feat(inventory): port retail weapon switching

Sequence primary weapon replacement through the server-confirmed AutoWield transaction: return the occupied weapon to the player pack, wait for its move event, then wield the requested item. Route authoritative CombatMode property updates so peace stays peace and war adopts the new weapon stance without client-synthesized animation.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-12 23:06:31 +02:00
parent 8e9c538519
commit 17b5712d53
14 changed files with 736 additions and 155 deletions

View file

@ -454,6 +454,12 @@ include dungeons.
- **L.1c held-object foundation (implemented and live-gated 2026-07-11)** — exact
equipment-aware default combat mode (bow→Missile, caster→Magic) plus retail
CreateObject/ParentEvent child attachment and per-frame hand-follow rendering.
- **L.1c inventory weapon switching (implemented 2026-07-12; live gate pending)**
inventory double-click ports retail's two-stage `AutoWield`: return the occupied
primary weapon to the main pack, wait for the server move confirmation, then
wield the requested bow/sword/caster/two-hander. The shared transaction works
in peace and war; ACE owns stance-specific motions and its PropertyInt 40 update
now drives the client `CombatState`.
- **L.1c local attack receive path (implemented 2026-07-11; live gate pending)**
local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted
funnel and action-stamp gate, so ACE's server-selected melee/missile action