fix(interaction): port retail's wielded-item pickup rejection (Slice 4 F1)

Slice 4 made a remote character's wielded weapon selectable, which made the
pickup chain reachable end to end for the first time: SelectionPickUp on
another player's weapon captured identity, passed ValidatePickupTarget (which
checked only the Stuck flag and the small-item mask, and a MeleeWeapon clears
both), installed a real non-autonomous approach through
PlayerInteractionMovementSink, and then sent a pickup request the server
rejects. Retail does none of that.

ItemHolder::AttemptToPlaceInContainer @ 0x00588140 runs
AttemptToPlaceInContainer_IsItemLegal @ 0x005870C0 first, at 0x00588173 --
ahead of container legality, auto-merge, the container walk, and the only
CM_Inventory::Event_PutItemInContainer emitter
(ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680). IsItemLegal's arm at
0x005872B7 rejects `!ACCWeenieObject::IsOwnedByPlayer(item) &&
item->pwd._location != 0` with one local
ECM_UI::SendNotice_DisplayStringInfo(0x1a, ...), and
CPlayerSystem::PlaceInBackpack @ 0x0055D8C0 then withdraws the waiting slot it
had published (SetWaitingState(obj, 0) + SendNotice_EndPendingInPlayer at
0x0055D918). No request, no movement. acdream had never ported that arm; it
was harmless while wielded children were unpickable and stopped being harmless
at f6db964f.

The notice is data_7e2228, "The %s is being wielded by someone else!" -- WITH
the exclamation mark. IsItemLegal's six strings occupy one contiguous literal
block, 0x007e21f0 through 0x007e234c, one per arm in reverse code order, and
the two neighbours already ported here (0x007e227c "The %s cannot be picked
up!" at 0x00587264, 0x007e22b4 "You cannot pick up creatures!" at 0x005871f4)
pin it. The punctuation-free 0x007cd350 variant belongs to the wield/wear
block and is emitted from a different function at 0x00560aef.

pwd._location is the PublicWeenieDesc CurrentWieldedLocation field
(acclient.h:37175), which acdream projects as
ClientObject.CurrentlyEquippedLocation, and ACCWeenieObject::IsOwnedByPlayer
@ 0x0058D160 is IsOwnedByObject(this, player_id) -- already ported as
ClientObjectTable.IsOwnedByObject @ 0x0058CEB0 and reached here through the
existing ItemInteractionController.IsOwnedByPlayer. The arm reads pwd._location
verbatim rather than adding a WielderId belt-and-braces test, because retail's
predicate is the thing being ported.

The player's OWN wielded item is IsOwnedByPlayer, so retail passes it and takes
a different route. ACCWeenieObject::DeterminePositionState @ 0x0058BE70 gives
it PositionState.WIELDED (acclient.h:6802) rather than IN_3D_VIEW, and
UIAttemptPutInContainer records IR_PICK_UP only for IN_3D_VIEW, treating
WIELDED and IN_CONTAINER alike as a plain IR_PUT_IN_CONTAINER transfer. So an
own-wielded item is unwielded in place: the request goes out immediately with
no approach, joining the existing current-ground-object shortcut. The shortcut
carries an ownership conjunct so it can never outrun the 0x005872B7 gate.

TryGetApproach now refuses attached children outright, for the same
IN_3D_VIEW reason. An Attached projection's bookkeeping WorldEntity.Position
carries the PARENT's composed root (EquippedChildRenderController
.ApplyParentWorldPose), not the child frame CPhysicsObj::UpdateChild @
0x00512D50 composes, so an approach built from it walked toward the wielder.
Slice 4 de-parented the marker anchor but left this one parent-derived; no
approach can anchor on a wielder now.

The pick predicates are deliberately untouched. Picking, selecting, examining,
lighting-pulse identity, and the vivid-marker anchor on a remote's wielded
weapon all behave exactly as Slice 4 shipped them -- retail's sr_Select and
sr_Examine branches of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 never
consult IsItemLegal. The gate is the transaction, not the pick.

f6db964f's message asserted the slice introduced no deviation and owed no
retail-divergence-register row. That was wrong: the unported 0x005872B7 arm
was a deviation it made reachable. This commit ports the arm in full, matches
retail on the own-wielded path, and removes the parent-derived approach
anchor, so the record is corrected here and no register row is owed.

Gates: dotnet build green; AcDream.App.Tests 3,960 passed / 3 skipped;
complete Release solution 9,792 passed / 5 skipped;
tools\run-connected-world-lifecycle-gate.ps1 -SkipBuild RESULT=PASS.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-29 19:09:38 +02:00
parent f6db964fd5
commit 0ccbb4e52c
8 changed files with 442 additions and 5 deletions

View file

@ -422,6 +422,26 @@ The own-wielded `sr_Use` gate (`0x004E5BE9`) ships through the new
complete Release solution 9,783/5 skips, connected world-lifecycle gate complete Release solution 9,783/5 skips, connected world-lifecycle gate
`RESULT=PASS`. `RESULT=PASS`.
**Correction 2026-07-29 (Opus review finding F1, HIGH).** Making a remote's
wielded weapon selectable made the pickup chain reachable end to end for the
first time, and acdream had never ported
`ItemHolder::AttemptToPlaceInContainer_IsItemLegal @ 0x005870C0`'s arm at
`0x005872B7` — `!ACCWeenieObject::IsOwnedByPlayer(item) && item->pwd._location
!= 0` — so `SelectionPickUp` on another character's weapon installed a real
approach and a wire request the server rejects. That arm now ships, with
retail's own notice (`0x007e2228`) and retail's placement ahead of every other
`AttemptToPlaceInContainer @ 0x00588140` stage: one local message, no movement,
no request. The player's own wielded item is `IsOwnedByPlayer`, so it passes
the arm and takes retail's `PositionState.WIELDED` route —
`ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680` records
`IR_PUT_IN_CONTAINER`, not `IR_PICK_UP` — dispatching its container transfer
immediately with no approach. `TryGetApproach` now refuses attached children
outright for the same reason, so no approach can anchor on a wielder's root.
Picking, selection, examination, and the marker anchor are unchanged. The
slice therefore introduces no divergence, contrary to what `f6db964f`'s message
claimed; no register row is owed. Gates: App tests 3,960/3 skips, complete
Release solution 9,792/5 skips, connected world-lifecycle gate `RESULT=PASS`.
### The retail mechanism ### The retail mechanism
Retail picking is render-coupled, not a scene-graph ray walk. A click arms a Retail picking is render-coupled, not a scene-graph ray walk. A click arms a

View file

@ -255,7 +255,17 @@ internal sealed class SelectionInteractionController
// current-ground-object contents straight to // current-ground-object contents straight to
// ItemHolder::AttemptToPlaceInContainer @ 0x00588140. A corpse or // ItemHolder::AttemptToPlaceInContainer @ 0x00588140. A corpse or
// chest child has no independent 3-D projection to approach. // chest child has no independent 3-D projection to approach.
if (_items.IsInCurrentGroundObject(itemGuid)) //
// ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680 records the
// IR_PICK_UP world request only for PositionState.IN_3D_VIEW and
// treats WIELDED as a plain IR_PUT_IN_CONTAINER transfer, so the
// player's own wielded item is unwielded in place with no approach.
// The ownership conjunct keeps this shortcut behind IsItemLegal's
// 0x005872B7 arm, which ValidatePickupTarget enforces below: a wielded
// item that is not the player's must never reach a wire request.
if (_items.IsInCurrentGroundObject(itemGuid)
|| (_query.IsWieldedPositionState(itemGuid)
&& _items.IsOwnedByPlayer(itemGuid)))
{ {
var contained = new RuntimePendingPickup( var contained = new RuntimePendingPickup(
Token: 0u, Token: 0u,
@ -505,6 +515,20 @@ internal sealed class SelectionInteractionController
} }
} }
/// <summary>
/// <c>ItemHolder::AttemptToPlaceInContainer @ 0x00588140</c> runs
/// <c>AttemptToPlaceInContainer_IsItemLegal @ 0x005870C0</c> first, at
/// <c>0x00588173</c> — ahead of container legality, auto-merge, the
/// container walk, and the only <c>CM_Inventory::Event_PutItemInContainer</c>
/// emitter (<c>ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680</c>).
/// A rejection is therefore one local
/// <c>ECM_UI::SendNotice_DisplayStringInfo(0x1a, …)</c> and nothing else:
/// no wire request and no movement.
/// <c>CPlayerSystem::PlaceInBackpack @ 0x0055D8C0</c> then withdraws the
/// waiting slot it had published (<c>SetWaitingState(obj, 0)</c> plus
/// <c>CM_Item::SendNotice_EndPendingInPlayer</c> at <c>0x0055D918</c>),
/// which is what a <c>false</c> return drives here.
/// </summary>
private bool ValidatePickupTarget(uint serverGuid, bool showToast) private bool ValidatePickupTarget(uint serverGuid, bool showToast)
{ {
if (_query.IsCreature(serverGuid)) if (_query.IsCreature(serverGuid))
@ -513,6 +537,24 @@ internal sealed class SelectionInteractionController
_toast?.Invoke(RetailMessages.CannotPickUpCreatures); _toast?.Invoke(RetailMessages.CannotPickUpCreatures);
return false; return false;
} }
// IsItemLegal's arm at 0x005872B7 rejects
// `!ACCWeenieObject::IsOwnedByPlayer(item) && item->pwd._location != 0`
// with the notice at 0x005872DB. Retail runs it after the stuck arm at
// 0x00587240; the two are disjoint, because the stuck arm fires only
// when _containerID and _wielderID are both zero while this one needs a
// wielded _location, so acdream's fused stuck/type predicate may follow.
// Equipped-child picking made a remote character's wielded item
// selectable, which is what makes this arm reachable.
if (_query.IsWieldedPositionState(serverGuid)
&& !_items.IsOwnedByPlayer(serverGuid))
{
if (showToast)
{
_toast?.Invoke(RetailMessages.BeingWieldedBySomeoneElse(
_query.Describe(serverGuid)));
}
return false;
}
if (_query.IsPickupable(serverGuid)) if (_query.IsPickupable(serverGuid))
return true; return true;
if (showToast) if (showToast)

View file

@ -48,6 +48,7 @@ internal interface IWorldSelectionQuery
bool IsUseable(uint serverGuid); bool IsUseable(uint serverGuid);
bool IsPickupable(uint serverGuid); bool IsPickupable(uint serverGuid);
bool IsWieldedByPlayer(uint serverGuid); bool IsWieldedByPlayer(uint serverGuid);
bool IsWieldedPositionState(uint serverGuid);
bool TryGetApproach(uint serverGuid, out InteractionApproach approach); bool TryGetApproach(uint serverGuid, out InteractionApproach approach);
Vector3? GetCombatCameraTargetPoint(uint serverGuid); Vector3? GetCombatCameraTargetPoint(uint serverGuid);
} }
@ -388,6 +389,27 @@ internal sealed class WorldSelectionQuery
&& item.WielderId == playerGuid; && item.WielderId == playerGuid;
} }
/// <summary>
/// <c>ACCWeenieObject::DeterminePositionState @ 0x0058BE70</c> resolves
/// <c>PositionState.WIELDED</c> (acclient.h:6802) as a zero
/// <c>pwd._containerID</c> with a nonzero <c>pwd._location</c>;
/// <c>IN_CONTAINER</c> wins when both are set.
/// <c>ClientObject.CurrentlyEquippedLocation</c> is acdream's projection of
/// <c>pwd._location</c> (the <c>CurrentWieldedLocation</c> PublicWeenieDesc
/// field, acclient.h:37175).
/// </summary>
/// <remarks>
/// Two retail gates read this state. The pickup legality arm at
/// <c>0x005872B7</c> pairs it with ownership, and
/// <c>ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680</c> records the
/// <c>IR_PICK_UP</c> world request only for <c>IN_3D_VIEW</c>, treating
/// <c>WIELDED</c> as a plain <c>IR_PUT_IN_CONTAINER</c> transfer.
/// </remarks>
public bool IsWieldedPositionState(uint serverGuid)
=> _objects.Get(serverGuid) is { } item
&& item.ContainerId == 0u
&& item.CurrentlyEquippedLocation != EquipMask.None;
/// <summary>ItemHolder::DetermineUseResult @ 0x00588460 pickup gate.</summary> /// <summary>ItemHolder::DetermineUseResult @ 0x00588460 pickup gate.</summary>
public bool IsPickupable(uint serverGuid) public bool IsPickupable(uint serverGuid)
{ {
@ -399,11 +421,24 @@ internal sealed class WorldSelectionQuery
return ((spawn.ItemType ?? 0u) & SmallItemMask) != 0u; return ((spawn.ItemType ?? 0u) & SmallItemMask) != 0u;
} }
/// <summary>
/// Builds the world-pickup approach. Only retail's
/// <c>PositionState.IN_3D_VIEW</c> objects have one:
/// <c>ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680</c> records
/// <c>IR_PICK_UP</c> for that state alone, and an attached child is by
/// construction not an independent 3-D object — its bookkeeping
/// <c>WorldEntity.Position</c> carries the PARENT's composed root
/// (<c>EquippedChildRenderController.ApplyParentWorldPose</c>), not the
/// child frame <c>CPhysicsObj::UpdateChild @ 0x00512D50</c> composes.
/// Refusing the attached case keeps an approach from ever anchoring on a
/// wielder; wielded items reach their container transfer without one.
/// </summary>
public bool TryGetApproach( public bool TryGetApproach(
uint serverGuid, uint serverGuid,
out InteractionApproach approach) out InteractionApproach approach)
{ {
if (_playerPose() is not { } player if (_playerPose() is not { } player
|| _liveEntities.TryGetAttachedProjectedRecord(serverGuid, out _)
|| !TryGetInteractionTarget(serverGuid, out WorldInteractionTarget target)) || !TryGetInteractionTarget(serverGuid, out WorldInteractionTarget target))
{ {
approach = default; approach = default;

View file

@ -55,6 +55,27 @@ public static class RetailMessages
/// </summary> /// </summary>
public const string CannotPickUpCreatures = "You cannot pick up creatures!"; public const string CannotPickUpCreatures = "You cannot pick up creatures!";
/// <summary>
/// Retail: <c>"The %s is being wielded by someone else!"</c>.
/// Data: <c>0x007e2228</c> (line 1033029). Runtime sprintf at
/// <c>0x005872db</c> (line 401606) inside
/// <c>ItemHolder::AttemptToPlaceInContainer_IsItemLegal @ 0x005870c0</c>,
/// on the reject arm at <c>0x005872b7</c> that fires when
/// <c>!ACCWeenieObject::IsOwnedByPlayer(item) &amp;&amp;
/// item-&gt;pwd._location != 0</c>. Shown when the player tries to pick up
/// an item another character is wielding.
/// </summary>
/// <remarks>
/// Not to be confused with the punctuation-free
/// <c>"The %s is being wielded by someone else"</c> at <c>0x007cd350</c>,
/// which belongs to the wield/wear notice block and is emitted from a
/// different function at <c>0x00560aef</c>. The pickup gate's own literal
/// block runs <c>0x007e21f0</c><c>0x007e234c</c>, one string per
/// <c>IsItemLegal</c> arm, in reverse code order.
/// </remarks>
public static string BeingWieldedBySomeoneElse(string entityName)
=> $"The {entityName} is being wielded by someone else!";
/// <summary> /// <summary>
/// Retail: <c>"Cannot be used with %s"</c>. /// Retail: <c>"Cannot be used with %s"</c>.
/// Data: <c>0x007cc834</c> (line 1024669). Runtime sprintf at /// Data: <c>0x007cc834</c> (line 1024669). Runtime sprintf at

View file

@ -61,6 +61,7 @@ public sealed class CombatCameraTargetSourceTests
public bool IsUseable(uint serverGuid) => false; public bool IsUseable(uint serverGuid) => false;
public bool IsPickupable(uint serverGuid) => false; public bool IsPickupable(uint serverGuid) => false;
public bool IsWieldedByPlayer(uint serverGuid) => false; public bool IsWieldedByPlayer(uint serverGuid) => false;
public bool IsWieldedPositionState(uint serverGuid) => false;
public bool TryGetApproach(uint serverGuid, out InteractionApproach approach) public bool TryGetApproach(uint serverGuid, out InteractionApproach approach)
{ {
approach = default; approach = default;

View file

@ -18,6 +18,10 @@ public sealed class SelectionInteractionControllerTests
private const uint Player = 0x5000_0001u; private const uint Player = 0x5000_0001u;
private const uint Target = 0x7000_0001u; private const uint Target = 0x7000_0001u;
private const uint GroundContainer = 0x7000_0010u; private const uint GroundContainer = 0x7000_0010u;
private const uint Wielder = 0x7000_0100u;
private const uint RemoteWeapon = 0x7000_0101u;
private const uint OwnWeapon = 0x7000_0102u;
private const uint GroundWeapon = 0x7000_0103u;
private sealed class Query : IWorldSelectionQuery private sealed class Query : IWorldSelectionQuery
{ {
@ -29,6 +33,13 @@ public sealed class SelectionInteractionControllerTests
public bool Useable { get; set; } = true; public bool Useable { get; set; } = true;
public bool Pickupable { get; set; } = true; public bool Pickupable { get; set; } = true;
public bool WieldedByPlayer { get; set; } public bool WieldedByPlayer { get; set; }
/// <summary>
/// Guids whose <c>ACCWeenieObject::DeterminePositionState @
/// 0x0058BE70</c> result is <c>PositionState.WIELDED</c>. Ownership is
/// NOT faked — the controller resolves it through the real
/// <see cref="ClientObjectTable"/>.
/// </summary>
public HashSet<uint> WieldedPositionStates { get; } = new();
public bool CaptureIdentity { get; set; } = true; public bool CaptureIdentity { get; set; } = true;
public uint LocalEntityId { get; set; } = 101u; public uint LocalEntityId { get; set; } = 101u;
public ClosestCombatTarget? Closest { get; set; } public ClosestCombatTarget? Closest { get; set; }
@ -59,6 +70,8 @@ public sealed class SelectionInteractionControllerTests
public bool IsUseable(uint serverGuid) => Useable; public bool IsUseable(uint serverGuid) => Useable;
public bool IsPickupable(uint serverGuid) => Pickupable; public bool IsPickupable(uint serverGuid) => Pickupable;
public bool IsWieldedByPlayer(uint serverGuid) => WieldedByPlayer; public bool IsWieldedByPlayer(uint serverGuid) => WieldedByPlayer;
public bool IsWieldedPositionState(uint serverGuid)
=> WieldedPositionStates.Contains(serverGuid);
public Vector3? GetCombatCameraTargetPoint(uint serverGuid) => null; public Vector3? GetCombatCameraTargetPoint(uint serverGuid) => null;
public bool TryGetApproach(uint serverGuid, out InteractionApproach approach) public bool TryGetApproach(uint serverGuid, out InteractionApproach approach)
@ -194,19 +207,22 @@ public sealed class SelectionInteractionControllerTests
Items.PendingBackpackPlacementCancelled += CancelledPlacements.Add; Items.PendingBackpackPlacementCancelled += CancelledPlacements.Add;
} }
public void SetApproach(bool closeRange, uint localEntityId = 101u) public void SetApproach(
bool closeRange,
uint localEntityId = 101u,
uint serverGuid = Target)
{ {
var entity = new WorldEntity var entity = new WorldEntity
{ {
Id = localEntityId, Id = localEntityId,
ServerGuid = Target, ServerGuid = serverGuid,
SourceGfxObjOrSetupId = 0x0200_0001u, SourceGfxObjOrSetupId = 0x0200_0001u,
Position = new Vector3(5f, 0f, 0f), Position = new Vector3(5f, 0f, 0f),
Rotation = Quaternion.Identity, Rotation = Quaternion.Identity,
MeshRefs = [], MeshRefs = [],
}; };
Query.Approach = new InteractionApproach( Query.Approach = new InteractionApproach(
new WorldInteractionTarget(Target, localEntityId, entity), new WorldInteractionTarget(serverGuid, localEntityId, entity),
new PlayerInteractionPose(0x0101_0001u, Vector3.Zero), new PlayerInteractionPose(0x0101_0001u, Vector3.Zero),
0.6f, 0.6f,
closeRange, closeRange,
@ -746,6 +762,181 @@ public sealed class SelectionInteractionControllerTests
Assert.Empty(h.Transport.Uses); Assert.Empty(h.Transport.Uses);
} }
/// <summary>
/// Registers a wielded weapon exactly as <c>ClientObjectTable.Ingest</c>
/// projects a CreateObject PublicWeenieDesc that carries Wielder plus
/// CurrentWieldedLocation. Ownership is resolved by the real
/// <c>ACCWeenieObject::IsOwnedByObject @ 0x0058CEB0</c> port, not a fake.
/// </summary>
private static void AddWieldedWeapon(Harness h, uint guid, uint wielderId)
{
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = guid,
Name = $"Weapon {guid:X8}",
Type = ItemType.MeleeWeapon,
WielderId = wielderId,
CurrentlyEquippedLocation = EquipMask.MeleeWeapon,
});
h.Query.WieldedPositionStates.Add(guid);
}
/// <summary>
/// <c>ItemHolder::AttemptToPlaceInContainer_IsItemLegal @ 0x005870C0</c>
/// rejects <c>!IsOwnedByPlayer(item) &amp;&amp; item-&gt;pwd._location != 0</c>
/// at <c>0x005872B7</c> with the notice at <c>0x005872DB</c>, and it runs
/// at <c>0x00588173</c> before every other stage of
/// <c>AttemptToPlaceInContainer @ 0x00588140</c>. So: one local message,
/// no approach, no wire request, no waiting slot.
/// </summary>
[Fact]
public void PickupOfARemotesWieldedItemIsRejectedLocallyWithNoMovementOrRequest()
{
var h = new Harness();
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = Wielder,
Name = "Remote",
Type = ItemType.Creature,
});
AddWieldedWeapon(h, RemoteWeapon, wielderId: Wielder);
h.SetApproach(closeRange: false, serverGuid: RemoteWeapon);
h.Selection.Select(RemoteWeapon, SelectionChangeSource.World);
Assert.True(h.Controller.HandleInputAction(InputAction.SelectionPickUp));
h.Controller.DrainOutbound();
Assert.Contains(
// Query.Describe is the fake's ACCWeenieObject::GetObjectNameWide.
$"The Target {RemoteWeapon:X8} is being wielded by someone else!",
h.Toasts);
Assert.Empty(h.Transport.Pickups);
Assert.Empty(h.Transport.Uses);
Assert.Empty(h.Movement.Approaches);
Assert.Empty(h.PendingPlacements);
}
/// <summary>
/// The same gate must hold on the direct
/// <c>CPlayerSystem::PlaceInBackpack @ 0x0055D8C0</c> entry point, whose
/// published waiting slot retail withdraws at <c>0x0055D918</c>
/// (<c>SetWaitingState(obj, 0)</c> + <c>SendNotice_EndPendingInPlayer</c>).
/// </summary>
[Fact]
public void DirectBackpackPlacementOfARemotesWieldedItemWithdrawsItsWaitingSlot()
{
var h = new Harness();
AddWieldedWeapon(h, RemoteWeapon, wielderId: Wielder);
h.SetApproach(closeRange: true, serverGuid: RemoteWeapon);
Assert.True(h.Items.PlaceWorldItemInBackpack(RemoteWeapon));
Assert.Contains(
// Query.Describe is the fake's ACCWeenieObject::GetObjectNameWide.
$"The Target {RemoteWeapon:X8} is being wielded by someone else!",
h.Toasts);
Assert.Empty(h.Transport.Pickups);
Assert.Empty(h.Movement.Approaches);
Assert.Single(h.PendingPlacements);
Assert.Equal(
new[] { RemoteWeapon },
h.CancelledPlacements.Select(p => p.ItemId));
}
/// <summary>
/// Slice 4 non-regression: the rejected item stays fully selectable and
/// examinable. Retail's <c>sr_Select</c>/<c>sr_Examine</c> branches of
/// <c>RecvNotice_SmartBoxObjectFound @ 0x004E5AD0</c> never consult
/// <c>IsItemLegal</c>.
/// </summary>
[Fact]
public void ARemotesWieldedItemStaysSelectableAndExaminable()
{
var h = new Harness();
AddWieldedWeapon(h, RemoteWeapon, wielderId: Wielder);
h.Query.Picked = RemoteWeapon;
Assert.True(h.Controller.HandleInputAction(InputAction.SelectRight));
Assert.Equal(RemoteWeapon, h.Selection.SelectedObjectId);
Assert.Equal(new[] { "pick", "pulse", "examine" }, h.Query.Events);
Assert.Equal(new[] { RemoteWeapon }, h.Examines);
}
/// <summary>
/// Positive control: the identical ItemType lying in the world is not in
/// <c>PositionState.WIELDED</c> (<c>DeterminePositionState @ 0x0058BE70</c>
/// needs a nonzero <c>pwd._location</c>) and picks up normally.
/// </summary>
[Fact]
public void AGroundItemOfTheSameTypeStillPicksUpNormally()
{
var h = new Harness();
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = GroundWeapon,
Name = "Ground weapon",
Type = ItemType.MeleeWeapon,
});
h.SetApproach(closeRange: false, serverGuid: GroundWeapon);
h.Selection.Select(GroundWeapon, SelectionChangeSource.World);
Assert.True(h.Controller.HandleInputAction(InputAction.SelectionPickUp));
h.Controller.DrainOutbound();
Assert.Equal(new[] { (GroundWeapon, Player, 0) }, h.Transport.Pickups);
Assert.Single(h.Movement.Approaches);
Assert.Empty(h.CancelledPlacements);
Assert.DoesNotContain(h.Toasts, text => text.Contains("wielded"));
}
/// <summary>
/// The player's OWN wielded item is <c>IsOwnedByPlayer</c>, so
/// <c>IsItemLegal</c>'s 0x005872B7 arm passes it. Its
/// <c>PositionState</c> is WIELDED rather than IN_3D_VIEW, so
/// <c>ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680</c> records
/// <c>IR_PUT_IN_CONTAINER</c> instead of <c>IR_PICK_UP</c>: the transfer
/// goes out immediately, with no world approach.
/// </summary>
[Fact]
public void PickupOfThePlayersOwnWieldedItemTransfersImmediatelyWithoutApproach()
{
var h = new Harness();
AddWieldedWeapon(h, OwnWeapon, wielderId: Player);
h.SetApproach(closeRange: true, serverGuid: OwnWeapon);
h.Selection.Select(OwnWeapon, SelectionChangeSource.World);
Assert.True(h.Controller.HandleInputAction(InputAction.SelectionPickUp));
h.Controller.DrainOutbound();
Assert.Equal(new[] { (OwnWeapon, Player, 0) }, h.Transport.Pickups);
Assert.Empty(h.Movement.Approaches);
Assert.Empty(h.CancelledPlacements);
Assert.DoesNotContain(h.Toasts, text => text.Contains("wielded"));
}
/// <summary>
/// The WIELDED no-approach shortcut must never outrun the legality gate:
/// ownership alone decides which of the two wielded items may transfer.
/// </summary>
[Fact]
public void TheWieldedShortcutIsGatedOnOwnershipNotOnWieldedStateAlone()
{
var h = new Harness();
AddWieldedWeapon(h, RemoteWeapon, wielderId: Wielder);
AddWieldedWeapon(h, OwnWeapon, wielderId: Player);
h.SetApproach(closeRange: true, serverGuid: RemoteWeapon);
Assert.True(h.Items.PlaceWorldItemInBackpack(RemoteWeapon));
Assert.Empty(h.Transport.Pickups);
h.SetApproach(closeRange: true, serverGuid: OwnWeapon);
Assert.True(h.Items.PlaceWorldItemInBackpack(OwnWeapon));
Assert.Equal(new[] { (OwnWeapon, Player, 0) }, h.Transport.Pickups);
Assert.Empty(h.Movement.Approaches);
}
[Fact] [Fact]
public void DragReleasePulsesTheDropTargetWithoutChangingSelection() public void DragReleasePulsesTheDropTargetWithoutChangingSelection()
{ {

View file

@ -124,7 +124,8 @@ public sealed class WorldSelectionQueryTests
ItemType type, ItemType type,
uint wielderId, uint wielderId,
Matrix4x4? childRoot = null, Matrix4x4? childRoot = null,
float? objScale = null) float? objScale = null,
EquipMask equippedLocation = EquipMask.MeleeWeapon)
{ {
WorldSession.EntitySpawn spawn = Spawn(guid, 1) with WorldSession.EntitySpawn spawn = Spawn(guid, 1) with
{ {
@ -148,6 +149,10 @@ public sealed class WorldSelectionQueryTests
Name = $"Object {guid:X8}", Name = $"Object {guid:X8}",
Type = type, Type = type,
WielderId = wielderId, WielderId = wielderId,
// CreateObject's PublicWeenieDesc carries CurrentWieldedLocation
// alongside Wielder for every equipped child; retail's
// pwd._location is what DeterminePositionState reads.
CurrentlyEquippedLocation = equippedLocation,
}); });
if (childRoot is { } root) if (childRoot is { } root)
ChildRoots[entity.Id] = root; ChildRoots[entity.Id] = root;
@ -743,6 +748,127 @@ public sealed class WorldSelectionQueryTests
Assert.Equal(4f, radius); Assert.Equal(4f, radius);
} }
/// <summary>
/// <c>ACCWeenieObject::DeterminePositionState @ 0x0058BE70</c>:
/// BEING_REMOVED, else IN_CONTAINER when <c>pwd._containerID != 0</c>, else
/// <c>pwd._location != 0</c> selects WIELDED over IN_3D_VIEW. Both the
/// pickup-legality arm at <c>0x005872B7</c> and the IR_PICK_UP-vs-
/// IR_PUT_IN_CONTAINER split in
/// <c>ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680</c> read it.
/// </summary>
[Fact]
public void WieldedPositionStateFollowsRetailsContainerThenLocationOrder()
{
var h = new Harness();
const uint ground = 0x7000_0030u;
const uint stowed = 0x7000_0031u;
h.Add(ground, Vector3.UnitX, ItemType.MeleeWeapon);
h.Add(
Wielder,
new Vector3(0f, 0f, -10f),
ItemType.Creature,
SelectedObjectHealthPolicy.BfAttackable);
h.AddAttached(
RemoteWeapon,
new Vector3(0f, 0f, -10f),
ItemType.MeleeWeapon,
wielderId: Wielder,
childRoot: Matrix4x4.CreateTranslation(0f, 0f, -5f));
h.AddAttached(
OwnWeapon,
Vector3.Zero,
ItemType.MeleeWeapon,
wielderId: Player,
childRoot: Matrix4x4.CreateTranslation(0f, 0.5f, 1f));
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = stowed,
Name = "Stowed weapon",
Type = ItemType.MeleeWeapon,
ContainerId = Player,
CurrentlyEquippedLocation = EquipMask.MeleeWeapon,
});
Assert.True(h.Query.IsWieldedPositionState(RemoteWeapon));
Assert.True(h.Query.IsWieldedPositionState(OwnWeapon));
Assert.False(h.Query.IsWieldedPositionState(ground));
// IN_CONTAINER wins over a stale wielded location.
Assert.False(h.Query.IsWieldedPositionState(stowed));
// Unknown weenie: retail's GetWeenieObject miss rejects at 0x005870DC.
Assert.False(h.Query.IsWieldedPositionState(0x7000_00FFu));
}
/// <summary>
/// The wielded-item pickup gate lives in
/// <c>ItemHolder::AttemptToPlaceInContainer_IsItemLegal @ 0x005870C0</c>,
/// NOT in the pick. Retail's pick is render-coupled and consults no
/// ownership or position state, so Slice 4's selection behavior stands.
/// </summary>
[Fact]
public void PickAndSelectionStayOpenOnARemotesWieldedItemTheGateWillRefuse()
{
var h = new Harness();
WorldEntity wielder = h.Add(
Wielder,
new Vector3(0f, 0f, -10f),
ItemType.Creature,
SelectedObjectHealthPolicy.BfAttackable);
WorldEntity weapon = h.AddAttached(
RemoteWeapon,
wielder.Position,
ItemType.MeleeWeapon,
wielderId: Wielder,
childRoot: Matrix4x4.CreateTranslation(0f, 0f, -5f));
h.PublishParts(
(wielder, wielder.Position),
(weapon, new Vector3(0f, 0f, -5f)));
Assert.Equal(RemoteWeapon, h.Query.PickAtCursor(includeSelf: false));
Assert.True(h.Query.TryCaptureIdentity(RemoteWeapon, out uint localId));
Assert.Equal(weapon.Id, localId);
Assert.True(h.Query.IsCurrent(RemoteWeapon, weapon.Id));
Assert.True(h.Query.TryGetInteractionTarget(RemoteWeapon, out _));
Assert.NotNull(h.Query.ResolveVividTargetInfo(RemoteWeapon));
Assert.Equal($"Object {RemoteWeapon:X8}", h.Query.Describe(RemoteWeapon));
// The pick predicates are untouched: the retail gate is the wielded
// position state combined with ownership, not pickability.
Assert.True(h.Query.IsPickupable(RemoteWeapon));
Assert.True(h.Query.IsWieldedPositionState(RemoteWeapon));
Assert.False(h.Objects.IsOwnedByObject(RemoteWeapon, Player));
}
/// <summary>
/// The world-pickup approach belongs to <c>PositionState.IN_3D_VIEW</c>
/// alone (<c>ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680</c>).
/// An attached child's bookkeeping pose is its wielder's root, so an
/// approach built from it would walk the player to the wielder.
/// </summary>
[Fact]
public void ApproachRefusesAnAttachedChildRatherThanAnchoringOnItsWielder()
{
var h = new Harness();
const uint ground = 0x7000_0032u;
var wielderRoot = new Vector3(20f, 0f, 0f);
h.Add(ground, new Vector3(3f, 0f, 0f), ItemType.MeleeWeapon);
h.Add(
Wielder,
wielderRoot,
ItemType.Creature,
SelectedObjectHealthPolicy.BfAttackable);
h.AddAttached(
RemoteWeapon,
wielderRoot,
ItemType.MeleeWeapon,
wielderId: Wielder,
childRoot: Matrix4x4.CreateTranslation(20f, 0f, 1.2f));
Assert.False(h.Query.TryGetApproach(RemoteWeapon, out _));
// The same call still succeeds for a genuine 3-D-view item.
Assert.True(h.Query.TryGetApproach(ground, out InteractionApproach loose));
Assert.Equal(ground, loose.Target.ServerGuid);
}
private static SelectionCameraSnapshot Camera() private static SelectionCameraSnapshot Camera()
{ {
Matrix4x4 view = Matrix4x4.CreateLookAt( Matrix4x4 view = Matrix4x4.CreateLookAt(

View file

@ -1292,6 +1292,7 @@ public sealed class CurrentGameRuntimeAdapterTests
public bool IsUseable(uint serverGuid) => serverGuid == target; public bool IsUseable(uint serverGuid) => serverGuid == target;
public bool IsPickupable(uint serverGuid) => false; public bool IsPickupable(uint serverGuid) => false;
public bool IsWieldedByPlayer(uint serverGuid) => false; public bool IsWieldedByPlayer(uint serverGuid) => false;
public bool IsWieldedPositionState(uint serverGuid) => false;
public bool TryGetApproach( public bool TryGetApproach(
uint serverGuid, uint serverGuid,