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>
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14 changed files with 736 additions and 155 deletions
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@ -18,11 +18,13 @@ public sealed class ItemInteractionControllerTests
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public readonly List<uint> Examines = new();
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public readonly List<(uint Source, uint Target)> UseWithTarget = new();
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public readonly List<(uint Item, uint Mask)> Wields = new();
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public readonly List<(uint Item, uint Container, int Placement)> Puts = new();
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public readonly List<uint> Drops = new();
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public readonly List<(uint Item, uint Amount)> SplitDrops = new();
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public readonly List<string> Toasts = new();
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public readonly StackSplitQuantityState SplitQuantity = new();
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public uint SelectedObject;
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public bool NonCombatMode;
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public long Now = 1_000;
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public Harness()
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@ -54,7 +56,10 @@ public sealed class ItemInteractionControllerTests
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toast: Toasts.Add,
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sendSplitToWorld: (item, amount) => SplitDrops.Add((item, amount)),
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selectedObjectId: () => SelectedObject,
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stackSplitQuantity: SplitQuantity);
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stackSplitQuantity: SplitQuantity,
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inNonCombatMode: () => NonCombatMode,
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sendPutItemInContainer: (item, container, placement) =>
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Puts.Add((item, container, placement)));
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}
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public ItemInteractionController Controller { get; }
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@ -412,6 +417,112 @@ public sealed class ItemInteractionControllerTests
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Assert.Equal(Pack, h.Objects.Get(0x50000A06u)!.ContainerId);
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}
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[Theory]
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[InlineData(true)]
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[InlineData(false)]
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public void WeaponReplacement_inPeaceOrWar_unwieldsThenWieldsAfterServerConfirm(
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bool nonCombatMode)
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{
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var h = new Harness { NonCombatMode = nonCombatMode };
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const uint sword = 0x50000B01u;
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const uint bow = 0x50000B02u;
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h.Objects.AddOrUpdate(new ClientObject
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{
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ObjectId = sword,
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Name = "Sword",
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Type = ItemType.MeleeWeapon,
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CombatUse = 1,
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ValidLocations = EquipMask.MeleeWeapon,
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});
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h.Objects.MoveItem(sword, Player, -1, EquipMask.MeleeWeapon);
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h.AddContained(bow, item =>
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{
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item.Name = "Bow";
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item.Type = ItemType.MissileWeapon;
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item.CombatUse = 1;
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item.ValidLocations = EquipMask.MissileWeapon;
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});
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Assert.True(h.Controller.ActivateItem(bow));
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Assert.Equal(new[] { (sword, Player, 0) }, h.Puts);
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Assert.Empty(h.Wields);
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Assert.Equal(EquipMask.MeleeWeapon,
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h.Objects.Get(sword)!.CurrentlyEquippedLocation);
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Assert.Equal(Pack, h.Objects.Get(bow)!.ContainerId);
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// Authoritative 0x0022: only now does retail retry AutoWield.
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h.Objects.MoveItem(sword, Player, 0, EquipMask.None);
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Assert.Equal(new[] { (bow, (uint)EquipMask.MissileWeapon) }, h.Wields);
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Assert.Equal(EquipMask.None,
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h.Objects.Get(sword)!.CurrentlyEquippedLocation);
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Assert.Equal(EquipMask.MissileWeapon,
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h.Objects.Get(bow)!.CurrentlyEquippedLocation);
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Assert.Equal(Player, h.Objects.Get(bow)!.ContainerId);
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}
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[Fact]
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public void WeaponReplacement_doesNotOverlapRequestsWhileAwaitingServer()
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{
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var h = new Harness();
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const uint sword = 0x50000B11u;
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const uint bow = 0x50000B12u;
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h.Objects.AddOrUpdate(new ClientObject
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{
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ObjectId = sword,
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Type = ItemType.MeleeWeapon,
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CombatUse = 1,
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ValidLocations = EquipMask.MeleeWeapon,
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});
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h.Objects.MoveItem(sword, Player, -1, EquipMask.MeleeWeapon);
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h.AddContained(bow, item =>
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{
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item.Type = ItemType.MissileWeapon;
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item.CombatUse = 1;
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item.ValidLocations = EquipMask.MissileWeapon;
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});
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Assert.True(h.Controller.ActivateItem(bow));
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h.Now += 200;
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Assert.True(h.Controller.ActivateItem(bow));
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Assert.Single(h.Puts);
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Assert.Empty(h.Wields);
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}
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[Fact]
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public void WeaponReplacement_serverReject_clearsPendingTransactionForRetry()
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{
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var h = new Harness();
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const uint sword = 0x50000B21u;
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const uint bow = 0x50000B22u;
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h.Objects.AddOrUpdate(new ClientObject
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{
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ObjectId = sword,
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Type = ItemType.MeleeWeapon,
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CombatUse = 1,
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ValidLocations = EquipMask.MeleeWeapon,
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});
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h.Objects.MoveItem(sword, Player, -1, EquipMask.MeleeWeapon);
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h.AddContained(bow, item =>
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{
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item.Type = ItemType.MissileWeapon;
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item.CombatUse = 1;
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item.ValidLocations = EquipMask.MissileWeapon;
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});
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Assert.True(h.Controller.ActivateItem(bow));
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Assert.False(h.Objects.RejectMove(sword, 0x04FFu));
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h.Now += 200;
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Assert.True(h.Controller.ActivateItem(bow));
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Assert.Equal(2, h.Puts.Count);
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Assert.Empty(h.Wields);
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Assert.Equal(EquipMask.MeleeWeapon,
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h.Objects.Get(sword)!.CurrentlyEquippedLocation);
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}
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[Fact]
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public void InventoryDragOutsideUi_sendsDropAndMovesToWorldOptimistically()
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{
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