fix(ui): port exact paperdoll body selection

Resolve and sample retail's authored nine-color paperdoll click map, preserve local click coordinates, and select the stable highest-priority worn item with the player fallback. Keep targeted-use body clicks routed to self and pin both synthetic and live-DAT conformance.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-11 11:56:26 +02:00
parent 2644d1d527
commit 0b74d19475
16 changed files with 490 additions and 32 deletions

View file

@ -0,0 +1,47 @@
namespace AcDream.Core.Items;
/// <summary>
/// Retail paperdoll body-part selection. Ports
/// <c>InventoryPlacement::DetermineHigherPriority @ 0x004A44B0</c> and
/// <c>gmPaperDollUI::GetUpperInvObj @ 0x004A4750</c>.
/// </summary>
public static class PaperdollSelectionPolicy
{
/// <summary>
/// Returns the visually upper equipped object covering <paramref name="bodyLocationMask"/>.
/// When the body part is valid but uncovered, retail returns the player object itself.
/// </summary>
public static uint GetUpperInventoryObject(
ClientObjectTable objects,
uint playerId,
EquipMask bodyLocationMask)
{
if (playerId == 0 || bodyLocationMask == EquipMask.None || objects.Get(playerId) is null)
return 0;
ClientObject? winner = null;
foreach (ClientObject candidate in objects.Objects)
{
if ((candidate.CurrentlyEquippedLocation & bodyLocationMask) == EquipMask.None)
continue;
if (candidate.WielderId != playerId && candidate.ContainerId != playerId)
continue;
if (winner is null
|| EffectivePriority(candidate, bodyLocationMask)
> EffectivePriority(winner, bodyLocationMask))
winner = candidate;
}
return winner?.ObjectId ?? playerId;
}
private static uint EffectivePriority(ClientObject item, EquipMask bodyLocationMask)
{
uint priority = item.Priority;
uint coveredLocation = (uint)(item.CurrentlyEquippedLocation & bodyLocationMask);
if (priority == 0 && coveredLocation is >= 0x200u and <= 0x4000u)
priority = 0x7Fu;
return priority;
}
}