feat: port retail magic lifecycle and retained spell UI

Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.

Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-15 10:55:22 +02:00
parent 7b7ffcd278
commit 07be994d97
84 changed files with 17822 additions and 1051 deletions

View file

@ -1,6 +1,6 @@
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
namespace AcDream.Core.Spells;
@ -17,9 +17,14 @@ namespace AcDream.Core.Spells;
/// </summary>
public sealed class Spellbook
{
private readonly HashSet<uint> _learnedSpells = new();
private readonly ConcurrentDictionary<uint, ActiveEnchantmentRecord> _activeByLayer = new();
private readonly Dictionary<uint, float> _learnedSpells = new();
private readonly Dictionary<uint, ActiveEnchantmentRecord> _activeById = new();
private readonly Dictionary<uint, List<uint>> _enchantmentOrderByBucket = new();
private readonly List<uint>[] _favoriteSpells = Enumerable.Range(0, 8)
.Select(_ => new List<uint>()).ToArray();
private readonly Dictionary<uint, uint> _desiredComponents = new();
private readonly SpellTable _table;
private uint _spellbookFilters = 0x3FFFu;
/// <summary>
/// Build a Spellbook with an optional <see cref="SpellTable"/>
@ -69,39 +74,98 @@ public sealed class Spellbook
/// <summary>Fires when an enchantment is removed (expired / dispelled).</summary>
public event Action<ActiveEnchantmentRecord>? EnchantmentRemoved;
/// <summary>Fires when any manifest-backed magic UI state changes.</summary>
public event Action? StateChanged;
/// <summary>Fires when learned spells, favorites, or spellbook filters change.</summary>
public event Action? SpellbookChanged;
/// <summary>Fires when the active enchantment set changes.</summary>
public event Action? EnchantmentsChanged;
/// <summary>Fires when the desired spell-component levels change.</summary>
public event Action? DesiredComponentsChanged;
/// <summary>All currently learned spell ids.</summary>
public IReadOnlyCollection<uint> LearnedSpells => _learnedSpells;
public IReadOnlyCollection<uint> LearnedSpells => _learnedSpells.Keys;
/// <summary>Stable learned-spell snapshot, including server spell power.</summary>
public IReadOnlyList<LearnedSpellRecord> LearnedSpellSnapshot => _learnedSpells
.Select(pair => new LearnedSpellRecord(pair.Key, pair.Value))
.OrderBy(spell => spell.SpellId)
.ToArray();
/// <summary>All currently-active enchantments.</summary>
public IEnumerable<ActiveEnchantmentRecord> ActiveEnchantments => _activeByLayer.Values;
public IEnumerable<ActiveEnchantmentRecord> ActiveEnchantments => _activeById.Values;
public IReadOnlyList<ActiveEnchantmentRecord> ActiveEnchantmentSnapshot =>
_activeById.Values.OrderBy(record => record.Identity).ToArray();
/// <summary>
/// Retail ordinary-effect projection after mult/add filtering and the
/// spell-category duel. This is the source for effects-list rows; retail's
/// indicator counts scan the raw mult/add records before this projection.
/// </summary>
public IReadOnlyList<ActiveEnchantmentRecord> EnchantmentsInEffectSnapshot
{
get
{
var ordered = new List<ActiveEnchantmentRecord>();
AppendBucket(bucket: 1u, ordered);
AppendBucket(bucket: 2u, ordered);
return EnchantmentRegistryProjection.GetEnchantmentsInEffect(ordered);
}
}
public IReadOnlyList<uint> GetFavorites(int tabIndex)
{
if ((uint)tabIndex >= _favoriteSpells.Length) return Array.Empty<uint>();
return _favoriteSpells[tabIndex].ToArray();
}
public IReadOnlyDictionary<uint, uint> DesiredComponents => _desiredComponents;
public uint SpellbookFilters => _spellbookFilters;
public int LearnedCount => _learnedSpells.Count;
public int ActiveCount => _activeByLayer.Count;
public int ActiveCount => _activeById.Count;
public bool Knows(uint spellId) => _learnedSpells.Contains(spellId);
public bool Knows(uint spellId) => _learnedSpells.ContainsKey(spellId);
// ── Inbound handlers ─────────────────────────────────────────────────────
/// <summary>0x02C1 MagicUpdateSpell: learn a spell.</summary>
public void OnSpellLearned(uint spellId)
public void OnSpellLearned(uint spellId, float power = 0f)
{
if (_learnedSpells.Add(spellId))
if (_learnedSpells.TryAdd(spellId, power))
{
SpellLearned?.Invoke(spellId);
NotifySpellbookChanged();
}
else if (_learnedSpells[spellId] != power)
{
_learnedSpells[spellId] = power;
NotifySpellbookChanged();
}
}
/// <summary>0x01A8 MagicRemoveSpell: forget a spell.</summary>
public void OnSpellForgotten(uint spellId)
{
if (_learnedSpells.Remove(spellId))
{
SpellForgotten?.Invoke(spellId);
NotifySpellbookChanged();
}
}
/// <summary>0x02C2 MagicUpdateEnchantment: enchantment added / refreshed.</summary>
public void OnEnchantmentAdded(uint spellId, uint layerId, float duration, uint casterGuid)
{
var record = new ActiveEnchantmentRecord(spellId, layerId, duration, casterGuid);
_activeByLayer[layerId] = record;
UpsertLiveEnchantment(record);
EnchantmentAdded?.Invoke(record);
NotifyEnchantmentsChanged();
}
/// <summary>
@ -113,56 +177,305 @@ public sealed class Spellbook
/// </summary>
public void OnEnchantmentAdded(ActiveEnchantmentRecord record)
{
_activeByLayer[record.LayerId] = record;
UpsertLiveEnchantment(record);
EnchantmentAdded?.Invoke(record);
NotifyEnchantmentsChanged();
}
/// <summary>0x02C3 / 0x02C7 MagicRemove/DispelEnchantment.</summary>
public void OnEnchantmentRemoved(uint layerId, uint spellId)
{
if (_activeByLayer.TryRemove(layerId, out var record))
uint identity = ActiveEnchantmentRecord.MakeIdentity(spellId, layerId);
if (RemoveActiveEnchantment(identity, out ActiveEnchantmentRecord record))
{
EnchantmentRemoved?.Invoke(record);
else
EnchantmentRemoved?.Invoke(new ActiveEnchantmentRecord(spellId, layerId, 0f, 0));
NotifyEnchantmentsChanged();
}
}
/// <summary>0x02C6 MagicPurgeEnchantments: clear all active buffs.</summary>
public void OnEnchantmentsAdded(IEnumerable<ActiveEnchantmentRecord> records)
{
foreach (ActiveEnchantmentRecord record in records)
{
UpsertLiveEnchantment(record);
EnchantmentAdded?.Invoke(record);
}
NotifyEnchantmentsChanged();
}
public void OnEnchantmentsRemoved(IEnumerable<(uint SpellId, uint Layer)> spells)
{
bool changed = false;
foreach ((uint spellId, uint layer) in spells)
{
uint identity = ActiveEnchantmentRecord.MakeIdentity(spellId, layer);
if (!RemoveActiveEnchantment(identity, out ActiveEnchantmentRecord record)) continue;
changed = true;
EnchantmentRemoved?.Invoke(record);
}
if (changed) NotifyEnchantmentsChanged();
}
/// <summary>
/// Retail EnchantmentRegistry::PurgeEnchantments (0x00594DE0): purge only
/// finite-duration multiplicative/additive enchantments. Vitae, cooldowns,
/// and permanent enchantments live in separate registries and survive.
/// </summary>
public void OnPurgeAll()
{
foreach (var rec in _activeByLayer.Values)
ActiveEnchantmentRecord[] removed = _activeById.Values
.Where(IsPurgeable)
.ToArray();
foreach (ActiveEnchantmentRecord record in removed)
RemoveActiveEnchantment(record.Identity, out _);
foreach (var rec in removed)
EnchantmentRemoved?.Invoke(rec);
_activeByLayer.Clear();
if (removed.Length != 0) NotifyEnchantmentsChanged();
}
public void OnPurgeBadEnchantments()
{
// Retail PurgeBadEnchantments (0x00594E00) tests the StatMod
// Beneficial bit directly; spell-table labels do not participate.
const uint BeneficialStatMod = 0x02000000u;
ActiveEnchantmentRecord[] removed = _activeById.Values
.Where(record => IsPurgeable(record)
&& (record.StatModType.GetValueOrDefault() & BeneficialStatMod) == 0)
.ToArray();
foreach (ActiveEnchantmentRecord record in removed)
RemoveActiveEnchantment(record.Identity, out _);
foreach (ActiveEnchantmentRecord record in removed)
EnchantmentRemoved?.Invoke(record);
if (removed.Length != 0) NotifyEnchantmentsChanged();
}
private static bool IsPurgeable(ActiveEnchantmentRecord record) =>
(record.Bucket is 1u or 2u) && record.Duration != -1f;
/// <summary>
/// PlayerDescription is a complete character manifest. Replace every
/// magic collection atomically so relogging or switching characters cannot
/// retain state from the prior snapshot.
/// </summary>
public void ReplaceManifest(
IReadOnlyDictionary<uint, float> learnedSpells,
IEnumerable<ActiveEnchantmentRecord> enchantments,
IReadOnlyList<IReadOnlyList<uint>> favorites,
IReadOnlyList<(uint Id, uint Amount)> desiredComponents,
uint spellbookFilters)
{
_learnedSpells.Clear();
foreach ((uint spellId, float power) in learnedSpells)
_learnedSpells[spellId] = power;
_activeById.Clear();
_enchantmentOrderByBucket.Clear();
foreach (ActiveEnchantmentRecord enchantment in enchantments)
UpsertManifestEnchantment(enchantment);
for (int i = 0; i < _favoriteSpells.Length; i++)
{
_favoriteSpells[i].Clear();
if (i < favorites.Count)
_favoriteSpells[i].AddRange(favorites[i]);
}
_desiredComponents.Clear();
foreach ((uint id, uint amount) in desiredComponents)
_desiredComponents[id] = amount;
_spellbookFilters = spellbookFilters;
SpellbookChanged?.Invoke();
EnchantmentsChanged?.Invoke();
DesiredComponentsChanged?.Invoke();
StateChanged?.Invoke();
}
public void SetFavorite(int tabIndex, int position, uint spellId)
{
if ((uint)tabIndex >= _favoriteSpells.Length || position < 0) return;
List<uint> tab = _favoriteSpells[tabIndex];
if (position > tab.Count) position = tab.Count;
tab.Remove(spellId);
tab.Insert(Math.Min(position, tab.Count), spellId);
NotifySpellbookChanged();
}
public void RemoveFavorite(int tabIndex, uint spellId)
{
if ((uint)tabIndex >= _favoriteSpells.Length) return;
if (_favoriteSpells[tabIndex].Remove(spellId)) NotifySpellbookChanged();
}
public void SetSpellbookFilters(uint filters)
{
if (_spellbookFilters == filters) return;
_spellbookFilters = filters;
NotifySpellbookChanged();
}
public void SetDesiredComponent(uint componentId, uint amount)
{
uint current = _desiredComponents.TryGetValue(componentId, out uint existing)
? existing : 0u;
if (current == amount) return;
if (amount == 0) _desiredComponents.Remove(componentId);
else _desiredComponents[componentId] = amount;
DesiredComponentsChanged?.Invoke();
StateChanged?.Invoke();
}
public void Clear()
{
_learnedSpells.Clear();
_activeByLayer.Clear();
_activeById.Clear();
_enchantmentOrderByBucket.Clear();
foreach (List<uint> tab in _favoriteSpells) tab.Clear();
_desiredComponents.Clear();
_spellbookFilters = 0x3FFFu;
SpellbookChanged?.Invoke();
EnchantmentsChanged?.Invoke();
DesiredComponentsChanged?.Invoke();
StateChanged?.Invoke();
}
private void NotifySpellbookChanged()
{
SpellbookChanged?.Invoke();
StateChanged?.Invoke();
}
private void NotifyEnchantmentsChanged()
{
EnchantmentsChanged?.Invoke();
StateChanged?.Invoke();
}
private void AppendBucket(uint bucket, List<ActiveEnchantmentRecord> destination)
{
if (!_enchantmentOrderByBucket.TryGetValue(bucket, out List<uint>? order)) return;
foreach (uint identity in order)
if (_activeById.TryGetValue(identity, out ActiveEnchantmentRecord record)
&& record.Bucket == bucket)
destination.Add(record);
}
/// <summary>
/// Retail <c>AddEnchantmentToList @ 0x00593DF0</c> inserts a new live
/// mult/add record at the list head. Refreshing an existing identity keeps
/// its node position; moving buckets creates a new head node.
/// </summary>
private void UpsertLiveEnchantment(ActiveEnchantmentRecord record)
{
uint identity = record.Identity;
if (_activeById.TryGetValue(identity, out ActiveEnchantmentRecord previous))
{
_activeById[identity] = record;
if (previous.Bucket == record.Bucket)
{
EnsureOrdered(identity, record.Bucket, insertAtHead: true);
return;
}
RemoveFromOrder(previous);
}
else
{
_activeById.Add(identity, record);
}
GetBucketOrder(record.Bucket).Insert(0, identity);
}
/// <summary>Bulk UnPack preserves the received head-to-tail list order.</summary>
private void UpsertManifestEnchantment(ActiveEnchantmentRecord record)
{
uint identity = record.Identity;
if (_activeById.TryGetValue(identity, out ActiveEnchantmentRecord previous))
{
_activeById[identity] = record;
if (previous.Bucket == record.Bucket)
{
EnsureOrdered(identity, record.Bucket, insertAtHead: false);
return;
}
RemoveFromOrder(previous);
}
else
{
_activeById.Add(identity, record);
}
GetBucketOrder(record.Bucket).Add(identity);
}
private bool RemoveActiveEnchantment(
uint identity,
out ActiveEnchantmentRecord record)
{
if (!_activeById.Remove(identity, out record)) return false;
RemoveFromOrder(record);
return true;
}
private void EnsureOrdered(uint identity, uint bucket, bool insertAtHead)
{
List<uint> order = GetBucketOrder(bucket);
if (order.Contains(identity)) return;
if (insertAtHead) order.Insert(0, identity);
else order.Add(identity);
}
private List<uint> GetBucketOrder(uint bucket)
{
if (_enchantmentOrderByBucket.TryGetValue(bucket, out List<uint>? order))
return order;
order = new List<uint>();
_enchantmentOrderByBucket.Add(bucket, order);
return order;
}
private void RemoveFromOrder(ActiveEnchantmentRecord record)
{
if (!_enchantmentOrderByBucket.TryGetValue(record.Bucket, out List<uint>? order))
return;
order.Remove(record.Identity);
if (order.Count == 0)
_enchantmentOrderByBucket.Remove(record.Bucket);
}
}
public readonly record struct LearnedSpellRecord(uint SpellId, float Power);
/// <summary>
/// Summary of one active enchantment layer on the player. The
/// optional StatMod fields (issue #12) carry the wire-level
/// `_smod` triad <c>(type, key, val)</c> when available — only
/// `PlayerDescription`'s enchantment block currently populates these
/// (<see cref="AcDream.Core.Net.Messages.PlayerDescriptionParser"/>).
/// `MagicUpdateEnchantment` events still produce records with these
/// fields null until the wire parser is extended.
/// `_smod` triad <c>(type, key, val)</c>. Both the complete
/// `PlayerDescription` snapshot and live MagicUpdateEnchantment events
/// populate the same record shape.
///
/// <para>
/// <see cref="Bucket"/> tells <c>EnchantmentMath</c> whether this
/// enchantment's StatMod is multiplicative (<c>0x01</c>), additive
/// (<c>0x02</c>), cooldown (<c>0x04</c>), or vitae (<c>0x08</c>) per
/// (<c>0x02</c>), vitae (<c>0x04</c>), or cooldown (<c>0x08</c>) per
/// the retail <c>EnchantmentMask</c> classification.
/// </para>
/// </summary>
public readonly record struct ActiveEnchantmentRecord(
uint SpellId,
uint LayerId,
float Duration,
double Duration,
uint CasterGuid,
uint? StatModType = null,
uint? StatModKey = null,
float? StatModValue = null,
uint Bucket = 0);
uint Bucket = 0,
double StartTime = 0,
uint SpellCategory = 0,
uint PowerLevel = 0,
float DegradeModifier = 0,
float DegradeLimit = 0,
double LastTimeDegraded = 0,
uint? SpellSetId = null)
{
public uint Identity => MakeIdentity(SpellId, LayerId);
public static uint MakeIdentity(uint spellId, uint layerId) =>
(spellId & 0xFFFFu) | ((layerId & 0xFFFFu) << 16);
}