fix(items): finish corpse pickup and combat switching
Port retail's first-slot ShowPendingInPlayer path for double-click loot and carry the current owned-container destination through deferred pickup. Retire the previous ground-container view as soon as a replacement is requested so its range close cannot cancel ACE's active MoveTo chain. Preserve active-combat weapon intent across ACE's authoritative wand-to-missile stance tail while leaving peace-mode switches unchanged. Release build succeeds and all 5,885 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
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17 changed files with 631 additions and 81 deletions
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@ -111,6 +111,17 @@ on server-confirmed WieldObject(item):
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and pending.blockingItem is none:
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clear pending
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if the transaction began in an active combat mode:
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// ACE compatibility boundary; see below.
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retain the ready mode implied by the confirmed equip location
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on combat-mode notices after confirmed WieldObject:
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if the first notice is the retained ready mode:
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clear the retained mode; the server already settled correctly
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else if notices form NonCombat -> retained ready mode -> NonCombat:
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clear the retained mode
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request that ready mode from ACE's trailing NonCombat notice
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on PrivateUpdatePropertyInt(property = CombatMode, value):
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if value is exactly NonCombat, Melee, Missile, or Magic:
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CombatState.SetCombatMode(value)
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@ -119,11 +130,28 @@ on PrivateUpdatePropertyInt(property = CombatMode, value):
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## Animation ownership
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The client must not synthesize a local bow-to-sword animation. In peace mode,
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ACE leaves `CombatMode` as `NonCombat`. In combat mode, ACE selects the new
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weapon's stance and sends the authoritative motion stream plus PropertyInt 40.
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The inventory controller only sequences the two wire requests and waits for
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the old weapon's confirmed move; the existing motion and equipped-child
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render paths consume the server events.
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ACE leaves `CombatMode` as `NonCombat`. The inventory controller sequences the
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two wire requests and waits for the old weapon's confirmed move; the existing
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motion and equipped-child render paths consume the server events.
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### ACE active-combat compatibility boundary
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A connected 2026-07-17 trace of Magic wand -> missile weapon showed ACE emit
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`Magic -> Melee -> NonCombat -> Missile -> NonCombat`. This is a consequence of
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ACE `Player_Inventory.TryShuffleStance` plus its queued dequip callbacks: the
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server does select Missile for the new weapon, but a later queued callback
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publishes NonCombat after the authoritative `WieldObject`. Retail's client does
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not need a second request against the retail server.
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acdream therefore preserves the user's desired ready mode only when AutoWield
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begins in active combat. Authoritative `WieldObject` arms settlement. A server
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whose first subsequent notice is already the desired mode needs no request.
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Local ACE instead emits `NonCombat -> desired mode -> NonCombat`; the client
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sends one normal `ChangeCombatMode` request from that trailing notice,
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necessarily after the queued callback that caused it. All resulting state and animation remain server-
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authoritative. No update is ignored, delayed, or locally fabricated, and a
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transaction begun in peace sends no mode request. This narrow server-
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compatibility adaptation is recorded as AP-118.
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The request is not complete when `GetAndWieldItem` is merely sent. Retail
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`UIAttemptWield` records `prevRequest = IR_WIELD` and leaves the item waiting
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@ -22,6 +22,10 @@ Named Sept-2013 retail symbols:
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- `UIElement_ItemList::ListenToElementMessage @ 0x004E4D50`
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- `ClientUISystem::SetGroundObject @ 0x00564510`
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- `ClientUISystem::OnViewContents @ 0x00565870`
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- `CPlayerSystem::PlaceInBackpack @ 0x0055D8C0`
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- `gmInventoryUI::RecvNotice_ShowPendingInPlayer @ 0x004A6B50`
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- `gmInventoryUI::RecvNotice_EndPendingInPlayer @ 0x004A68B0`
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- `UIElement_ItemList::ItemList_InsertItem @ 0x004E3F40`
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- `ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680`
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- `ACCWeenieObject::UIAttemptSplitToContainer @ 0x0058D7D0`
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- `ItemHolder::AttemptToPlaceInContainer @ 0x00588140`
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@ -69,9 +73,22 @@ thumb, and arrow sprites from LayoutDesc `0x2100003E`.
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```text
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UseWorldObject(objectId):
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decision = ItemHolder policy
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if decision is SetGroundObject:
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expectedExternalRoot = objectId
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send Use(objectId)
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if decision is SetGroundObject:
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SetGroundObject(objectId, notifyServer = true)
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SetGroundObject(newRoot, notifyServer):
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if currentExternalRoot == newRoot:
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return
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oldRoot = currentExternalRoot
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if oldRoot != 0:
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retire oldRoot's temporary contents tree
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publish SetGroundObject(0) to the external panel
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if notifyServer:
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send NoLongerViewingContents(oldRoot)
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currentExternalRoot = newRoot
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expectedExternalRoot = newRoot
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// The panel remains empty until ViewContents for newRoot is accepted.
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UseCorpse(corpseId):
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// A corpse is a TYPE_CONTAINER carrying BF_STUCK | BF_CORPSE.
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@ -86,11 +103,6 @@ OnViewContents(containerId, orderedEntries):
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if containerId != expectedExternalRoot:
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return
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old = currentExternalRoot
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if old != 0 and old != containerId:
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objectTable.StopViewingContentsTree(old)
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send NoLongerViewingContents(old) exactly once
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currentExternalRoot = containerId
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expectedExternalRoot = containerId
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externalPanel.SetGroundObject(containerId)
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@ -138,6 +150,14 @@ OnExternalItemDoubleClick(itemId):
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ItemHolder.UseObject(itemId)
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// Because item.ContainerId is currentExternalRoot, retail policy emits
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// PlaceInBackpack; the server remains authoritative for the move.
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destination = current open owned pack
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destinationList.RemoveTrailingEmptyItem()
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destinationList.AddEmptySlot(at index 0)
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destinationList.AddItem(itemId)
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destinationList.pendingItem.SetWaitingState(true)
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send PutItemInContainer(itemId, destination, placement = 0)
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// The pending item therefore reserves the FIRST slot and shifts the
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// existing packed list to the right until the server confirms or rejects.
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DragExternalItemToOwnedInventory(itemId, placement, splitAmount):
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if splitAmount < full stack:
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@ -171,8 +191,10 @@ DragOwnedItemToExternalContainer(itemId, placement, splitAmount):
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## Architectural mapping
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- `ExternalContainerState` in Core owns only expected/current external-root
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identity and transition ordering. It filters ACE's nested `ViewContents`
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packets so they cannot replace the visible root.
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identity and transition ordering. A replacement request retires current
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presentation immediately, matching `SetGroundObject`; accepted
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`ViewContents` later opens the requested root. It filters ACE's nested
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`ViewContents` packets so they cannot replace the visible root.
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- `ExternalContainerLifecycleController` in App observes those transitions,
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retires the replaced root's temporary preview tree, then owns the
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replacement-only `NoLongerViewingContents` network side effect. The wire
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