the host reports them.</param>
/// <param name="Properties">The item's raw property tables and appraisal profiles, when the host has them.</param>
/// <param name="HasIdData">True once the item has been appraised this session.</param>
/// <param name="LastIdTime">When it was appraised, in Unix seconds; zero when it has not been.</param>
/// <param name="Words">The header words the contract does not expose yet.</param>
internal readonly record struct ItemSource(
PluginInventoryItem Item,
PluginItemProperties? Properties,
bool HasIdData,
int LastIdTime,
ItemHeaderWords Words);
/// <summary>
/// Builds the item record the backend expects from what the host reports:
/// the raw property tables as they are, plus the framework keys the original
/// filled from the object's header and appraisal profiles.
/// </summary>
/// <remarks>
/// <para>
/// Which keys appear, and when, follows the original's own item dumps: a
/// header field's key is present exactly when the server sent that field,
/// the value key is always present (-1 when the server sent none), the
/// underlay key accompanies the second header word, the spell counts come
/// with a non-empty appraised spell book, and the weapon and armor keys with
/// their appraisal profiles. The slot key was never in the tables and is not
/// written.
/// </para>
/// <para>
/// The tables are written in ascending key order. The original wrote them in
/// its framework's hash-table order, which depends on the insertion history
/// and cannot be reproduced; the backend reads them by key.
/// </para>
/// </remarks>
internal static class DecalItemBuilder
{
/// <summary>The item's own active enchantments carry this bit in the appraised spell book.</summary>
public const uint ActiveSpellBit = 0x80000000u;
private const uint IconBase = 0x06000000u;
/// <summary>The original's <c>MyWorldObjectCreator.Create</c>.</summary>
public static MyWorldObject Create(in ItemSource source)
{
PluginInventoryItem item = source.Item;
ItemHeaderWords words = source.Words;
var ints = new Dictionary<int, int>();
var doubles = new Dictionary<int, double>();
var bools = new Dictionary<int, bool>();
var strings = new Dictionary<int, string>();
if (source.Properties is { } properties)
{
foreach (KeyValuePair<uint, int> kvp in properties.Ints ?? EmptyInts)
ints[unchecked((int)kvp.Key)] = kvp.Value;
foreach (KeyValuePair<uint, double> kvp in properties.Floats ?? EmptyDoubles)
doubles[unchecked((int)kvp.Key)] = kvp.Value;
foreach (KeyValuePair<uint, bool> kvp in properties.Bools ?? EmptyBools)
bools[unchecked((int)kvp.Key)] = kvp.Value;
foreach (KeyValuePair<uint, string> kvp in properties.Strings ?? EmptyStrings)
strings[unchecked((int)kvp.Key)] = kvp.Value;
}
bool Sent(uint flag, bool whenUnknown) =>
words.WeenieHeaderFlags is uint flags ? (flags & flag) != 0u : whenUnknown;
// Always in the header.
strings[DecalKeys.RawName] = item.Name;
ints[DecalKeys.WeenieClassId] = unchecked((int)item.WeenieClassId);
ints[DecalKeys.Icon] = ShortIcon(item.IconId);
ints[DecalKeys.Category] = unchecked((int)item.ItemType);
ints[DecalKeys.Behavior] = unchecked((int)item.PublicFlags);
int container = ContainerOf(item);
ints[DecalKeys.Container] = container;
if (Sent(HeaderFlags.PluralName, !string.IsNullOrEmpty(item.PluralName)))
strings[DecalKeys.SecondaryName] = item.PluralName;
if (Sent(HeaderFlags.ItemsCapacity | HeaderFlags.ContainersCapacity, item.ItemsCapacity != 0 || item.ContainersCapacity != 0))
{
ints[DecalKeys.ItemSlots] = item.ItemsCapacity;
ints[DecalKeys.PackSlots] = item.ContainersCapacity;
}
if (Sent(HeaderFlags.Value, item.Value != 0))
ints[DecalKeys.RawValue] = item.Value;
else if (!ints.ContainsKey(DecalKeys.RawValue))
ints[DecalKeys.RawValue] = -1;
if (Sent(HeaderFlags.Usable, item.Useability != 0u))
ints[DecalKeys.Usable] = unchecked((int)item.Useability);
if (Sent(HeaderFlags.UseRadius, item.UseRadius != 0f))
doubles[DecalKeys.ApproachDistance] = item.UseRadius;
if (Sent(HeaderFlags.UiEffects, item.Effects != 0u))
ints[DecalKeys.IconOutline] = unchecked((int)item.Effects);
if (Sent(HeaderFlags.AmmoType, item.AmmoType != 0u))
ints[DecalKeys.MissileType] = unchecked((int)item.AmmoType);
if (Sent(HeaderFlags.CombatUse, item.CombatUse != 0))
ints[DecalKeys.EquipType] = item.CombatUse;
if (Sent(HeaderFlags.Structure | HeaderFlags.MaxStructure, item.MaximumStructure != 0 || item.Structure != 0))
{
ints[DecalKeys.RawMaxStructure] = item.MaximumStructure;
ints[DecalKeys.RawStructure] = item.Structure;
}
if (Sent(HeaderFlags.StackSize | HeaderFlags.MaxStackSize, item.MaximumStackSize > 1))
{
ints[DecalKeys.StackCount] = item.StackSize;
ints[DecalKeys.StackMax] = item.MaximumStackSize;
}
if (Sent(HeaderFlags.ValidLocations, item.ValidLocations != 0u))
ints[DecalKeys.EquipableSlots] = unchecked((int)item.ValidLocations);
if (Sent(HeaderFlags.CurrentlyWieldedLocation, item.EquippedLocation != 0u))
ints[DecalKeys.RawEquippedSlots] = unchecked((int)item.EquippedLocation);
if (Sent(HeaderFlags.Priority, item.CoverageMask != 0u))
ints[DecalKeys.Coverage] = unchecked((int)item.CoverageMask);
if (Sent(HeaderFlags.TargetType, item.TargetType != 0u))
ints[DecalKeys.UsageMask] = unchecked((int)item.TargetType);
if (Sent(HeaderFlags.Burden, item.Burden != 0))
ints[DecalKeys.RawBurden] = item.Burden;
if (Sent(HeaderFlags.Spell, item.SpellId != 0u))
ints[DecalKeys.SpellDid] = unchecked((int)item.SpellId);
if (Sent(HeaderFlags.Workmanship, item.Workmanship != 0f))
doubles[DecalKeys.SalvageWorkmanship] = item.Workmanship;
if (words.HookType is int hookType && Sent(HeaderFlags.HookType, true))
ints[DecalKeys.HookType] = hookType;
if (Sent(HeaderFlags.IconOverlay, item.IconOverlayId != 0u))
ints[DecalKeys.IconOverlay] = ShortIcon(item.IconOverlayId);
if (Sent(HeaderFlags.MaterialType, item.MaterialType != 0u))
ints[DecalKeys.RawMaterial] = unchecked((int)item.MaterialType);
if ((item.PublicFlags & HeaderFlags.IncludesSecondHeader) != 0u)
{
ints[DecalKeys.IconUnderlay] = ShortIcon(item.IconUnderlayId);
if (words.WeenieHeaderFlags2 is uint flags2)
ints[DecalKeys.CreateFlags2] = unchecked((int)flags2);
}
if (words.WeenieHeaderFlags is uint headerFlags)
ints[DecalKeys.CreateFlags1] = unchecked((int)headerFlags);
if (words.PhysicsDescriptionFlags is uint physicsFlags)
ints[DecalKeys.PhysicsDataFlags] = unchecked((int)physicsFlags);
if (words.PhysicsWord is uint physicsWord)
ints[DecalKeys.PhysicsWord] = unchecked((int)physicsWord);
if (words.SetupId is uint setup)
ints[DecalKeys.Setup] = unchecked((int)setup);
if (words.Scale is double scale)
doubles[DecalKeys.Scale] = scale;
if (words.ParentObjectId is uint parent)
ints[DecalKeys.Wielder] = unchecked((int)parent);
if (words.ParentLocation is int parentLocation)
ints[DecalKeys.WieldingSlot] = parentLocation;
// From the appraisal.
var spells = new List<int>();
var activeSpells = new List<int>();
IReadOnlyList<uint> spellBook = item.AppraisedSpellIds ?? Array.Empty<uint>();
foreach (uint entry in spellBook)
{
if ((entry & ActiveSpellBit) != 0u)
activeSpells.Add(unchecked((int)(entry & ~ActiveSpellBit)));
else
spells.Add(unchecked((int)entry));
}
if (spellBook.Count > 0)
{
ints[DecalKeys.SpellCount] = spells.Count;
ints[DecalKeys.ActiveSpellCount] = activeSpells.Count;
}
if (source.Properties?.WeaponProfile is { } weapon)
{
ints[DecalKeys.WeapSpeed] = weapon.WeaponTime;
ints[DecalKeys.EquipSkill] = unchecked((int)weapon.WeaponSkill);
ints[DecalKeys.DamageType] = weapon.DamageType;
ints[DecalKeys.MaxDamage] = weapon.Damage;
doubles[DecalKeys.Variance] = weapon.DamageVariance;
doubles[DecalKeys.AttackBonus] = weapon.WeaponOffense;
doubles[DecalKeys.Range] = weapon.MaxVelocity;
doubles[DecalKeys.DamageBonus] = weapon.DamageMod;
}
if (source.Properties?.ArmorProfile is { } armor)
{
doubles[DecalKeys.SlashProt] = armor.SlashMod;
doubles[DecalKeys.PierceProt] = armor.PierceMod;
doubles[DecalKeys.BludgeonProt] = armor.BludgeonMod;
doubles[DecalKeys.AcidProt] = armor.AcidMod;
doubles[DecalKeys.LightningProt] = armor.ElectricMod;
doubles[DecalKeys.FireProt] = armor.FireMod;
doubles[DecalKeys.ColdProt] = armor.ColdMod;
}
return new MyWorldObject
{
HasIdData = source.HasIdData,
Id = unchecked((int)item.ObjectId),
LastIdTime = source.LastIdTime,
ObjectClass = (int)item.ObjectClass,
Icon = ShortIcon(item.IconId),
ContainerId = container,
BoolValues = Sorted(bools),
DoubleValues = Sorted(doubles),
IntValues = Sorted(ints),
StringValues = Sorted(strings),
ActiveSpells = activeSpells,
Spells = spells,
};
}
/// <summary>
/// The original's <c>MyWorldObjectCreator.Combine</c>: an item remembered
/// with appraisal data from an earlier session keeps that data while the
/// live item has none, refreshed by whatever the live item does carry.
/// </summary>
public static MyWorldObject Combine(MyWorldObject older, MyWorldObject newer)
{
// Repairs an icon missing from an older saved record.
if (older.Icon == 0 && newer.Icon != 0)
older.Icon = newer.Icon;
if (!older.HasIdData || newer.HasIdData)
return newer;
older.AddTo(newer.BoolValues, newer.DoubleValues, newer.IntValues, newer.StringValues);
older.ContainerId = newer.ContainerId;
older.BoolValues = Sorted(older.BoolValues);
older.DoubleValues = Sorted(older.DoubleValues);
older.IntValues = Sorted(older.IntValues);
older.StringValues = Sorted(older.StringValues);
return older;
}
/// <summary>
/// An icon id as the framework reported it: without the icon table's
/// 0x06000000 prefix.
/// </summary>
public static int ShortIcon(uint iconId) =>
iconId >= IconBase ? unchecked((int)(iconId - IconBase)) : unchecked((int)iconId);
/// <summary>
/// The framework's container of an item: the pack holding it, or the
/// creature wielding it when it is wielded.
/// </summary>
public static int ContainerOf(in PluginInventoryItem item) =>
unchecked((int)(item.ContainerObjectId != 0u ? item.ContainerObjectId : item.WielderObjectId));
private static Dictionary<int, T> Sorted<T>(Dictionary<int, T> table)
{
var sorted = new Dictionary<int, T>(table.Count);
foreach (int key in table.Keys.Order())
sorted[key] = table[key];
return sorted;
}
private static readonly IReadOnlyDictionary<uint, int> EmptyInts = new Dictionary<uint, int>();
private static readonly IReadOnlyDictionary<uint, double> EmptyDoubles = new Dictionary<uint, double>();
private static readonly IReadOnlyDictionary<uint, bool> EmptyBools = new Dictionary<uint, bool>();
private static readonly IReadOnlyDictionary<uint, string> EmptyStrings = new Dictionary<uint, string>();
}

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@ -0,0 +1,110 @@
namespace OpenAC.MosswartMassacre.Inventory;
/// <summary>
/// The pseudo keys the original's client framework mixed into an item's
/// property tables next to the raw game property ids. The backend reads
/// them by these numbers, so they are part of the wire.
/// </summary>
internal static class DecalKeys
{
// Integer table.
public const int WeenieClassId = 218103808;
public const int Icon = 218103809;
public const int Container = 218103810;
public const int ItemSlots = 218103812;
public const int PackSlots = 218103813;
public const int StackCount = 218103814;
public const int StackMax = 218103815;
public const int SpellDid = 218103816;
public const int Wielder = 218103818;
public const int WieldingSlot = 218103819;
public const int Coverage = 218103821;
public const int EquipableSlots = 218103822;
public const int EquipType = 218103823;
public const int IconOutline = 218103824;
public const int MissileType = 218103825;
public const int UsageMask = 218103826;
public const int HookType = 218103828;
public const int Setup = 218103830;
public const int PhysicsWord = 218103831;
public const int CreateFlags1 = 218103832;
public const int CreateFlags2 = 218103833;
public const int Category = 218103834;
public const int Behavior = 218103835;
public const int SpellCount = 218103838;
public const int WeapSpeed = 218103839;
public const int EquipSkill = 218103840;
public const int DamageType = 218103841;
public const int MaxDamage = 218103842;
public const int Usable = 218103843;
public const int PhysicsDataFlags = 218103847;
public const int ActiveSpellCount = 218103848;
public const int IconOverlay = 218103849;
public const int IconUnderlay = 218103850;
// Floating-point table.
public const int SlashProt = 167772160;
public const int PierceProt = 167772161;
public const int BludgeonProt = 167772162;
public const int AcidProt = 167772163;
public const int LightningProt = 167772164;
public const int FireProt = 167772165;
public const int ColdProt = 167772166;
public const int ApproachDistance = 167772168;
public const int SalvageWorkmanship = 167772169;
public const int Scale = 167772170;
public const int Variance = 167772171;
public const int AttackBonus = 167772172;
public const int Range = 167772173;
public const int DamageBonus = 167772174;
// Text table.
public const int SecondaryName = 184549376;
// Raw game property ids the framework filled from the object's header.
public const int RawBurden = 5;
public const int RawEquippedSlots = 10;
public const int RawValue = 19;
public const int RawMaxStructure = 91;
public const int RawStructure = 92;
public const int RawMaterial = 131;
public const int RawName = 1;
public const int RawManaRate = 5;
public const int RawCurrentMana = 107;
public const int RawMaximumMana = 108;
}
/// <summary>
/// The bits of the object header's first flag word, which say which optional
/// header fields the server sent. The framework's key tables held a field
/// exactly when its bit was set.
/// </summary>
internal static class HeaderFlags
{
public const uint PluralName = 0x00000001;
public const uint ItemsCapacity = 0x00000002;
public const uint ContainersCapacity = 0x00000004;
public const uint Value = 0x00000008;
public const uint Usable = 0x00000010;
public const uint UseRadius = 0x00000020;
public const uint UiEffects = 0x00000080;
public const uint AmmoType = 0x00000100;
public const uint CombatUse = 0x00000200;
public const uint Structure = 0x00000400;
public const uint MaxStructure = 0x00000800;
public const uint StackSize = 0x00001000;
public const uint MaxStackSize = 0x00002000;
public const uint ValidLocations = 0x00010000;
public const uint CurrentlyWieldedLocation = 0x00020000;
public const uint Priority = 0x00040000;
public const uint TargetType = 0x00080000;
public const uint Burden = 0x00200000;
public const uint Spell = 0x00400000;
public const uint Workmanship = 0x01000000;
public const uint HookType = 0x10000000;
public const uint IconOverlay = 0x40000000;
public const uint MaterialType = 0x80000000;
/// <summary>The public-flags bit that says a second header word follows.</summary>
public const uint IncludesSecondHeader = 0x04000000;
}

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@ -0,0 +1,425 @@
using AcDream.Plugin.Abstractions;
using OpenAC.MosswartMassacre.Backend;
namespace OpenAC.MosswartMassacre.Inventory;
/// <summary>
/// The backend's mana panel: for every spell-bearing item the character
/// wears or wields, whether its spells are running, its mana and how long
/// that mana lasts, sent as <c>equipment_cantrip_state</c> a quarter second
/// after the last relevant change.
/// </summary>
/// <remarks>
/// <para>
/// An item is <c>unknown</c> until appraised, <c>not_activatable</c> (and left
/// out) without spells or mana, <c>not_active</c> when out of mana or when
/// one of its beneficial spells is neither running on the item nor matched
/// by an equal-or-stronger item spell on the character, and <c>active</c>
/// otherwise. The mana of an active item is projected down from the moment
/// its mana was last reported, at one point per burn interval.
/// </para>
/// <para>
/// The item is read through its item record, so every value is taken from
/// the same keys the original read. The host raises no event when the
/// character's enchantments change, so they are compared once a second.
/// </para>
/// </remarks>
internal sealed class EquipmentCantripStateFeature : IMmFeature
{
public static readonly TimeSpan Debounce = TimeSpan.FromMilliseconds(250);
public static readonly TimeSpan EnchantmentPoll = TimeSpan.FromSeconds(1);
private const int CloakSlot = 134217728;
private const int AmmoSlot = 8388608;
private readonly MmContext _context;
private readonly InventoryReader _reader;
private readonly Action<PluginObjectChange> _onObjectChanged;
private readonly Action<double> _onTick;
private readonly Dictionary<uint, DateTime> _lastManaUpdateByItemId = [];
private readonly Dictionary<uint, int> _lastSeenMana = [];
private IDisposable? _debounce;
private bool _active;
private double _enchantmentPollSeconds;
private string _enchantmentSignature = string.Empty;
public EquipmentCantripStateFeature(MmContext context, InventoryReader reader)
{
_context = context;
_reader = reader;
_onObjectChanged = OnObjectChanged;
_onTick = OnTick;
_context.Host.Events.ObjectChanged += _onObjectChanged;
_context.Host.Events.Tick += _onTick;
}
public void OnLogin()
{
Cleanup();
_active = true;
try
{
foreach (PluginInventoryItem item in _reader.CaptureOwned())
RememberManaSnapshotTime(item.ObjectId);
_enchantmentSignature = EnchantmentSignature();
RequestRefresh();
}
catch (Exception ex)
{
_context.Host.Log.Warn($"[EquipCantrip] Initialize error: {ex.Message}");
}
}
public void OnLogoff()
{
_active = false;
Cleanup();
}
public void Dispose()
{
_context.Host.Events.ObjectChanged -= _onObjectChanged;
_context.Host.Events.Tick -= _onTick;
Cleanup();
}
private void Cleanup()
{
_debounce?.Dispose();
_debounce = null;
_lastManaUpdateByItemId.Clear();
_lastSeenMana.Clear();
_enchantmentPollSeconds = 0d;
_enchantmentSignature = string.Empty;
}
private void OnTick(double deltaSeconds)
{
if (!_active)
return;
_enchantmentPollSeconds += deltaSeconds;
if (_enchantmentPollSeconds < EnchantmentPoll.TotalSeconds)
return;
_enchantmentPollSeconds = 0d;
string signature = EnchantmentSignature();
if (signature != _enchantmentSignature)
{
_enchantmentSignature = signature;
RequestRefresh();
}
}
private string EnchantmentSignature() =>
string.Join(',', _context.Automation.Character.ActiveEnchantments.Select(e => e.SpellId).Order());
private void OnObjectChanged(PluginObjectChange change)
{
if (!_active)
return;
try
{
switch (change.Kind)
{
case PluginObjectChangeKind.Created:
if (change.Current is { } created && IsPotentiallyRelevant(created))
{
RememberManaSnapshotTime(created.ObjectId);
RequestRefresh();
}
break;
case PluginObjectChangeKind.Released:
bool wasTracked = _lastManaUpdateByItemId.Remove(change.ObjectId);
_lastSeenMana.Remove(change.ObjectId);
if (wasTracked || (change.Current is { } released && IsPotentiallyRelevant(released)))
RequestRefresh();
break;
default:
if (change.Current is not { } changed)
break;
bool manaChanged = IsPotentiallyRelevant(changed) && ManaChanged(changed.ObjectId);
if (change.Kind == PluginObjectChangeKind.IdentReceived || manaChanged)
RememberManaSnapshotTime(changed.ObjectId);
if (IsPotentiallyRelevant(changed))
RequestRefresh();
break;
}
}
catch (Exception ex)
{
_context.Host.Log.Warn($"[EquipCantrip] Change error: {ex.Message}");
}
}
/// <summary>The host has no mana-change event; a changed current-mana value is one.</summary>
private bool ManaChanged(uint objectId)
{
int mana = CurrentMana(objectId);
return _lastSeenMana.TryGetValue(objectId, out int previous) && previous != mana;
}
private int CurrentMana(uint objectId) =>
_context.Automation.Items.TryCaptureProperties(objectId, out PluginItemProperties properties)
&& properties.Ints is { } ints
&& ints.TryGetValue(DecalKeys.RawCurrentMana, out int mana)
? mana
: 0;
private void RememberManaSnapshotTime(uint objectId)
{
_lastManaUpdateByItemId[objectId] = _context.Clock.UtcNow;
_lastSeenMana[objectId] = CurrentMana(objectId);
}
private bool IsPotentiallyRelevant(PluginWorldObject wo) =>
(wo.WielderObjectId != 0u && wo.WielderObjectId == _reader.CharacterId)
|| _lastManaUpdateByItemId.ContainsKey(wo.ObjectId);
private void RequestRefresh()
{
_debounce?.Dispose();
_debounce = _context.Scheduler.Delay(Debounce, SendSnapshot);
}
internal void SendSnapshot()
{
_debounce = null;
try
{
if (!_active || !_context.Settings.Current.WebSocketEnabled)
return;
object[] items = BuildSnapshotItems().ToArray();
_context.Send(new
{
type = "equipment_cantrip_state",
timestamp = Wire.Timestamp(_context.Clock),
character_name = _context.CharacterName,
items = items,
});
}
catch (Exception ex)
{
_context.Host.Log.Warn($"[EquipCantrip] Send error: {ex.Message}");
}
}
private List<object> BuildSnapshotItems()
{
var snapshotItems = new List<object>();
List<PluginSpellInfo> activeCharacterSpells = GetActiveCharacterItemSpellData();
foreach (PluginInventoryItem item in _reader.CaptureOwned())
{
if (item.EquippedLocation == 0u)
continue;
MyWorldObject wo = _reader.Build(item);
if (!ShouldDisplayInManaPanel(wo, item))
continue;
object? snapshot = BuildItemSnapshot(wo, activeCharacterSpells);
if (snapshot is not null)
snapshotItems.Add(snapshot);
}
return snapshotItems;
}
/// <summary>
/// The character's item-cast enchantments, the ones with no end. The host
/// reports those as never running out.
/// </summary>
private List<PluginSpellInfo> GetActiveCharacterItemSpellData()
{
var activeSpells = new List<PluginSpellInfo>();
foreach (PluginActiveEnchantment enchantment in _context.Automation.Character.ActiveEnchantments)
{
if (!double.IsPositiveInfinity(enchantment.SecondsRemaining) && enchantment.SecondsRemaining > 0d)
continue;
if (_context.Automation.Spells.TryGet(enchantment.SpellId, out PluginSpellInfo spell))
activeSpells.Add(spell);
}
return activeSpells;
}
private object? BuildItemSnapshot(MyWorldObject wo, List<PluginSpellInfo> activeCharacterSpells)
{
ItemState itemState = RecalculateState(wo, activeCharacterSpells);
if (itemState == ItemState.NotActivatable)
return null;
int maximumMana = Int(wo, DecalKeys.RawMaximumMana, 0);
int currentMana = itemState == ItemState.Unknown ? 0 : CalculateCurrentMana(wo, itemState);
double? manaTimeRemainingSeconds = null;
if (itemState == ItemState.Active)
{
TimeSpan remaining = CalculateManaTimeRemaining(wo, currentMana);
manaTimeRemainingSeconds = remaining.TotalSeconds;
}
return new
{
item_id = wo.Id,
state = ToWireState(itemState),
current_mana = itemState == ItemState.Unknown ? (int?)null : currentMana,
max_mana = itemState == ItemState.Unknown ? (int?)null : maximumMana,
mana_time_remaining_seconds = manaTimeRemainingSeconds,
};
}
private ItemState RecalculateState(MyWorldObject wo, List<PluginSpellInfo> activeCharacterSpells)
{
if (!wo.HasIdData)
return ItemState.Unknown;
if (Int(wo, DecalKeys.SpellCount, 0) == 0 || Int(wo, DecalKeys.RawMaximumMana, 0) == 0)
return ItemState.NotActivatable;
if (Int(wo, DecalKeys.RawCurrentMana, 0) == 0)
return ItemState.NotActive;
foreach (int spellOnItemId in wo.Spells)
{
if (wo.IntValues.TryGetValue(DecalKeys.SpellDid, out int associated) && associated == spellOnItemId)
continue;
if (!_context.Automation.Spells.TryGet(unchecked((uint)spellOnItemId), out PluginSpellInfo spellOnItem))
continue;
if (spellOnItem.IsDebuff || spellOnItem.IsOffensive)
continue;
bool thisSpellIsActive = false;
foreach (int activeSpellId in wo.ActiveSpells)
{
if (_context.Automation.Spells.TryGet(unchecked((uint)activeSpellId), out PluginSpellInfo activeSpellOnItem)
&& SpellMatchesOrSurpasses(activeSpellOnItem, spellOnItem))
{
thisSpellIsActive = true;
break;
}
}
if (thisSpellIsActive)
continue;
foreach (PluginSpellInfo activeSpellOnChar in activeCharacterSpells)
{
if (SpellMatchesOrSurpasses(activeSpellOnChar, spellOnItem))
{
thisSpellIsActive = true;
break;
}
}
if (!thisSpellIsActive)
return ItemState.NotActive;
}
return ItemState.Active;
}
private static bool SpellMatchesOrSurpasses(PluginSpellInfo activeSpell, PluginSpellInfo requiredSpell) =>
activeSpell.Family == requiredSpell.Family && activeSpell.Difficulty >= requiredSpell.Difficulty;
private int CalculateCurrentMana(MyWorldObject wo, ItemState itemState)
{
if (itemState == ItemState.Unknown || itemState == ItemState.NotActivatable)
return 0;
if (itemState == ItemState.NotActive)
return Int(wo, DecalKeys.RawCurrentMana, 0);
double secondsPerBurn = GetSecondsPerBurn(wo);
if (secondsPerBurn <= 0)
return Int(wo, DecalKeys.RawCurrentMana, 0);
uint objectId = unchecked((uint)wo.Id);
DateTime now = _context.Clock.UtcNow;
if (!_lastManaUpdateByItemId.TryGetValue(objectId, out DateTime lastUpdate))
{
lastUpdate = now;
_lastManaUpdateByItemId[objectId] = lastUpdate;
}
TimeSpan timeSinceLastUpdate = now - lastUpdate;
int burnedMana = (int)(timeSinceLastUpdate.TotalSeconds / secondsPerBurn);
int currentMana = Int(wo, DecalKeys.RawCurrentMana, 0);
if (burnedMana > currentMana)
burnedMana = currentMana;
return Math.Max(currentMana - burnedMana, 0);
}
private static TimeSpan CalculateManaTimeRemaining(MyWorldObject wo, int calculatedCurrentMana)
{
double secondsPerBurn = GetSecondsPerBurn(wo);
if (secondsPerBurn <= 0)
return new TimeSpan(99, 99, 0);
return TimeSpan.FromSeconds(calculatedCurrentMana * secondsPerBurn);
}
private static double GetSecondsPerBurn(MyWorldObject wo)
{
if (!wo.HasIdData)
return 0;
double manaRateOfChange = wo.DoubleValues.TryGetValue(DecalKeys.RawManaRate, out double rate) ? rate : 0;
if (manaRateOfChange == 0)
return 0;
return ((int)Math.Ceiling(-0.2 / manaRateOfChange)) * 5;
}
private bool ShouldDisplayInManaPanel(MyWorldObject wo, in PluginInventoryItem item)
{
if (!ItemIsEquippedByMe(wo, item))
return false;
if (!string.IsNullOrEmpty(wo.Name) && wo.Name.Contains("Aetheria", StringComparison.OrdinalIgnoreCase))
return false;
if (Int(wo, DecalKeys.EquipableSlots, 0) == CloakSlot)
return false;
if (Int(wo, DecalKeys.RawEquippedSlots, 0) == AmmoSlot)
return false;
return true;
}
/// <summary>
/// Worn or wielded by this character. The framework's slot key read -1
/// for anything not in a pack slot, and then the container decided.
/// </summary>
private bool ItemIsEquippedByMe(MyWorldObject wo, in PluginInventoryItem item)
{
int equippedSlots = Int(wo, DecalKeys.RawEquippedSlots, 0);
if (equippedSlots <= 0)
return false;
if (item.ContainerSlot == -1)
return wo.ContainerId == unchecked((int)_reader.CharacterId);
return true;
}
private static int Int(MyWorldObject wo, int key, int defaultValue) =>
wo.IntValues.TryGetValue(key, out int value) ? value : defaultValue;
private static string ToWireState(ItemState itemState) => itemState switch
{
ItemState.Active => "active",
ItemState.NotActive => "not_active",
ItemState.NotActivatable => "not_activatable",
_ => "unknown",
};
private enum ItemState
{
Unknown,
NotActivatable,
Active,
NotActive,
}
}

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using AcDream.Plugin.Abstractions;
namespace OpenAC.MosswartMassacre.Inventory;
/// <summary>
/// Appraises the player's items one at a time. The original fired an
/// appraisal request for every item at once and its framework queued them;
/// the host here has a single appraisal slot and answers
/// <see cref="PluginItemCommandStatus.Busy"/> while it is taken, so the queue
/// asks again on a later tick instead.
/// </summary>
/// <remarks>
/// A request is finished when the host reports it answered, gave up on it,
/// or when it has been outstanding for <see cref="Timeout"/>. The owner
/// pumps the queue from the tick; nothing here runs on another thread.
/// </remarks>
internal sealed class IdentifyQueue
{
/// <summary>How long one request may stay unanswered before it is given up.</summary>
public static readonly TimeSpan Timeout = TimeSpan.FromSeconds(10);
private readonly Func<IAutomationSurface> _automation;
private readonly LinkedList<uint> _pending = new();
private readonly HashSet<uint> _queued = [];
private uint _inFlight;
private double _inFlightSeconds;
private long _appraisalRevisionAtRequest;
public IdentifyQueue(Func<IAutomationSurface> automation)
{
_automation = automation;
}
/// <summary>Raised with the item id and whether the appraisal arrived, once per finished request.</summary>
public event Action<uint, bool>? Finished;
/// <summary>True when nothing is waiting and nothing is outstanding.</summary>
public bool IsIdle => _inFlight == 0u && _pending.Count == 0;
/// <summary>Requests queued or outstanding.</summary>
public int Count => _pending.Count + (_inFlight != 0u ? 1 : 0);
/// <summary>Queues one item unless it is already queued or outstanding.</summary>
public void Enqueue(uint objectId)
{
if (objectId == 0u || objectId == _inFlight || !_queued.Add(objectId))
return;
_pending.AddLast(objectId);
}
/// <summary>Drops everything, for a logoff.</summary>
public void Clear()
{
_pending.Clear();
_queued.Clear();
_inFlight = 0u;
_inFlightSeconds = 0d;
}
/// <summary>The host delivered appraisal data for an object.</summary>
public void OnIdentReceived(uint objectId)
{
if (objectId != 0u && objectId == _inFlight)
Finish(success: true);
}
/// <summary>Advances the queue; call once per tick.</summary>
public void Pump(double deltaSeconds)
{
if (_inFlight != 0u)
{
_inFlightSeconds += Math.Max(0d, deltaSeconds);
PluginAppraisalState state = _automation().Loot.Appraisal;
if (state.Revision != _appraisalRevisionAtRequest)
{
if (state.CurrentObjectId == _inFlight)
{
Finish(success: true);
}
else if (state.LastAbandonedObjectId == _inFlight)
{
Finish(success: false);
}
}
if (_inFlight != 0u && _inFlightSeconds >= Timeout.TotalSeconds)
Finish(success: false);
if (_inFlight != 0u)
return;
}
while (_pending.First is { } next)
{
uint objectId = next.Value;
IAutomationSurface automation = _automation();
PluginItemCommandResult result = automation.Objects.Identify(objectId);
if (result.Status == PluginItemCommandStatus.Busy)
return;
_pending.RemoveFirst();
_queued.Remove(objectId);
if (result.Status == PluginItemCommandStatus.Started)
{
_inFlight = objectId;
_inFlightSeconds = 0d;
// Read after the request, so the request's own change to the
// slot is not taken for its answer.
_appraisalRevisionAtRequest = automation.Loot.Appraisal.Revision;
return;
}
// Refused outright: the item is gone or cannot be appraised.
Finished?.Invoke(objectId, false);
}
}
private void Finish(bool success)
{
uint objectId = _inFlight;
_inFlight = 0u;
_inFlightSeconds = 0d;
Finished?.Invoke(objectId, success);
}
}

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using AcDream.Plugin.Abstractions;
using Newtonsoft.Json;
using OpenAC.MosswartMassacre.Backend;
namespace OpenAC.MosswartMassacre.Inventory;
/// <summary>
/// The player's inventory on the backend: the whole inventory
/// (<c>full_inventory</c>) after login, at logoff and on
/// <c>/mm sendinventory</c>; every item entering, changing in or leaving it
/// (<c>inventory_delta</c>); and the Prismatic Taper count the telemetry
/// frame carries.
/// </summary>
/// <remarks>
/// <para>
/// Adds and removes go out at once. Changes to an item already tracked are
/// coalesced and sent as one <c>update</c> per changed item on a randomized
/// two-to-five-minute timer, re-rolled after every flush so a fleet of
/// clients never flushes in step.
/// </para>
/// <para>
/// Login waits until the inventory has stopped arriving (no new owned item
/// for <see cref="SettleQuiet"/>) and, while streaming, for the socket, so
/// the login inventory is not written into a closed socket. Until then new
/// items are tracked silently, as the original's login stream arrived before
/// its socket was open. Items worth appraising are appraised one at a time
/// through <see cref="IdentifyQueue"/>; the original asked for all of them at
/// once.
/// </para>
/// <para>
/// A copy of the last inventory sent is kept in the character's storage, as
/// the original kept a file per character. It decides whether a login first
/// appraises everything and waits, and it keeps appraisal data from an
/// earlier session for items not yet appraised in this one.
/// </para>
/// </remarks>
internal sealed class InventoryFeature : IMmFeature
{
public const string CacheKey = "inventory.json";
/// <summary>How long no new owned item must arrive before login counts the inventory as complete.</summary>
public static readonly TimeSpan SettleQuiet = TimeSpan.FromSeconds(3);
/// <summary>The longest login waits for the inventory to stop arriving.</summary>
public static readonly TimeSpan SettleLimit = TimeSpan.FromSeconds(20);
/// <summary>The longest the login inventory waits for the socket before it is written anyway.</summary>
public static readonly TimeSpan ConnectLimit = TimeSpan.FromSeconds(30);
public const int FlushBaseMs = 120000;
public const int FlushJitterMs = 180000;
private readonly MmContext _context;
private readonly InventoryReader _reader;
private readonly IdentifyQueue _identify;
private readonly Random _rng;
private readonly Action<PluginObjectChange> _onObjectChanged;
private readonly Action<double> _onTick;
// Live tracking (the original's live inventory tracker).
private readonly HashSet<uint> _tracked = [];
private readonly HashSet<uint> _dirty = [];
private IDisposable? _flushTimer;
// Whole-inventory uploads (the original's inventory logger).
private readonly HashSet<uint> _requested = [];
private bool _waitingForLoginIds;
private bool _waitingForForcedIds;
private bool _active;
private bool _settled;
private bool _loginUploadPending;
private double _quietSeconds;
private double _settleSeconds;
private double _connectSeconds;
private bool _taperDirty = true;
private int _taperCount;
public InventoryFeature(MmContext context, InventoryReader reader, IdentifyQueue identify, Random? rng = null)
{
_context = context;
_reader = reader;
_identify = identify;
_rng = rng ?? new Random();
IsBackendReady = () => context.Backend.IsConnected;
_onObjectChanged = OnObjectChanged;
_onTick = OnTick;
_context.Host.Events.ObjectChanged += _onObjectChanged;
_context.Host.Events.Tick += _onTick;
context.Commands.Register("sendinventory", _ => ForceInventoryUpload(), "Force full inventory upload");
}
/// <summary>
/// The Prismatic Tapers in the packs, for the telemetry frame's
/// <c>prismatic_taper_count</c>. Read it on the tick thread; it recounts
/// only after an item changed.
/// </summary>
public int PrismaticTaperCount
{
get
{
if (_active && _taperDirty)
{
_taperCount = _reader.CountPrismaticTapers();
_taperDirty = false;
}
return _taperCount;
}
}
/// <summary>True when the backend can take the login inventory. Tests replace it.</summary>
internal Func<bool> IsBackendReady { get; set; }
internal bool IsSettled => _settled;
internal int TrackedCount => _tracked.Count;
internal int DirtyCount => _dirty.Count;
public void OnLogin()
{
ResetState();
_active = true;
_reader.Reset();
_taperDirty = true;
// The original's item events were wired before login, so every item
// of the login stream that was worth appraising was asked for.
foreach (PluginInventoryItem item in _reader.CaptureOwned())
{
_tracked.Add(item.ObjectId);
if (InventoryReader.NeedsIdent(item.ObjectClass, item.Name) && !_reader.IsIdentified(item.ObjectId))
_identify.Enqueue(item.ObjectId);
}
}
/// <summary>
/// The original dumped the inventory at logoff. The root logs features
/// off in reverse order, the socket last, so this frame still goes out.
/// </summary>
public void OnLogoff()
{
OnHostLogoff();
_active = false;
ResetState();
}
public void Dispose()
{
_context.Host.Events.ObjectChanged -= _onObjectChanged;
_context.Host.Events.Tick -= _onTick;
ResetState();
}
private void ResetState()
{
_flushTimer?.Dispose();
_flushTimer = null;
_tracked.Clear();
_dirty.Clear();
_requested.Clear();
_identify.Clear();
_waitingForLoginIds = false;
_waitingForForcedIds = false;
_settled = false;
_loginUploadPending = false;
_quietSeconds = 0d;
_settleSeconds = 0d;
_connectSeconds = 0d;
}
private bool InventoryLog => _context.Settings.Current.InventoryLog;
private void OnTick(double deltaSeconds)
{
if (!_active)
return;
_identify.Pump(deltaSeconds);
if (!_settled)
{
_quietSeconds += deltaSeconds;
_settleSeconds += deltaSeconds;
if (_quietSeconds >= SettleQuiet.TotalSeconds || _settleSeconds >= SettleLimit.TotalSeconds)
Settle();
return;
}
if (_loginUploadPending)
{
_connectSeconds += deltaSeconds;
if (!_context.Settings.Current.WebSocketEnabled || IsBackendReady() || _connectSeconds >= ConnectLimit.TotalSeconds)
{
_loginUploadPending = false;
RunLoginUpload();
}
return;
}
if ((_waitingForLoginIds || _waitingForForcedIds) && _identify.IsIdle)
CompleteWaitingUpload();
}
/// <summary>The inventory has arrived: start live tracking and the login upload.</summary>
private void Settle()
{
_settled = true;
foreach (PluginInventoryItem item in _reader.CaptureOwned())
_tracked.Add(item.ObjectId);
ArmFlushTimer();
_loginUploadPending = true;
_connectSeconds = 0d;
}
/// <summary>The original's inventory logger at login.</summary>
private void RunLoginUpload()
{
if (!InventoryLog)
return;
if (ReadCache() is null)
{
_context.Chat.Write("Requesting id information for all armor/weapon inventory. This will take a few minutes...");
foreach (PluginInventoryItem item in _reader.CaptureOwned())
{
if (!_reader.IsIdentified(item.ObjectId) && InventoryReader.NeedsIdent(item.ObjectClass, item.Name))
_identify.Enqueue(item.ObjectId);
}
_waitingForLoginIds = true;
}
else
{
DumpInventory(requestIdsIfMissing: true);
}
}
/// <summary>
/// Every appraisal asked for has finished. The original waited until
/// every item worth appraising had been appraised, so one item the server
/// would not appraise held the upload back for good; this sends once the
/// requests have all been answered or given up.
/// </summary>
private void CompleteWaitingUpload()
{
bool wasForceUpload = _waitingForForcedIds;
_waitingForLoginIds = false;
_waitingForForcedIds = false;
DumpInventory();
if (wasForceUpload)
_context.Chat.Write("[INV] All items identified. Inventory upload completed.");
else
_context.Chat.Write("Requesting id information for all armor/weapon inventory completed. Log file written.");
}
/// <summary><c>/mm sendinventory</c>: appraise what needs it, wait, then send everything.</summary>
internal void ForceInventoryUpload()
{
try
{
if (!InventoryLog)
{
_context.Chat.Write("[INV] Inventory logging is disabled");
return;
}
if (!_context.Settings.Current.WebSocketEnabled)
{
_context.Chat.Write("[INV] WebSocket streaming is disabled");
return;
}
if (!_active)
{
_context.Chat.Write("[INV] Inventory system not initialized");
return;
}
int needsId = 0;
int totalItems = 0;
foreach (PluginInventoryItem item in _reader.CaptureOwned())
{
totalItems++;
if (!_reader.IsIdentified(item.ObjectId) && InventoryReader.NeedsIdent(item.ObjectClass, item.Name))
{
_identify.Enqueue(item.ObjectId);
needsId++;
}
}
if (needsId > 0)
{
_waitingForForcedIds = true;
_context.Chat.Write($"[INV] Scanning {totalItems} items, requesting ID for {needsId}. Waiting for identification...");
}
else
{
_context.Chat.Write($"[INV] All {totalItems} items already identified. Sending...");
DumpInventory();
_context.Chat.Write("[INV] Inventory upload completed");
}
}
catch (Exception ex)
{
_context.Chat.Write($"[INV] Force upload failed: {ex.Message}");
}
}
private void OnHostLogoff()
{
if (!_active || !InventoryLog)
return;
try
{
DumpInventory();
}
catch (Exception ex)
{
_context.Chat.Write($"[INV] {ex}");
}
}
/// <summary>
/// The original's inventory dump: every owned item, merged with what the
/// saved copy knew about it, saved, and sent as <c>full_inventory</c>.
/// </summary>
internal void DumpInventory(bool requestIdsIfMissing = false)
{
List<MyWorldObject> previouslySaved = ReadCache() ?? [];
var currentList = new List<MyWorldObject>();
foreach (PluginInventoryItem item in _reader.CaptureOwned())
{
MyWorldObject current = _reader.Build(item);
bool needsId = requestIdsIfMissing
&& !current.HasIdData
&& InventoryReader.NeedsIdent(item.ObjectClass, item.Name);
MyWorldObject? previous = previouslySaved.Find(
prev => prev.Id == current.Id && prev.ObjectClass == current.ObjectClass);
if (previous is not null)
{
if (needsId && !previous.HasIdData)
{
_identify.Enqueue(item.ObjectId);
currentList.Add(current);
}
else
{
currentList.Add(DecalItemBuilder.Combine(previous, current));
}
continue;
}
if (needsId)
_identify.Enqueue(item.ObjectId);
currentList.Add(current);
}
WriteCache(currentList);
if (_context.Settings.Current.WebSocketEnabled)
{
_context.Send(new
{
type = "full_inventory",
timestamp = Wire.Timestamp(_context.Clock),
character_name = _context.CharacterName,
item_count = currentList.Count,
items = currentList,
});
_context.Chat.Write("Inventory sent to MosswartOverlord");
}
}
private List<MyWorldObject>? ReadCache()
{
IPluginStorage? scope = CacheScope();
string? text = scope?.ReadText(CacheKey);
if (text is null)
return null;
try
{
return JsonConvert.DeserializeObject<List<MyWorldObject>>(text) ?? [];
}
catch (JsonException)
{
_context.Chat.Write("Inventory file is corrupt.");
return [];
}
}
private void WriteCache(List<MyWorldObject> items)
{
IPluginStorage? scope = CacheScope();
if (scope is null)
return;
try
{
scope.WriteText(CacheKey, JsonConvert.SerializeObject(items, Formatting.Indented));
}
catch (Exception ex)
{
_context.Host.Log.Warn($"The inventory copy could not be saved: {ex.Message}");
}
}
private IPluginStorage? CacheScope()
{
IPluginStorage storage = _context.Host.Storage;
return storage.IsAvailable
? storage.OpenScope(PluginStorageScope.Character(_context.CharacterName))
: null;
}
private void OnObjectChanged(PluginObjectChange change)
{
if (!_active)
return;
try
{
if (change.Kind == PluginObjectChangeKind.IdentReceived)
{
_reader.NoteAppraisal(change.ObjectId);
_identify.OnIdentReceived(change.ObjectId);
}
PluginWorldObject? current = change.Current;
if (change.Kind == PluginObjectChangeKind.Released
|| current is null
|| string.Equals(current.Value.Name, InventoryReader.PrismaticTaper, StringComparison.OrdinalIgnoreCase))
{
_taperDirty = true;
}
if (change.Kind == PluginObjectChangeKind.Released)
{
OnRelease(change.ObjectId);
return;
}
if (current is not { } wo)
return;
if (!_settled)
{
OnLoginStreamItem(wo);
return;
}
if (change.Kind == PluginObjectChangeKind.Created)
OnCreate(wo);
else
OnChange(wo);
RequestIdForMainPackItem(wo);
}
catch (Exception ex)
{
_context.Host.Log.Warn($"[LiveInv] Error handling an item change: {ex.Message}");
}
}
/// <summary>An item of the login stream: tracked without an add, appraised if worth it.</summary>
private void OnLoginStreamItem(PluginWorldObject wo)
{
if (!_reader.IsPlayerInventory(wo.ContainerObjectId, wo.WielderObjectId))
return;
if (_tracked.Add(wo.ObjectId))
_quietSeconds = 0d;
if (!IsIdentified(wo) && InventoryReader.NeedsIdent(wo.ObjectClass, wo.Name))
_identify.Enqueue(wo.ObjectId);
}
private void OnCreate(PluginWorldObject wo)
{
if (!_reader.IsPlayerInventory(wo.ContainerObjectId, wo.WielderObjectId))
return;
if (_tracked.Contains(wo.ObjectId))
return;
AddTracked(wo);
}
private void OnChange(PluginWorldObject wo)
{
if (!_reader.IsPlayerInventory(wo.ContainerObjectId, wo.WielderObjectId))
{
// The item left the inventory.
if (_tracked.Remove(wo.ObjectId))
SendRemove(wo.ObjectId);
return;
}
if (!_tracked.Contains(wo.ObjectId))
AddTracked(wo);
else
_dirty.Add(wo.ObjectId);
}
private void OnRelease(uint objectId)
{
if (!_settled)
{
_tracked.Remove(objectId);
return;
}
if (_tracked.Remove(objectId))
SendRemove(objectId);
}
private void AddTracked(PluginWorldObject wo)
{
_tracked.Add(wo.ObjectId);
if (InventoryReader.TryFind(_reader.CaptureOwned(), wo.ObjectId, out PluginInventoryItem item))
SendDelta("add", _reader.Build(item));
if (!IsIdentified(wo) && InventoryReader.NeedsIdent(wo.ObjectClass, wo.Name))
_identify.Enqueue(wo.ObjectId);
}
/// <summary>
/// The inventory logger's own request: an unappraised item that lands in
/// the main pack (or is wielded) is appraised once.
/// </summary>
private void RequestIdForMainPackItem(PluginWorldObject wo)
{
if (!InventoryLog || _waitingForLoginIds || _waitingForForcedIds)
return;
uint container = wo.ContainerObjectId != 0u ? wo.ContainerObjectId : wo.WielderObjectId;
if (!IsIdentified(wo)
&& InventoryReader.NeedsIdent(wo.ObjectClass, wo.Name)
&& container == _reader.CharacterId
&& _requested.Add(wo.ObjectId))
{
_identify.Enqueue(wo.ObjectId);
}
}
private static bool IsIdentified(PluginWorldObject wo) => wo.HasAppraisalData && wo.LastIdTime != 0;
private void ArmFlushTimer()
{
_flushTimer?.Dispose();
_flushTimer = _context.Scheduler.Delay(TimeSpan.FromMilliseconds(NextFlushIntervalMs()), FlushDirtyItems);
}
/// <summary>Two minutes plus up to three more, re-rolled for every flush.</summary>
internal int NextFlushIntervalMs() => FlushBaseMs + _rng.Next(0, FlushJitterMs + 1);
/// <summary>Sends the current state of every item that changed since the last flush.</summary>
internal void FlushDirtyItems()
{
if (!_active)
return;
ArmFlushTimer();
if (_dirty.Count == 0)
return;
var ids = new List<uint>(_dirty);
_dirty.Clear();
IReadOnlyList<PluginInventoryItem> owned = _reader.CaptureOwned();
foreach (uint id in ids)
{
try
{
// An item that left since it was marked has had its remove.
if (!_tracked.Contains(id))
continue;
if (!InventoryReader.TryFind(owned, id, out PluginInventoryItem item)
|| !_reader.IsPlayerInventory(item.ContainerObjectId, item.WielderObjectId))
{
continue;
}
SendDelta("update", _reader.Build(item));
}
catch (Exception ex)
{
_context.Host.Log.Warn($"[LiveInv] Error flushing item {id}: {ex.Message}");
}
}
}
private void SendDelta(string action, MyWorldObject item) =>
_context.Send(new
{
type = "inventory_delta",
timestamp = Wire.Timestamp(_context.Clock),
character_name = _context.CharacterName,
action = action,
item = item,
});
private void SendRemove(uint objectId) =>
_context.Send(new
{
type = "inventory_delta",
timestamp = Wire.Timestamp(_context.Clock),
character_name = _context.CharacterName,
action = "remove",
item_id = unchecked((int)objectId),
});
}

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@ -0,0 +1,146 @@
using AcDream.Plugin.Abstractions;
namespace OpenAC.MosswartMassacre.Inventory;
/// <summary>
/// Reads the player's items from the host and turns them into item records.
/// Tick thread only, like every host read.
/// </summary>
/// <remarks>
/// The original's appraisal time was the wall clock in Unix seconds when the
/// appraisal arrived. The host keeps its own session clock instead, so the
/// reader stamps the wall clock the first time it sees each new appraisal of
/// an item and reports that stamp from then on.
/// </remarks>
internal sealed class InventoryReader
{
public const string PrismaticTaper = "Prismatic Taper";
private readonly MmContext _context;
private readonly IItemHeaderSource _headers;
private readonly Dictionary<uint, (int HostTime, int UnixSeconds)> _idStamps = [];
public InventoryReader(MmContext context, IItemHeaderSource headers)
{
_context = context;
_headers = headers;
}
public uint CharacterId => _context.Automation.Character.ObjectId;
/// <summary>Forgets the appraisal stamps, for a new login.</summary>
public void Reset() => _idStamps.Clear();
public IReadOnlyList<PluginInventoryItem> CaptureOwned() =>
_context.Automation.Items.CaptureOwnedItems();
public static bool TryFind(IReadOnlyList<PluginInventoryItem> items, uint objectId, out PluginInventoryItem item)
{
foreach (PluginInventoryItem candidate in items)
{
if (candidate.ObjectId != objectId)
continue;
item = candidate;
return true;
}
item = default;
return false;
}
/// <summary>
/// True once the item has been appraised this session. Any property data
/// makes the host report appraisal data, so the appraisal time is what
/// tells a real appraisal from a lone property update.
/// </summary>
public bool IsIdentified(uint objectId) =>
_context.Automation.Objects.TryGet(objectId, out PluginWorldObject world)
&& world.HasAppraisalData
&& world.LastIdTime != 0;
/// <summary>
/// Stamps an appraisal as it arrives, so the record carries the time it
/// came in rather than the time the record was first built.
/// </summary>
public void NoteAppraisal(uint objectId)
{
if (_context.Automation.Objects.TryGet(objectId, out PluginWorldObject world) && world.LastIdTime != 0)
Stamp(objectId, world.LastIdTime);
}
/// <summary>The item record for one owned item, as it stands now.</summary>
public MyWorldObject Build(in PluginInventoryItem item)
{
bool identified = false;
int lastIdTime = 0;
if (_context.Automation.Objects.TryGet(item.ObjectId, out PluginWorldObject world)
&& world.HasAppraisalData
&& world.LastIdTime != 0)
{
identified = true;
lastIdTime = Stamp(item.ObjectId, world.LastIdTime);
}
PluginItemProperties? properties =
_context.Automation.Items.TryCaptureProperties(item.ObjectId, out PluginItemProperties captured)
? captured
: null;
return DecalItemBuilder.Create(new ItemSource(
item, properties, identified, lastIdTime, _headers.Read(item)));
}
/// <summary>
/// The original's test for an item worth appraising: armor, clothing,
/// weapons, casters, jewelry, Aetheria and summoning essences.
/// </summary>
public static bool NeedsIdent(PluginObjectClass objectClass, string? name) =>
objectClass == PluginObjectClass.Armor
|| objectClass == PluginObjectClass.Clothing
|| objectClass == PluginObjectClass.MeleeWeapon
|| objectClass == PluginObjectClass.MissileWeapon
|| objectClass == PluginObjectClass.WandStaffOrb
|| objectClass == PluginObjectClass.Jewelry
|| (objectClass == PluginObjectClass.Gem && !string.IsNullOrEmpty(name) && name.Contains("Aetheria", StringComparison.Ordinal))
|| (objectClass == PluginObjectClass.Misc && !string.IsNullOrEmpty(name) && name.Contains("Essence", StringComparison.Ordinal));
/// <summary>
/// The original's inventory test: the item sits in (or is wielded by) the
/// character, or sits in a pack the character holds.
/// </summary>
public bool IsPlayerInventory(uint containerObjectId, uint wielderObjectId)
{
uint characterId = CharacterId;
uint container = containerObjectId != 0u ? containerObjectId : wielderObjectId;
if (characterId == 0u || container == 0u)
return false;
if (container == characterId)
return true;
return _context.Automation.Objects.TryGet(container, out PluginWorldObject pack)
&& pack.ObjectClass == PluginObjectClass.Container
&& pack.ContainerObjectId == characterId;
}
/// <summary>The number of Prismatic Tapers in the packs.</summary>
public int CountPrismaticTapers()
{
int count = 0;
foreach (PluginInventoryItem item in CaptureOwned())
{
if (string.Equals(item.Name, PrismaticTaper, StringComparison.OrdinalIgnoreCase)
&& IsPlayerInventory(item.ContainerObjectId, 0u))
{
count += item.StackSize;
}
}
return count;
}
private int Stamp(uint objectId, int hostTime)
{
if (_idStamps.TryGetValue(objectId, out var stamp) && stamp.HostTime == hostTime)
return stamp.UnixSeconds;
int unix = unchecked((int)new DateTimeOffset(_context.Clock.UtcNow).ToUnixTimeSeconds());
_idStamps[objectId] = (hostTime, unix);
return unix;
}
}

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namespace OpenAC.MosswartMassacre.Inventory;
/// <summary>
/// The lookup tables the item record's getters read (material, skill, mastery
/// and item-set names; the item-spell effects behind the "buffed" and
/// "calced" numbers). Copied verbatim from the original plugin's shared code:
/// the getters' output is part of the wire, so a changed name or number here
/// changes a frame.
/// </summary>
internal static class ItemDictionaries
{
/// <summary>
/// Returns a dictionary of skill ids vs names
/// </summary>
/// <returns></returns>
public static readonly Dictionary<int, string> SkillInfo = new Dictionary<int, string>
{
// This list was taken from the Alinco source
{ 0x1, "Axe" },
{ 0x2, "Bow" },
{ 0x3, "Crossbow" },
{ 0x4, "Dagger" },
{ 0x5, "Mace" },
{ 0x6, "Melee Defense" },
{ 0x7, "Missile Defense" },
{ 0x8, "Sling" },
{ 0x9, "Spear" },
{ 0xA, "Staff" },
{ 0xB, "Sword" },
{ 0xC, "Thrown Weapons" },
{ 0xD, "Unarmed Combat" },
{ 0xE, "Arcane Lore" },
{ 0xF, "Magic Defense" },
{ 0x10, "Mana Conversion" },
{ 0x12, "Item Tinkering" },
{ 0x13, "Assess Person" },
{ 0x14, "Deception" },
{ 0x15, "Healing" },
{ 0x16, "Jump" },
{ 0x17, "Lockpick" },
{ 0x18, "Run" },
{ 0x1B, "Assess Creature" },
{ 0x1C, "Weapon Tinkering" },
{ 0x1D, "Armor Tinkering" },
{ 0x1E, "Magic Item Tinkering" },
{ 0x1F, "Creature Enchantment" },
{ 0x20, "Item Enchantment" },
{ 0x21, "Life Magic" },
{ 0x22, "War Magic" },
{ 0x23, "Leadership" },
{ 0x24, "Loyalty" },
{ 0x25, "Fletching" },
{ 0x26, "Alchemy" },
{ 0x27, "Cooking" },
{ 0x28, "Salvaging" },
{ 0x29, "Two Handed Combat" },
{ 0x2A, "Gearcraft"},
{ 0x2B, "Void" },
{ 0x2C, "Heavy Weapons" },
{ 0x2D, "Light Weapons" },
{ 0x2E, "Finesse Weapons" },
{ 0x2F, "Missile Weapons" },
{ 0x30, "Shield" },
{ 0x31, "Dual Wield" },
{ 0x32, "Recklessness" },
{ 0x33, "Sneak Attack" },
{ 0x34, "Dirty Fighting" },
{ 0x35, "Challenge" },
{ 0x36, "Summoning" },
};
/// <summary>
/// Returns a dictionary of mastery ids vs names
/// </summary>
/// <returns></returns>
public static readonly Dictionary<int, string> MasteryInfo = new Dictionary<int, string>
{
{ 1, "Unarmed Weapon" },
{ 2, "Sword" },
{ 3, "Axe" },
{ 4, "Mace" },
{ 5, "Spear" },
{ 6, "Dagger" },
{ 7, "Staff" },
{ 8, "Bow" },
{ 9, "Crossbow" },
{ 10, "Thrown" },
{ 11, "Two Handed Combat" },
};
/// <summary>
/// Returns a dictionary of attribute set ids vs names
/// </summary>
/// <returns></returns>
public static readonly Dictionary<int, string> AttributeSetInfo = new Dictionary<int, string>
{
// This list was taken from Virindi Tank Loot Editor
// 01
{ 02, "Test"},
// 03
{ 04, "Carraida's Benediction"},
{ 05, "Noble Relic Set" },
{ 06, "Ancient Relic Set" },
{ 07, "Relic Alduressa Set" },
{ 08, "Shou-jen Set" },
{ 09, "Empyrean Rings Set" },
{ 10, "Arm, Mind, Heart Set" },
{ 11, "Coat of the Perfect Light Set" },
{ 12, "Leggings of Perfect Light Set" },
{ 13, "Soldier's Set" },
{ 14, "Adept's Set" },
{ 15, "Archer's Set" },
{ 16, "Defender's Set" },
{ 17, "Tinker's Set" },
{ 18, "Crafter's Set" },
{ 19, "Hearty Set" },
{ 20, "Dexterous Set" },
{ 21, "Wise Set" },
{ 22, "Swift Set" },
{ 23, "Hardenend Set" },
{ 24, "Reinforced Set" },
{ 25, "Interlocking Set" },
{ 26, "Flame Proof Set" },
{ 27, "Acid Proof Set" },
{ 28, "Cold Proof Set" },
{ 29, "Lightning Proof Set" },
{ 30, "Dedication Set" },
{ 31, "Gladiatorial Clothing Set" },
{ 32, "Ceremonial Clothing" },
{ 33, "Protective Clothing" },
{ 34, "Noobie Armor" },
{ 35, "Sigil of Defense" },
{ 36, "Sigil of Destruction" },
{ 37, "Sigil of Fury" },
{ 38, "Sigil of Growth" },
{ 39, "Sigil of Vigor" },
{ 40, "Heroic Protector Set" },
{ 41, "Heroic Destroyer Set" },
{ 42, "Olthoi Armor D Red" },
{ 43, "Olthoi Armor C Rat" },
{ 44, "Olthoi Armor C Red" },
{ 45, "Olthoi Armor D Rat" },
{ 46, "Upgraded Relic Alduressa Set" },
{ 47, "Upgraded Ancient Relic Set" },
{ 48, "Upgraded Noble Relic Set" },
{ 49, "Weave of Alchemy" },
{ 50, "Weave of Arcane Lore" },
{ 51, "Weave of Armor Tinkering" },
{ 52, "Weave of Assess Person" },
{ 53, "Weave of Light Weapons" },
{ 54, "Weave of Missile Weapons" },
{ 55, "Weave of Cooking" },
{ 56, "Weave of Creature Enchantment" },
{ 57, "Weave of Missile Weapons" },
{ 58, "Weave of Finesse" },
{ 59, "Weave of Deception" },
{ 60, "Weave of Fletching" },
{ 61, "Weave of Healing" },
{ 62, "Weave of Item Enchantment" },
{ 63, "Weave of Item Tinkering" },
{ 64, "Weave of Leadership" },
{ 65, "Weave of Life Magic" },
{ 66, "Weave of Loyalty" },
{ 67, "Weave of Light Weapons" },
{ 68, "Weave of Magic Defense" },
{ 69, "Weave of Magic Item Tinkering" },
{ 70, "Weave of Mana Conversion" },
{ 71, "Weave of Melee Defense" },
{ 72, "Weave of Missile Defense" },
{ 73, "Weave of Salvaging" },
{ 74, "Weave of Light Weapons" },
{ 75, "Weave of Light Weapons" },
{ 76, "Weave of Heavy Weapons" },
{ 77, "Weave of Missile Weapons" },
{ 78, "Weave of Two Handed Combat" },
{ 79, "Weave of Light Weapons" },
{ 80, "Weave of Void Magic" },
{ 81, "Weave of War Magic" },
{ 82, "Weave of Weapon Tinkering" },
{ 83, "Weave of Assess Creature " },
{ 84, "Weave of Dirty Fighting" },
{ 85, "Weave of Dual Wield" },
{ 86, "Weave of Recklessness" },
{ 87, "Weave of Shield" },
{ 88, "Weave of Sneak Attack" },
{ 89, "Ninja_New" },
{ 90, "Weave of Summoning" },
{ 91, "Shrouded Soul" },
{ 92, "Darkened Mind" },
{ 93, "Clouded Spirit" },
{ 94, "Minor Stinging Shrouded Soul" },
{ 95, "Minor Sparking Shrouded Soul" },
{ 96, "Minor Smoldering Shrouded Soul" },
{ 97, "Minor Shivering Shrouded Soul" },
{ 98, "Minor Stinging Darkened Mind" },
{ 99, "Minor Sparking Darkened Mind" },
{ 100, "Minor Smoldering Darkened Mind" },
{ 101, "Minor Shivering Darkened Mind" },
{ 102, "Minor Stinging Clouded Spirit" },
{ 103, "Minor Sparking Clouded Spirit" },
{ 104, "Minor Smoldering Clouded Spirit" },
{ 105, "Minor Shivering Clouded Spirit" },
{ 106, "Major Stinging Shrouded Soul" },
{ 107, "Major Sparking Shrouded Soul" },
{ 108, "Major Smoldering Shrouded Soul" },
{ 109, "Major Shivering Shrouded Soul" },
{ 110, "Major Stinging Darkened Mind" },
{ 111, "Major Sparking Darkened Mind" },
{ 112, "Major Smoldering Darkened Mind" },
{ 113, "Major Shivering Darkened Mind" },
{ 114, "Major Stinging Clouded Spirit" },
{ 115, "Major Sparking Clouded Spirit" },
{ 116, "Major Smoldering Clouded Spirit" },
{ 117, "Major Shivering Clouded Spirit" },
{ 118, "Blackfire Stinging Shrouded Soul" },
{ 119, "Blackfire Sparking Shrouded Soul" },
{ 120, "Blackfire Smoldering Shrouded Soul" },
{ 121, "Blackfire Shivering Shrouded Soul" },
{ 122, "Blackfire Stinging Darkened Mind" },
{ 123, "Blackfire Sparking Darkened Mind" },
{ 124, "Blackfire Smoldering Darkened Mind" },
{ 125, "Blackfire Shivering Darkened Mind" },
{ 126, "Blackfire Stinging Clouded Spirit" },
{ 127, "Blackfire Sparking Clouded Spirit" },
{ 128, "Blackfire Smoldering Clouded Spirit" },
{ 129, "Blackfire Shivering Clouded Spirit" },
{ 130, "Shimmering Shadows" },
{ 131, "Brown Society Locket" },
{ 132, "Yellow Society Locket" },
{ 133, "Red Society Band" },
{ 134, "Green Society Band" },
{ 135, "Purple Society Band" },
{ 136, "Blue Society Band" },
{ 137, "Gauntlet Garb" },
{ 138, "UNKNOWN_138" }, // Possibly Paragon Missile Weapons
{ 139, "UNKNOWN_139" }, // Possibly Paragon Casters
{ 140, "UNKNOWN_140" }, // Possibly Paragon Melee Weapons
};
/// <summary>
/// Returns a dictionary of material ids vs names
/// </summary>
/// <returns></returns>
public static readonly Dictionary<int, string> MaterialInfo = new Dictionary<int, string>
{
{ 1, "Ceramic" },
{ 2, "Porcelain" },
// 3
{ 4, "Linen" },
{ 5, "Satin" },
{ 6, "Silk" },
{ 7, "Velvet" },
{ 8, "Wool" },
// 9
{ 10, "Agate" },
{ 11, "Amber" },
{ 12, "Amethyst" },
{ 13, "Aquamarine" },
{ 14, "Azurite" },
{ 15, "Black Garnet" },
{ 16, "Black Opal" },
{ 17, "Bloodstone" },
{ 18, "Carnelian" },
{ 19, "Citrine" },
{ 20, "Diamond" },
{ 21, "Emerald" },
{ 22, "Fire Opal" },
{ 23, "Green Garnet" },
{ 24, "Green Jade" },
{ 25, "Hematite" },
{ 26, "Imperial Topaz" },
{ 27, "Jet" },
{ 28, "Lapis Lazuli" },
{ 29, "Lavender Jade" },
{ 30, "Malachite" },
{ 31, "Moonstone" },
{ 32, "Onyx" },
{ 33, "Opal" },
{ 34, "Peridot" },
{ 35, "Red Garnet" },
{ 36, "Red Jade" },
{ 37, "Rose Quartz" },
{ 38, "Ruby" },
{ 39, "Sapphire" },
{ 40, "Smokey Quartz" },
{ 41, "Sunstone" },
{ 42, "Tiger Eye" },
{ 43, "Tourmaline" },
{ 44, "Turquoise" },
{ 45, "White Jade" },
{ 46, "White Quartz" },
{ 47, "White Sapphire" },
{ 48, "Yellow Garnet" },
{ 49, "Yellow Topaz" },
{ 50, "Zircon" },
{ 51, "Ivory" },
{ 52, "Leather" },
{ 53, "Armoredillo Hide" },
{ 54, "Gromnie Hide" },
{ 55, "Reed Shark Hide" },
// 56
{ 57, "Brass" },
{ 58, "Bronze" },
{ 59, "Copper" },
{ 60, "Gold" },
{ 61, "Iron" },
{ 62, "Pyreal" },
{ 63, "Silver" },
{ 64, "Steel" },
// 65
{ 66, "Alabaster" },
{ 67, "Granite" },
{ 68, "Marble" },
{ 69, "Obsidian" },
{ 70, "Sandstone" },
{ 71, "Serpentine" },
{ 73, "Ebony" },
{ 74, "Mahogany" },
{ 75, "Oak" },
{ 76, "Pine" },
{ 77, "Teak" },
};
public struct SpellInfo<T>
where T : struct
{
public readonly int Key;
public readonly T Change;
public readonly T Bonus;
public SpellInfo(int key, T change, T bonus = default)
{
Key = key;
Change = change;
Bonus = bonus;
}
}
// Taken from Decal.Adapter.Wrappers.LongValueKey
const int LongValueKey_MaxDamage = 218103842;
const int LongValueKey_ArmorLevel = 28;
public static readonly Dictionary<int, SpellInfo<int>> LongValueKeySpellEffects = new Dictionary<int, SpellInfo<int>>()
{
// In 2012 they removed these item spells and converted them to auras that are cast on the player, not on the item.
{ 1616, new SpellInfo<int>(LongValueKey_MaxDamage, 20)}, // Blood Drinker VI
{ 2096, new SpellInfo<int>(LongValueKey_MaxDamage, 22)}, // Infected Caress
//{ 5183, new SpellInfo<LongValueKey>(LongValueKey_MaxDamage, 22)}, // Incantation of Blood Drinker Pre Feb-2013
//{ 4395, new SpellInfo<LongValueKey>(LongValueKey_MaxDamage, 24, 2)}, // Incantation of Blood Drinker, this spell on the item adds 2 more points of damage over a user casted 8 Pre Feb-2013
{ 5183, new SpellInfo<int>(LongValueKey_MaxDamage, 24)}, // Incantation of Blood Drinker Post Feb-2013
{ 4395, new SpellInfo<int>(LongValueKey_MaxDamage, 24)}, // Incantation of Blood Drinker Post Feb-2013
{ 2598, new SpellInfo<int>(LongValueKey_MaxDamage, 2, 2)}, // Minor Blood Thirst
{ 2586, new SpellInfo<int>(LongValueKey_MaxDamage, 4, 4)}, // Major Blood Thirst
{ 4661, new SpellInfo<int>(LongValueKey_MaxDamage, 7, 7)}, // Epic Blood Thirst
{ 6089, new SpellInfo<int>(LongValueKey_MaxDamage, 10, 10)}, // Legendary Blood Thirst
{ 3688, new SpellInfo<int>(LongValueKey_MaxDamage, 300)}, // Prodigal Blood Drinker
{ 1486, new SpellInfo<int>(LongValueKey_ArmorLevel, 200)}, // Impenetrability VI
{ 2108, new SpellInfo<int>(LongValueKey_ArmorLevel, 220)}, // Brogard's Defiance
{ 4407, new SpellInfo<int>(LongValueKey_ArmorLevel, 240)}, // Incantation of Impenetrability
{ 2604, new SpellInfo<int>(LongValueKey_ArmorLevel, 20, 20)}, // Minor Impenetrability
{ 2592, new SpellInfo<int>(LongValueKey_ArmorLevel, 40, 40)}, // Major Impenetrability
{ 4667, new SpellInfo<int>(LongValueKey_ArmorLevel, 60, 60)}, // Epic Impenetrability
{ 6095, new SpellInfo<int>(LongValueKey_ArmorLevel, 80, 80)}, // Legendary Impenetrability
};
// Taken from Decal.Adapter.Wrappers.DoubleValueKey
const int DoubleValueKey_ElementalDamageVersusMonsters = 152;
const int DoubleValueKey_AttackBonus = 167772172;
const int DoubleValueKey_MeleeDefenseBonus = 29;
const int DoubleValueKey_ManaCBonus = 144;
public static readonly Dictionary<int, SpellInfo<double>> DoubleValueKeySpellEffects = new Dictionary<int, SpellInfo<double>>()
{
// In 2012 they removed these item spells and converted them to auras that are cast on the player, not on the item.
{ 3258, new SpellInfo<double>(DoubleValueKey_ElementalDamageVersusMonsters, .06)}, // Spirit Drinker VI
{ 3259, new SpellInfo<double>(DoubleValueKey_ElementalDamageVersusMonsters, .07)}, // Infected Spirit Caress
//{ 5182, new SpellInfo<double>(DoubleValueKey_ElementalDamageVersusMonsters, .07)}, // Incantation of Spirit Drinker Pre Feb-2013
//{ 4414, new SpellInfo<double>(DoubleValueKey_ElementalDamageVersusMonsters, .08, .01)}, // Incantation of Spirit Drinker, this spell on the item adds 1 more % of damage over a user casted 8 Pre Feb-2013
{ 5182, new SpellInfo<double>(DoubleValueKey_ElementalDamageVersusMonsters, .08)}, // Incantation of Spirit Drinker Post Feb-2013
{ 4414, new SpellInfo<double>(DoubleValueKey_ElementalDamageVersusMonsters, .08)}, // Incantation of Spirit Drinker, this spell on the item adds 1 more % of damage over a user casted 8 Post Feb-2013
{ 3251, new SpellInfo<double>(DoubleValueKey_ElementalDamageVersusMonsters, .01, .01)}, // Minor Spirit Thirst
{ 3250, new SpellInfo<double>(DoubleValueKey_ElementalDamageVersusMonsters, .03, .03)}, // Major Spirit Thirst
{ 4670, new SpellInfo<double>(DoubleValueKey_ElementalDamageVersusMonsters, .05, .05)}, // Epic Spirit Thirst
{ 6098, new SpellInfo<double>(DoubleValueKey_ElementalDamageVersusMonsters, .07, .07)}, // Legendary Spirit Thirst
{ 3735, new SpellInfo<double>(DoubleValueKey_ElementalDamageVersusMonsters, .15)}, // Prodigal Spirit Drinker
// In 2012 they removed these item spells and converted them to auras that are cast on the player, not on the item.
{ 1592, new SpellInfo<double>(DoubleValueKey_AttackBonus, .15)}, // Heart Seeker VI
{ 2106, new SpellInfo<double>(DoubleValueKey_AttackBonus, .17)}, // Elysa's Sight
{ 4405, new SpellInfo<double>(DoubleValueKey_AttackBonus, .20)}, // Incantation of Heart Seeker
{ 2603, new SpellInfo<double>(DoubleValueKey_AttackBonus, .03, .03)}, // Minor Heart Thirst
{ 2591, new SpellInfo<double>(DoubleValueKey_AttackBonus, .05, .05)}, // Major Heart Thirst
{ 4666, new SpellInfo<double>(DoubleValueKey_AttackBonus, .07, .07)}, // Epic Heart Thirst
{ 6094, new SpellInfo<double>(DoubleValueKey_AttackBonus, .09, .09)}, // Legendary Heart Thirst
// In 2012 they removed these item spells and converted them to auras that are cast on the player, not on the item.
{ 1605, new SpellInfo<double>(DoubleValueKey_MeleeDefenseBonus, .15)}, // Defender VI
{ 2101, new SpellInfo<double>(DoubleValueKey_MeleeDefenseBonus, .17)}, // Cragstone's Will
//{ 4400, new SpellInfo<double>(DoubleValueKey_MeleeDefenseBonus, .17)}, // Incantation of Defender Pre Feb-2013
{ 4400, new SpellInfo<double>(DoubleValueKey_MeleeDefenseBonus, .20)}, // Incantation of Defender Post Feb-2013
{ 2600, new SpellInfo<double>(DoubleValueKey_MeleeDefenseBonus, .03, .03)}, // Minor Defender
{ 3985, new SpellInfo<double>(DoubleValueKey_MeleeDefenseBonus, .04, .04)}, // Mukkir Sense
{ 2588, new SpellInfo<double>(DoubleValueKey_MeleeDefenseBonus, .05, .05)}, // Major Defender
{ 4663, new SpellInfo<double>(DoubleValueKey_MeleeDefenseBonus, .07, .07)}, // Epic Defender
{ 6091, new SpellInfo<double>(DoubleValueKey_MeleeDefenseBonus, .09, .09)}, // Legendary Defender
{ 3699, new SpellInfo<double>(DoubleValueKey_MeleeDefenseBonus, .25)}, // Prodigal Defender
// In 2012 they removed these item spells and converted them to auras that are cast on the player, not on the item.
{ 1480, new SpellInfo<double>(DoubleValueKey_ManaCBonus, 1.60)}, // Hermetic Link VI
{ 2117, new SpellInfo<double>(DoubleValueKey_ManaCBonus, 1.70)}, // Mystic's Blessing
{ 4418, new SpellInfo<double>(DoubleValueKey_ManaCBonus, 1.80)}, // Incantation of Hermetic Link
{ 3201, new SpellInfo<double>(DoubleValueKey_ManaCBonus, 1.05, 1.05)}, // Feeble Hermetic Link
{ 3199, new SpellInfo<double>(DoubleValueKey_ManaCBonus, 1.10, 1.10)}, // Minor Hermetic Link
{ 3202, new SpellInfo<double>(DoubleValueKey_ManaCBonus, 1.15, 1.15)}, // Moderate Hermetic Link
{ 3200, new SpellInfo<double>(DoubleValueKey_ManaCBonus, 1.20, 1.20)}, // Major Hermetic Link
{ 6086, new SpellInfo<double>(DoubleValueKey_ManaCBonus, 1.25, 1.25)}, // Epic Hermetic Link
{ 6087, new SpellInfo<double>(DoubleValueKey_ManaCBonus, 1.30, 1.30)}, // Legendary Hermetic Link
};
}

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using AcDream.Plugin.Abstractions;
namespace OpenAC.MosswartMassacre.Inventory;
/// <summary>
/// The header words the original's key tables carried for every item that
/// the plugin contract does not hand a plugin yet. Each one that is null is
/// left out of the item record, which is what the original sent for an item
/// whose framework lacked the value.
/// </summary>
/// <remarks>
/// <para>
/// <see cref="WeenieHeaderFlags"/> matters beyond its own key: it says which
/// optional header fields the server sent. While it is null the builder
/// decides presence from the field's value instead (present when non-zero),
/// which is wrong for a field the server sent as zero, most often the
/// equipable-slots word.
/// </para>
/// <para>
/// The physics words come from the object's physics description, which
/// the contract does not expose at all.
/// </para>
/// </remarks>
internal readonly record struct ItemHeaderWords
{
/// <summary>The object header's first flag word (key 218103832).</summary>
public uint? WeenieHeaderFlags { get; init; }
/// <summary>The object header's second flag word (key 218103833), when the header has one.</summary>
public uint? WeenieHeaderFlags2 { get; init; }
/// <summary>The physics description's flag word (key 218103847).</summary>
public uint? PhysicsDescriptionFlags { get; init; }
/// <summary>The physics word the framework filed under key 218103831.</summary>
public uint? PhysicsWord { get; init; }
/// <summary>The model setup id (key 218103830).</summary>
public uint? SetupId { get; init; }
/// <summary>
/// The value the framework filed under its scale key (167772170). It was
/// 0.0 in every recorded item whose physics description carried a scale.
/// </summary>
public double? Scale { get; init; }
/// <summary>The object a wielded item hangs from (key 218103818).</summary>
public uint? ParentObjectId { get; init; }
/// <summary>Where on its parent a wielded item hangs (key 218103819).</summary>
public int? ParentLocation { get; init; }
/// <summary>The header's hook type (key 218103828).</summary>
public int? HookType { get; init; }
}
/// <summary>Reads the header words for one owned item.</summary>
internal interface IItemHeaderSource
{
ItemHeaderWords Read(in PluginInventoryItem item);
}
/// <summary>
/// The contract this plugin builds against exposes none of these words, so
/// every one is absent. Replace this when the contract grows them.
/// </summary>
internal sealed class HostItemHeaderSource : IItemHeaderSource
{
public static HostItemHeaderSource Instance { get; } = new();
private HostItemHeaderSource()
{
}
public ItemHeaderWords Read(in PluginInventoryItem item) => default;
}

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using System.Globalization;
namespace OpenAC.MosswartMassacre.Inventory;
/// <summary>
/// One item as the backend receives it: the original plugin's item record,
/// carried over member for member because it is serialized as-is into
/// <c>full_inventory</c> and <c>inventory_delta</c>.
/// </summary>
/// <remarks>
/// <para>
/// Newtonsoft writes the public fields first, in declaration order, then every
/// public getter, in declaration order. The getters are part of the wire: the
/// backend reads several of them (Material, EquipSkill, MaxDamage, WieldLevel,
/// ...). Keep every member, its type, its name and its position exactly as
/// they are; a double getter must stay a double so <c>-1</c> is written
/// <c>-1.0</c>.
/// </para>
/// <para>
/// The four tables are keyed the way the original's client framework keyed
/// them: raw game property ids mixed with that framework's own pseudo keys
/// (see <see cref="DecalKeys"/>). <see cref="DecalItemBuilder"/> fills them.
/// </para>
/// </remarks>
internal sealed class MyWorldObject
{
public bool HasIdData;
public int Id;
public int LastIdTime;
public int ObjectClass;
public int Icon;
public int ContainerId;
public Dictionary<int, bool> BoolValues = [];
public Dictionary<int, double> DoubleValues = [];
public Dictionary<int, int> IntValues = [];
public Dictionary<int, string> StringValues = [];
public List<int> ActiveSpells = [];
public List<int> Spells = [];
/// <summary>
/// Copies every entry of the given tables over this record's, keeping any
/// key only this record has. The original guarded each copy with a check
/// against the table it was iterating, which is always true, so every
/// incoming entry simply overwrites.
/// </summary>
public void AddTo(
IDictionary<int, bool> boolValues,
IDictionary<int, double> doubleValues,
IDictionary<int, int> intValues,
IDictionary<int, string> stringValues)
{
foreach (KeyValuePair<int, bool> kvp in boolValues)
BoolValues[kvp.Key] = kvp.Value;
foreach (KeyValuePair<int, double> kvp in doubleValues)
DoubleValues[kvp.Key] = kvp.Value;
foreach (KeyValuePair<int, int> kvp in intValues)
IntValues[kvp.Key] = kvp.Value;
foreach (KeyValuePair<int, string> kvp in stringValues)
StringValues[kvp.Key] = kvp.Value;
}
public string? Material { get { if (IntValues.ContainsKey(131)) return ItemDictionaries.MaterialInfo.ContainsKey(IntValues[131]) ? ItemDictionaries.MaterialInfo[IntValues[131]] : IntValues[131].ToString(CultureInfo.InvariantCulture); return null; } }
public string? Name { get { return StringValues.ContainsKey(1) ? StringValues[1] : null; } }
public string? EquipSkill { get { if (IntValues.ContainsKey(218103840)) return ItemDictionaries.SkillInfo.ContainsKey(IntValues[218103840]) ? ItemDictionaries.SkillInfo[IntValues[218103840]] : IntValues[218103840].ToString(CultureInfo.InvariantCulture); return null; } }
public string? Mastery { get { if (IntValues.ContainsKey(353)) return ItemDictionaries.MasteryInfo.ContainsKey(IntValues[353]) ? ItemDictionaries.MasteryInfo[IntValues[353]] : IntValues[353].ToString(CultureInfo.InvariantCulture); return null; } }
public string? ItemSet { get { if (IntValues.ContainsKey(265)) return ItemDictionaries.AttributeSetInfo.ContainsKey(IntValues[265]) ? ItemDictionaries.AttributeSetInfo[IntValues[265]] : IntValues[265].ToString(CultureInfo.InvariantCulture); return null; } }
public int ArmorLevel { get { return IntValues.ContainsKey(28) ? IntValues[28] : -1; } }
public string? Imbue
{
get
{
if (!IntValues.ContainsKey(179) || IntValues[179] == 0) return null;
string retVal = string.Empty;
if ((IntValues[179] & 1) == 1) retVal += " CS";
if ((IntValues[179] & 2) == 2) retVal += " CB";
if ((IntValues[179] & 4) == 4) retVal += " AR";
if ((IntValues[179] & 8) == 8) retVal += " SlashRend";
if ((IntValues[179] & 16) == 16) retVal += " PierceRend";
if ((IntValues[179] & 32) == 32) retVal += " BludgeRend";
if ((IntValues[179] & 64) == 64) retVal += " AcidRend";
if ((IntValues[179] & 128) == 128) retVal += " FrostRend";
if ((IntValues[179] & 256) == 256) retVal += " LightRend";
if ((IntValues[179] & 512) == 512) retVal += " FireRend";
if ((IntValues[179] & 1024) == 1024) retVal += " MeleeImbue";
if ((IntValues[179] & 4096) == 4096) retVal += " MagicImbue";
if ((IntValues[179] & 8192) == 8192) retVal += " Hematited";
if ((IntValues[179] & 536870912) == 536870912) retVal += " MagicAbsorb";
retVal = retVal.Trim();
return retVal;
}
}
public int Tinks { get { return IntValues.ContainsKey(171) ? IntValues[171] : -1; } }
public int MaxDamage { get { return IntValues.ContainsKey(218103842) ? IntValues[218103842] : -1; } }
public int ElementalDmgBonus { get { return IntValues.ContainsKey(204) ? IntValues[204] : -1; } }
public double Variance { get { return DoubleValues.ContainsKey(167772171) ? DoubleValues[167772171] : -1; } }
public double DamageBonus { get { return DoubleValues.ContainsKey(167772174) ? DoubleValues[167772174] : -1; } }
public double ElementalDamageVersusMonsters { get { return DoubleValues.ContainsKey(152) ? DoubleValues[152] : -1; } }
public double AttackBonus { get { return DoubleValues.ContainsKey(167772172) ? DoubleValues[167772172] : -1; } }
public double MeleeDefenseBonus { get { return DoubleValues.ContainsKey(29) ? DoubleValues[29] : -1; } }
public double MagicDBonus { get { return DoubleValues.ContainsKey(150) ? DoubleValues[150] : -1; } }
public double MissileDBonus { get { return DoubleValues.ContainsKey(149) ? DoubleValues[149] : -1; } }
public double ManaCBonus { get { return DoubleValues.ContainsKey(144) ? DoubleValues[144] : -1; } }
public int WieldLevel { get { if (IntValues.ContainsKey(160) && IntValues[160] > 0 && IntValues.ContainsKey(158) && IntValues[158] == 7 && IntValues.ContainsKey(159) && IntValues[159] == 1) return IntValues[160]; return -1; } }
public int SkillLevel { get { if (IntValues.ContainsKey(160) && IntValues[160] > 0 && (!IntValues.ContainsKey(158) || IntValues[158] != 7) && IntValues.ContainsKey(159)) return IntValues[160]; return -1; } }
public int LoreRequirement { get { return IntValues.ContainsKey(109) ? IntValues[109] : -1; } }
public double SalvageWorkmanship { get { return DoubleValues.ContainsKey(167772169) ? DoubleValues[167772169] : -1; } }
public int Workmanship { get { return IntValues.ContainsKey(105) ? IntValues[105] : -1; } }
public int Value { get { return IntValues.ContainsKey(19) ? IntValues[19] : -1; } }
public int Burden { get { return IntValues.ContainsKey(5) ? IntValues[5] : -1; } }
public int DamRating { get { return IntValues.ContainsKey(370) ? IntValues[370] : -1; } }
public int DamResistRating { get { return IntValues.ContainsKey(371) ? IntValues[371] : -1; } }
public int CritRating { get { return IntValues.ContainsKey(372) ? IntValues[372] : -1; } }
public int CritResistRating { get { return IntValues.ContainsKey(373) ? IntValues[373] : -1; } }
public int CritDamRating { get { return IntValues.ContainsKey(374) ? IntValues[374] : -1; } }
public int CritDamResistRating { get { return IntValues.ContainsKey(375) ? IntValues[375] : -1; } }
public int HealBoostRating { get { return IntValues.ContainsKey(376) ? IntValues[376] : -1; } }
public int VitalityRating { get { return IntValues.ContainsKey(379) ? IntValues[379] : -1; } }
/// <summary>The sum of every rating on the item, or -1 when it carries none.</summary>
public int TotalRating
{
get
{
if (DamRating == -1 && DamResistRating == -1 && CritRating == -1 && CritResistRating == -1 && CritDamRating == -1 && CritDamResistRating == -1 && HealBoostRating == -1 && VitalityRating == -1)
return -1;
return Math.Max(DamRating, 0) + Math.Max(DamResistRating, 0) + Math.Max(CritRating, 0) + Math.Max(CritResistRating, 0) + Math.Max(CritDamRating, 0) + Math.Max(CritDamResistRating, 0) + Math.Max(HealBoostRating, 0) + Math.Max(VitalityRating, 0);
}
}
/// <summary>
/// The armor level less buffs and tinks (20 each, the imbue excluded), plus
/// any impenetrability cantrip; a non-loot item (no material) loses 200.
/// </summary>
public int CalcedStartingArmorLevel
{
get
{
int armorFromTinks = 0;
int armorFromBuffs = 0;
if (Tinks > 0 && ArmorLevel > 0)
armorFromTinks = (Imbue != null) ? (Tinks - 1) * 20 : Tinks * 20;
if ((!IntValues.ContainsKey(131) || IntValues[131] == 0) && ArmorLevel > 0)
armorFromTinks = 200;
foreach (int spell in ActiveSpells)
{
foreach (KeyValuePair<int, ItemDictionaries.SpellInfo<int>> effect in ItemDictionaries.LongValueKeySpellEffects)
{
if (spell == effect.Key && effect.Value.Key == 28)
armorFromBuffs += effect.Value.Change;
}
}
foreach (int spell in Spells)
{
foreach (KeyValuePair<int, ItemDictionaries.SpellInfo<int>> effect in ItemDictionaries.LongValueKeySpellEffects)
{
if (spell == effect.Key && effect.Value.Key == 28)
armorFromBuffs -= effect.Value.Bonus;
}
}
return ArmorLevel - armorFromTinks - armorFromBuffs;
}
}
/// <summary>A melee weapon's best damage over time after ten tinks, from its variance, max damage and tinks.</summary>
public double CalcedBuffedTinkedDoT
{
get
{
if (!DoubleValues.ContainsKey(167772171) || !IntValues.ContainsKey(218103842))
return -1;
double variance = DoubleValues.ContainsKey(167772171) ? DoubleValues[167772171] : 0;
int maxDamage = GetBuffedIntValueKey(218103842);
int numberOfTinksLeft = Math.Max(10 - Math.Max(Tinks, 0), 0);
if (!IntValues.ContainsKey(179) || IntValues[179] == 0)
numberOfTinksLeft--;
if (!IntValues.ContainsKey(131) || IntValues[131] == 0)
numberOfTinksLeft = 0;
for (int i = 1; i <= numberOfTinksLeft; i++)
{
double ironTinkDoT = CalculateDamageOverTime(maxDamage + 24 + 1, variance);
double graniteTinkDoT = CalculateDamageOverTime(maxDamage + 24, variance * .8);
if (ironTinkDoT >= graniteTinkDoT)
maxDamage++;
else
variance *= .8;
}
return CalculateDamageOverTime(maxDamage + 24, variance);
}
}
public double CalcedBuffedMissileDamage { get { if (!IntValues.ContainsKey(218103842) || !DoubleValues.ContainsKey(167772174) || !IntValues.ContainsKey(204)) return -1; return GetBuffedIntValueKey(218103842) + (((GetBuffedDoubleValueKey(167772174) - 1) * 100) / 3) + GetBuffedIntValueKey(204); } }
public double BuffedElementalDamageVersusMonsters { get { return GetBuffedDoubleValueKey(152, -1); } }
public double BuffedAttackBonus { get { return GetBuffedDoubleValueKey(167772172, -1); } }
public double BuffedMeleeDefenseBonus { get { return GetBuffedDoubleValueKey(29, -1); } }
public double BuffedManaCBonus { get { return GetBuffedDoubleValueKey(144, -1); } }
public int GetBuffedIntValueKey(int key, int defaultValue = 0)
{
if (!IntValues.ContainsKey(key))
return defaultValue;
int value = IntValues[key];
foreach (int spell in ActiveSpells)
{
if (ItemDictionaries.LongValueKeySpellEffects.ContainsKey(spell) && ItemDictionaries.LongValueKeySpellEffects[spell].Key == key)
value -= ItemDictionaries.LongValueKeySpellEffects[spell].Change;
}
foreach (int spell in Spells)
{
if (ItemDictionaries.LongValueKeySpellEffects.ContainsKey(spell) && ItemDictionaries.LongValueKeySpellEffects[spell].Key == key)
value += ItemDictionaries.LongValueKeySpellEffects[spell].Bonus;
}
return value;
}
public double GetBuffedDoubleValueKey(int key, double defaultValue = 0)
{
if (!DoubleValues.ContainsKey(key))
return defaultValue;
double value = DoubleValues[key];
foreach (int spell in ActiveSpells)
{
if (ItemDictionaries.DoubleValueKeySpellEffects.ContainsKey(spell) && ItemDictionaries.DoubleValueKeySpellEffects[spell].Key == key)
{
if (Math.Abs(ItemDictionaries.DoubleValueKeySpellEffects[spell].Change - 1) < double.Epsilon)
value /= ItemDictionaries.DoubleValueKeySpellEffects[spell].Change;
else
value -= ItemDictionaries.DoubleValueKeySpellEffects[spell].Change;
}
}
foreach (int spell in Spells)
{
if (ItemDictionaries.DoubleValueKeySpellEffects.ContainsKey(spell) && ItemDictionaries.DoubleValueKeySpellEffects[spell].Key == key && Math.Abs(ItemDictionaries.DoubleValueKeySpellEffects[spell].Bonus - 0) > double.Epsilon)
{
if (Math.Abs(ItemDictionaries.DoubleValueKeySpellEffects[spell].Change - 1) < double.Epsilon)
value *= ItemDictionaries.DoubleValueKeySpellEffects[spell].Bonus;
else
value += ItemDictionaries.DoubleValueKeySpellEffects[spell].Bonus;
}
}
return value;
}
/// <summary>maxDamage * ((1 - critChance) * (2 - variance) / 2 + (critChance * critMultiplier)).</summary>
public static double CalculateDamageOverTime(int maxDamage, double variance, double critChance = .1, double critMultiplier = 2)
{
return maxDamage * ((1 - critChance) * (2 - variance) / 2 + (critChance * critMultiplier));
}
public override string? ToString()
{
return Name;
}
}