feat(net): #13 register PD trailer inventory+equipped in ItemRepository

After PlayerDescription is dispatched, the Inventory and Equipped lists
produced by the parser are now fed into ItemRepository via AddOrUpdate +
MoveItem so inventory/paperdoll panels see items after login.

Acceptance test PlayerDescription_RegistersInventoryEntries_InItemRepository
confirms ItemCount goes 0→2 for a synthetic PD with two inventory entries.
282 Net.Tests pass.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-10 09:43:46 +02:00
parent 58095d8d4b
commit 078919cc18
2 changed files with 82 additions and 0 deletions

View file

@ -395,6 +395,41 @@ public static class GameEventWiring
if (dumpPd)
Console.WriteLine($"vitals: PD-ench spell={ench.SpellId} layer={ench.Layer} bucket={ench.Bucket} key={ench.StatModKey} val={ench.StatModValue}");
}
// Issue #13 — register inventory entries with ItemRepository so
// panels (inventory, paperdoll, hotbars) light up after login.
// Equipped entries share the same ObjectId as inventory entries
// (an equipped item is also in inventory) — register both, but
// the equipped record carries the slot mask which we surface via
// MoveItem so paperdoll can render.
foreach (var inv in p.Value.Inventory)
{
if (items.GetItem(inv.Guid) is null)
{
items.AddOrUpdate(new ItemInstance
{
ObjectId = inv.Guid,
WeenieClassId = inv.ContainerType,
});
}
}
foreach (var eq in p.Value.Equipped)
{
if (items.GetItem(eq.Guid) is null)
{
items.AddOrUpdate(new ItemInstance
{
ObjectId = eq.Guid,
WeenieClassId = 0,
});
}
// Reflect the equip slot — paperdoll uses CurrentlyEquippedLocation.
items.MoveItem(
itemId: eq.Guid,
newContainerId: 0,
newSlot: -1,
newEquipLocation: (EquipMask)eq.EquipLocation);
}
});
}
}