feat(chat): #20 CombatChatTranslator - retail-faithful combat -> ChatLog templates
Subscribes to CombatState's DamageDealtAccepted / DamageTaken /
MissedOutgoing / EvadedIncoming / AttackDone / KillLanded events
and emits chat-line text into ChatLog.OnCombatLine, mirroring
holtburger's templates verbatim from references/holtburger/apps/
holtburger-cli/src/pages/game/panels/chat.rs:221-308.
Pieces:
- ChatLog: new ChatKind.Combat value; new CombatLineKind enum
(Info / Warning / Error) on ChatEntry; OnCombatLine(text, kind)
adapter.
- CombatChatTranslator (Core, IDisposable). Static formatters:
FormatDamageType (slashing/piercing/bludgeoning/fire/cold/acid/
electric/nether), FormatDamageLocation (head/chest/abdomen/
upper arm/lower arm/hand/upper leg/lower leg/foot), FormatPercent,
FormatAttackConditionsSuffix.
- ChatVM.RecentLinesDetailed() returns FormattedLine records with
kind metadata so panels can render combat lines colored.
- ChatPanel switches on Kind/CombatKind: combat-Info -> yellow,
combat-Warning -> red incoming-damage, combat-Error -> deep red,
all others -> existing renderer.Text path.
- GameWindow constructs translator after GameEventWiring.WireAll;
disposes in OnClosing + live-session failure path.
Templates landed:
Attacker: "You hit {def} for {dmg} {dtype} damage ({hp%}). [Crit]{suffix}"
Defender: "{atk} hit you for {dmg} {dtype} damage to your {loc} ({hp%})..."
Evade-out: "{def} evaded your attack."
Evade-in: "You evaded {atk}'s attack."
AttackErr: "Attack sequence finished with {error}."
Kill: synthesized "You killed {name}." + server PlayerKilled
death-message arrives separately via ChatLog.OnPlayerKilled.
Deviations from holtburger templates (documented in source):
- DamageDealt omits Critical-hit suffix until CombatState.DamageDealt
carries the flag (defender-side has it; attacker-side doesn't yet).
- DamageTaken omits (health%) until CombatState.DamageIncoming
parses the wire health-percent field.
- AttackConditions suffix is implemented but always empty until the
bitflag is plumbed into CombatState records.
18 new tests (12 translator + 4 ChatVMCombat + 2 ChatLog).
Solution total: 978 green (243 Core.Net + 639 Core + 96 UI).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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9 changed files with 699 additions and 2 deletions
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@ -166,6 +166,30 @@ public sealed class ChatLog
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ChannelId: 0));
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}
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/// <summary>
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/// Phase I.7: combat-translator emits a pre-formatted line. The
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/// translator (<see cref="CombatChatTranslator"/>) subscribes to
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/// <see cref="Combat.CombatState"/> events and renders the retail
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/// template (e.g. "You hit Mosswart for 12 slashing damage (54.0%)
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/// Critical hit.") and decorates the entry with a
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/// <see cref="Combat.CombatLineKind"/> so the panel can color the
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/// line. Maps to holtburger's <c>info().combat()</c> /
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/// <c>warning().combat()</c> / <c>error().combat()</c> tag flow at
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/// <c>chat.rs:221-308</c>.
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/// </summary>
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public void OnCombatLine(string text, Combat.CombatLineKind kind = Combat.CombatLineKind.Info)
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{
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Append(new ChatEntry(
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Kind: ChatKind.Combat,
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Sender: "",
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Text: text,
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SenderGuid: 0,
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ChannelId: 0)
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{
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CombatKind = kind,
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});
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}
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/// <summary>Echo the player's own outbound message after local send.</summary>
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public void OnSelfSent(ChatKind kind, string text, string targetOrChannel = "")
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{
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@ -201,6 +225,14 @@ public enum ChatKind
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Popup,
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Emote,
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SoulEmote,
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/// <summary>
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/// Phase I.7: a combat feedback line emitted by
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/// <see cref="CombatChatTranslator"/> from <see cref="Combat.CombatState"/>
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/// events. The accompanying <see cref="ChatEntry.CombatKind"/> field
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/// drives panel coloring (info / warning / error per holtburger
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/// <c>chat.rs:221-308</c>).
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/// </summary>
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Combat,
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}
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public readonly record struct ChatEntry(
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@ -211,4 +243,11 @@ public readonly record struct ChatEntry(
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uint ChannelId)
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{
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public DateTime Received { get; init; } = DateTime.UtcNow;
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/// <summary>
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/// Phase I.7: severity bucket for <see cref="ChatKind.Combat"/>
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/// entries. Null for every other kind. Drives the
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/// <see cref="ChatPanel"/>'s <c>TextColored</c> color choice.
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/// </summary>
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public Combat.CombatLineKind? CombatKind { get; init; }
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}
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