docs+feat: 13 retail-AC deep-dives (R1-R13) + C# port scaffolds + roadmap E-H

78,000 words of grounded, citation-backed research across 13 major AC
subsystems, produced by 13 parallel Opus-4.7 high-effort agents. Plus
compact C# port scaffolds for the top-5 systems and a phase-E-through-H
roadmap update sequencing the work.

Research (docs/research/deepdives/):
- 00-master-synthesis.md          (navigation hub + dependency graph)
- r01-spell-system.md        5.4K words (fizzle sigmoid, 8 tabs, 0x004A wire)
- r02-combat-system.md       5.9K words (damage formula, crit, body table)
- r03-motion-animation.md    8.2K words (450+ commands, 27 hook types)
- r04-vfx-particles.md       5.8K words (13 ParticleType, PhysicsScript)
- r05-audio-sound.md         5.6K words (DirectSound 8, CPU falloff)
- r06-items-inventory.md     7.4K words (ItemType flags, EquipMask 31 slots)
- r07-character-creation.md  6.3K words (CharGen dat, 13 heritages)
- r08-network-protocol-atlas 9.7K words (63+149+94 opcodes mapped)
- r09-dungeon-portal-space.md 6.3K words (EnvCell, PlayerTeleport flow)
- r10-quest-dialogs.md       7.1K words (emote-script VM, 122 actions)
- r11-allegiance.md          5.4K words (tree + XP passup + 5 channels)
- r12-weather-daynight.md    4.5K words (deterministic client-side)
- r13-dynamic-lighting.md    4.9K words (8-light cap, hard Range cutoff)

Every claim cites a FUN_ address, ACE file path, DatReaderWriter type,
or holtburger/ACViewer reference. The master synthesis ties them into a
dependency graph and phase sequence.

Key architectural finding: of 94 GameEvents in the 0xF7B0 envelope,
ZERO are handled today — that's the largest network-protocol gap and
blocks F.2 (items) + F.5 (panels) + H.1 (chat).

C# scaffolds (src/AcDream.Core/):
- Items/ItemInstance.cs    — ItemType/EquipMask enums, ItemInstance,
                             Container, PropertyBundle, BurdenMath
- Spells/SpellModel.cs      — SpellDatEntry, SpellComponentEntry,
                             SpellCastStateMachine, ActiveBuff,
                             SpellMath (fizzle sigmoid + mana cost)
- Combat/CombatModel.cs     — CombatMode/AttackType/DamageType/BodyPart,
                             DamageEvent record, CombatMath (hit-chance
                             sigmoids, power/accuracy mods, damage formula),
                             ArmorBuild
- Audio/AudioModel.cs       — SoundId enum, SoundEntry, WaveData,
                             IAudioEngine / ISoundCache contracts,
                             AudioFalloff (inverse-square)
- Vfx/VfxModel.cs           — 13 ParticleType integrators, EmitterDesc,
                             PhysicsScript + hooks, Particle struct,
                             ParticleEmitter, IParticleSystem contract

All Core-layer data models; platform-backed engines live in AcDream.App.
Compiles clean; 470 tests still pass.

Roadmap (docs/plans/2026-04-11-roadmap.md):
- Phase E — "Feel alive": motion-hooks + audio + VFX
- Phase F — Fight + cast + gear: GameEvent dispatch, inventory,
            combat, spell, core panels
- Phase G — World systems: sky/weather, dynamic lighting, dungeons
- Phase H — Social + progression: chat, allegiance, quests, char creation
- Phase J — Long-tail (renumbered from old Phase E)

Quick-lookup table updated with 10+ new rows mapping observations to
new phase letters.
This commit is contained in:
Erik 2026-04-18 10:32:44 +02:00
parent 7230c1590f
commit 3f913f1999
20 changed files with 15312 additions and 17 deletions

View file

@ -0,0 +1,143 @@
using System;
using System.Collections.Generic;
namespace AcDream.Core.Audio;
// ─────────────────────────────────────────────────────────────────────
// Scaffold for R5 — audio data model + engine interface.
// Full research: docs/research/deepdives/r05-audio-sound.md
// Runtime backend (Silk.NET.OpenAL) lives in AcDream.App.
// ─────────────────────────────────────────────────────────────────────
/// <summary>
/// Enumerated retail sound IDs. See r05 §5 for the full 204-entry list.
/// Only the commonly-fired ones are given names here.
/// </summary>
public enum SoundId : uint
{
None = 0,
FootstepDefault = 0x02,
FootstepGrass = 0x03,
FootstepWater = 0x04,
FootstepDirt = 0x05,
FootstepStone = 0x06,
FootstepWood = 0x07,
SwingSword = 0x10,
SwingAxe = 0x11,
HitMetalOnMetal = 0x20,
HitMetalOnLeather = 0x21,
HitFlesh = 0x22,
ArrowWhoosh = 0x30,
ArrowThud = 0x31,
SpellCastWar = 0x40,
SpellCastLife = 0x41,
SpellCastItem = 0x42,
SpellCastCreature = 0x43,
PortalWhoosh = 0x50,
LifestoneTie = 0x51,
Death = 0x60,
PotionDrink = 0x70,
BuffApplied = 0x80,
// More constants populated during R5 audio port.
}
/// <summary>
/// Per-SoundId entry from the SoundTable dat (0x20000000..0x2000FFFF).
/// One Sound can have multiple entries with probabilities — that's
/// retail's variation mechanism (e.g. 3 different footstep clips).
/// </summary>
public sealed class SoundEntry
{
public uint WaveId { get; init; } // → Wave dat (0x0A000000..0x0A00FFFF)
public int Priority { get; init; } // eviction ordering (0..7)
public float Probability{ get; init; } // for entries with multiple alternatives
public float VolumeBase { get; init; } // 0..1 multiplier applied before falloff
public float PitchMin { get; init; }
public float PitchMax { get; init; }
public bool Loop { get; init; }
public bool Is3D { get; init; } // 3D positional vs UI/music flat
}
/// <summary>
/// Raw decoded PCM data from a Wave dat. Set by <c>WaveDecoder</c> at
/// load time. Retail supports both PCM and MP3 source; we decode MP3
/// to PCM once at load (same as retail does for long clips).
/// </summary>
public sealed class WaveData
{
public int ChannelCount { get; init; }
public int SampleRate { get; init; }
public int BitsPerSample{ get; init; } // 8 or 16
public byte[] PcmBytes { get; init; } = Array.Empty<byte>();
public TimeSpan Duration { get; init; }
}
/// <summary>
/// Falloff math (r05 §2). Retail is CPU-side inverse-square, NOT
/// DirectSound3DBuffer. No doppler, no cone, no HRTF.
/// </summary>
public static class AudioFalloff
{
/// <summary>
/// Attenuation factor based on distance. Retail uses pure inverse-square
/// above a minimum-distance threshold.
/// </summary>
public static float AttenuationAt(float distanceMeters, float minDistance = 1.0f)
{
if (distanceMeters < minDistance) return 1.0f;
float att = (minDistance * minDistance) / (distanceMeters * distanceMeters);
return Math.Clamp(att, 0f, 1f);
}
/// <summary>
/// Stereo pan from listener-relative X coord. ±1.0 fully panned.
/// </summary>
public static float PanFromRelative(float relativeX, float panRange = 20f)
{
if (panRange <= 0) return 0f;
return Math.Clamp(relativeX / panRange, -1f, 1f);
}
}
/// <summary>
/// Interface the platform audio engine (AcDream.App layer) implements.
/// Core defines the contract; App implements via Silk.NET.OpenAL.
/// </summary>
public interface IAudioEngine : IDisposable
{
/// <summary>Set master volume [0..1].</summary>
float MasterVolume { get; set; }
float SfxVolume { get; set; }
float MusicVolume { get; set; }
float AmbientVolume{ get; set; }
/// <summary>Update listener pose (called per frame from player position).</summary>
void SetListener(float posX, float posY, float posZ,
float forwardX, float forwardY, float forwardZ,
float upX, float upY, float upZ);
/// <summary>Play a 2D UI sound (no falloff).</summary>
void PlayUi(SoundId id);
/// <summary>Play a 3D sound at a world position.</summary>
void Play3D(SoundId id, float x, float y, float z);
/// <summary>Start a looped ambient sound (landblock-attached).</summary>
int StartAmbient(SoundId id, float x, float y, float z);
void StopAmbient(int handle);
/// <summary>Start music (fades out previous if any).</summary>
void PlayMusic(string resourceName, bool loop);
void StopMusic();
}
/// <summary>
/// Cache of decoded waves + SoundTable lookups. Owned by the App-layer
/// AudioEngine; Core exposes the interface.
/// </summary>
public interface ISoundCache
{
WaveData GetWave(uint waveId);
IReadOnlyList<SoundEntry> GetSoundEntries(SoundId id);
IReadOnlyList<SoundEntry> GetSoundEntries(uint soundTableId, SoundId id);
}

View file

@ -0,0 +1,192 @@
using System;
namespace AcDream.Core.Combat;
// ─────────────────────────────────────────────────────────────────────
// Scaffold for R2 — combat math + damage event data.
// Full research: docs/research/deepdives/r02-combat-system.md
// ─────────────────────────────────────────────────────────────────────
public enum CombatMode
{
Undef = 0,
NonCombat = 1,
Melee = 2,
Missile = 3,
Magic = 4,
Peaceful = 5,
}
public enum AttackHeight
{
High = 1,
Medium = 2,
Low = 3,
}
/// <summary>
/// Retail uses a 15-bit flags enum for attack types — weapon categories.
/// See r02 §2 + <c>ACE.Entity.Enum.AttackType</c>.
/// </summary>
[Flags]
public enum AttackType : uint
{
None = 0,
Punch = 0x0001,
Kick = 0x0002,
Thrust = 0x0004,
Slash = 0x0008,
DoubleSlash = 0x0010,
TripleSlash = 0x0020,
DoubleThrust = 0x0040,
TripleThrust = 0x0080,
Offhand = 0x0100,
OffhandSlash = 0x0200,
OffhandThrust = 0x0400,
ThrustSlash = 0x0800,
// more in r02 §2
}
[Flags]
public enum DamageType : uint
{
Undef = 0,
Slash = 0x0001,
Pierce = 0x0002,
Bludgeon = 0x0004,
Cold = 0x0008,
Fire = 0x0010,
Acid = 0x0020,
Electric = 0x0040,
Nether = 0x0080,
Mana = 0x0100,
Health = 0x0200,
Stamina = 0x0400,
}
/// <summary>
/// 12-quadrant body-part table: High/Mid/Low × L/R × Front/Back.
/// Layout: <c>[HLF MLF LLF HRF MRF LRF HLB MLB LLB HRB MRB LRB]</c>.
/// Retail picks a quadrant based on AttackHeight + small RNG for L/R.
/// </summary>
public enum BodyPart
{
Head = 0,
Chest = 1,
Abdomen = 2,
UpperArm = 3,
LowerArm = 4,
Hand = 5,
UpperLeg = 6,
LowerLeg = 7,
Foot = 8,
}
/// <summary>
/// A single attack resolution: who hit whom, where, with what weapon, for how much.
/// Produced by the server; client reads for damage floaters + HP bar updates.
/// </summary>
public readonly record struct DamageEvent(
uint AttackerGuid,
uint TargetGuid,
AttackType AttackType,
DamageType DamageType,
BodyPart BodyPart,
int DamageDealt,
int PostResistDamage,
bool WasCritical,
bool WasEvaded,
bool WasResisted,
float AccuracyModUsed,
float PowerModUsed);
/// <summary>
/// Retail-faithful combat math. Source: r02 research + ACE CombatManager.
/// All formulas cited to research doc §5 + §7.
/// </summary>
public static class CombatMath
{
// ── Power bar (melee) ──────────────────────────────────────────
// PowerMod = PowerLevel + 0.5, so [0.5, 1.5] over a full charge.
public static float PowerModMelee(float powerLevel) => powerLevel + 0.5f;
// ── Accuracy bar (missile) ─────────────────────────────────────
// AccuracyMod = AccuracyLevel + 0.6, so [0.6, 1.6].
public static float AccuracyModMissile(float accuracyLevel) => accuracyLevel + 0.6f;
// ── Hit-chance sigmoid ─────────────────────────────────────────
// Physical: k=0.03, magic: k=0.07. chance = 1 - 1/(1+e^(k×(skill-def))).
public static double HitChancePhysical(int attackSkill, int defenseSkill)
=> 1.0 - 1.0 / (1.0 + Math.Exp(0.03 * (attackSkill - defenseSkill)));
public static double HitChanceMagic(int attackSkill, int defenseSkill)
=> 1.0 - 1.0 / (1.0 + Math.Exp(0.07 * (attackSkill - defenseSkill)));
// ── Base crit rates ────────────────────────────────────────────
public const double PhysicalCritBase = 0.10; // 10%
public const double MagicCritBase = 0.05; // 5%
/// <summary>
/// Full retail damage formula (r02 §5). Simplified version without
/// augmentations and ratings — extend as needed.
/// </summary>
public static int ComputeDamage(
float weaponDamageMin, float weaponDamageMax,
int attributeBonus, // Str for melee, Coord for missile, Self for magic
float powerMod, // PowerModMelee or AccuracyModMissile
float skillMod, // skill-based bonus (weapon skill)
bool isCritical,
float critMultiplier,
float armorReduction, // damage reduction from armor
float resistMultiplier, // 0..1 multiplier from buffs / natural resist
Random rng)
{
// Base weapon roll
double baseDmg = rng.NextDouble() * (weaponDamageMax - weaponDamageMin) + weaponDamageMin;
// Apply attribute bonus + power mod + skill mod
double raw = (baseDmg + attributeBonus) * powerMod * skillMod;
// Crit
if (isCritical) raw *= critMultiplier;
// Subtract armor (capped at 0)
raw = Math.Max(0, raw - armorReduction);
// Resist multiplier (<1 reduces, >1 amplifies)
raw *= resistMultiplier;
return (int)Math.Max(0, Math.Round(raw));
}
}
/// <summary>
/// Per-body-part armor level (AL). Retail creatures have 9 body parts
/// with independent AL values. See r02 §8.
/// </summary>
public sealed class ArmorBuild
{
public int ALHead { get; set; }
public int ALChest { get; set; }
public int ALAbdomen { get; set; }
public int ALUpperArm { get; set; }
public int ALLowerArm { get; set; }
public int ALHand { get; set; }
public int ALUpperLeg { get; set; }
public int ALLowerLeg { get; set; }
public int ALFoot { get; set; }
public int Get(BodyPart bp) => bp switch
{
BodyPart.Head => ALHead,
BodyPart.Chest => ALChest,
BodyPart.Abdomen => ALAbdomen,
BodyPart.UpperArm => ALUpperArm,
BodyPart.LowerArm => ALLowerArm,
BodyPart.Hand => ALHand,
BodyPart.UpperLeg => ALUpperLeg,
BodyPart.LowerLeg => ALLowerLeg,
BodyPart.Foot => ALFoot,
_ => 0,
};
}

View file

@ -0,0 +1,193 @@
using System;
using System.Collections.Generic;
namespace AcDream.Core.Items;
// ─────────────────────────────────────────────────────────────────────
// Scaffold for R6 — items + inventory data model.
// Full research: docs/research/deepdives/r06-items-inventory.md
// ─────────────────────────────────────────────────────────────────────
/// <summary>
/// AC's <c>ItemType</c> is a 32-bit flags enum — a single dat weenie can
/// assert multiple type bits. From <c>ACE.Entity.Enum.ItemType</c>
/// cross-checked against the decompile paperdoll tooltip dispatcher.
/// Full bit list in the research doc §1.
/// </summary>
[Flags]
public enum ItemType : uint
{
None = 0,
MeleeWeapon = 0x00000001,
Armor = 0x00000002,
Clothing = 0x00000004,
Jewelry = 0x00000008,
Creature = 0x00000010,
Food = 0x00000020,
Money = 0x00000040,
Misc = 0x00000080,
MissileWeapon = 0x00000100,
Container = 0x00000200,
Useless = 0x00000400,
Gem = 0x00000800,
SpellComponents = 0x00001000,
Writable = 0x00002000,
Key = 0x00004000,
Caster = 0x00008000,
Portal = 0x00010000,
Lockable = 0x00020000,
PromissoryNote = 0x00040000,
ManaStone = 0x00080000,
Service = 0x00100000,
MagicWieldable = 0x00200000,
CraftCookingBase = 0x00400000,
CraftAlchemyBase = 0x00800000,
CraftFletchingBase = 0x01000000,
CraftAlchemyIntermediate= 0x02000000,
CraftCookingIntermediate= 0x04000000,
CraftFletchingIntermediate = 0x08000000,
LifeStone = 0x10000000,
TinkeringTool = 0x20000000,
TinkeringMaterial = 0x40000000,
Gameboard = 0x80000000u,
Vestements = Armor | Clothing,
Weapon = MeleeWeapon | MissileWeapon | Caster,
WeaponOrCaster = Weapon,
Item = Weapon | Armor | Clothing | Jewelry | Container,
}
/// <summary>
/// Equipment slot bitmask. 31 slots from head to Aetheria. Paperdoll
/// widget offsets <c>+0x604..+0x660</c> in the retail panel correspond
/// to these bits 1:1 (see r06 §2 and UI slice 05 paperdoll section).
/// </summary>
[Flags]
public enum EquipMask : uint
{
None = 0,
HeadWear = 0x00000001,
ChestWear = 0x00000002,
AbdomenWear = 0x00000004,
UpperArmWear = 0x00000008,
LowerArmWear = 0x00000010,
HandWear = 0x00000020,
UpperLegWear = 0x00000040,
LowerLegWear = 0x00000080,
FootWear = 0x00000100,
ChestArmor = 0x00000200,
AbdomenArmor = 0x00000400,
UpperArmArmor = 0x00000800,
LowerArmArmor = 0x00001000,
HandArmor = 0x00002000,
UpperLegArmor = 0x00004000,
LowerLegArmor = 0x00008000,
FootArmor = 0x00010000,
Necklace = 0x00020000,
LeftBracelet = 0x00040000,
RightBracelet = 0x00080000,
LeftRing = 0x00100000,
RightRing = 0x00200000,
MeleeWeapon = 0x00400000,
Shield = 0x00800000,
MissileWeapon = 0x01000000,
Held = 0x02000000, // lit torch, book in hand
MissileAmmo = 0x04000000,
Cloak = 0x08000000,
TrinketOne = 0x10000000,
AetheriaRed = 0x20000000,
AetheriaYellow= 0x40000000,
AetheriaBlue = 0x80000000u,
}
/// <summary>
/// AC's property model is split across 7 typed tables. See r06 §3 for
/// the full property enumeration. This struct is a thin wrapper; real
/// bundles come over the wire in <c>ObjectDesc</c> / <c>IdentifyResponse</c>.
/// </summary>
public sealed class PropertyBundle
{
public Dictionary<uint, int> Ints { get; } = new();
public Dictionary<uint, long> Int64s { get; } = new();
public Dictionary<uint, bool> Bools { get; } = new();
public Dictionary<uint, double> Floats { get; } = new();
public Dictionary<uint, string> Strings { get; } = new();
public Dictionary<uint, uint> DataIds { get; } = new();
public Dictionary<uint, uint> InstanceIds { get; } = new();
public int GetInt (uint k, int def = 0) => Ints.TryGetValue(k, out var v) ? v : def;
public bool GetBool (uint k, bool def = false) => Bools.TryGetValue(k, out var v) ? v : def;
public double GetFloat (uint k, double def = 0) => Floats.TryGetValue(k, out var v) ? v : def;
public string GetString(uint k, string def = "") => Strings.TryGetValue(k, out var v) ? v : def;
}
/// <summary>
/// Per-item live state. The server owns item identity (ObjectId);
/// acdream mirrors properties here on <c>CreateObject</c> and updates
/// via <c>UpdateProperty*</c> messages.
/// </summary>
public sealed class ItemInstance
{
public uint ObjectId { get; init; }
public uint WeenieClassId { get; init; } // "blueprint"
public string Name { get; set; } = "";
public ItemType Type { get; set; }
public EquipMask ValidLocations { get; set; }
public EquipMask CurrentlyEquippedLocation { get; set; }
public uint IconId { get; set; } // 0x06xxxxxx
public uint IconUnderlayId{ get; set; } // "magic" underlay
public uint IconOverlayId { get; set; } // "enchanted" overlay
public int StackSize { get; set; } = 1;
public int StackSizeMax { get; set; } = 1;
public int Burden { get; set; } // per-stack total
public int Value { get; set; } // pyreals
public uint ContainerId { get; set; } // parent container ObjectId, or 0
public int ContainerSlot { get; set; } = -1;
public bool Attuned { get; set; }
public bool Bonded { get; set; }
public PropertyBundle Properties { get; } = new();
}
/// <summary>
/// Container = inventory pack. Hierarchy is strictly 2-deep: character
/// → side packs; a side pack cannot hold another side pack (r06 §7).
/// </summary>
public sealed class Container
{
public uint ObjectId { get; init; }
public int Capacity { get; set; } = 102; // main inv default
public int SideCapacity { get; set; } = 0; // 0 for side-pack
public int BurdenLimit { get; set; }
public List<ItemInstance> Items { get; } = new();
public List<Container> SidePacks { get; } = new(); // empty for side-pack
public bool IsSidePack => SideCapacity == 0;
}
/// <summary>
/// Burden math — r06 §6. <c>maxBurden = 150 × Strength + Strength × bonusBurden</c>;
/// carry limit is <c>3 × maxBurden</c> before you can't pick up at all.
/// </summary>
public static class BurdenMath
{
public const int BurdenPerStrength = 150;
public static int ComputeMax(int strength, int bonusBurden)
=> BurdenPerStrength * strength + strength * bonusBurden;
public static int ComputeCarryLimit(int strength, int bonusBurden)
=> 3 * ComputeMax(strength, bonusBurden);
/// <summary>
/// Retail's "encumbered" multiplier interpolates between 1.0 at
/// zero burden and a low value at max. See r06 §6 for the curve.
/// </summary>
public static float ComputeEncumbranceMod(int currentBurden, int maxBurden)
{
if (maxBurden <= 0) return 1f;
float ratio = (float)currentBurden / maxBurden;
// Roughly 1.0 until 50%, then linear decay to ~0.7 at 100%, 0.1 at 300%.
if (ratio <= 0.5f) return 1f;
if (ratio <= 1.0f) return 1f - (ratio - 0.5f) * 0.6f; // 1.0 → 0.7
if (ratio <= 3.0f) return 0.7f - (ratio - 1.0f) * 0.3f; // 0.7 → 0.1
return 0.1f;
}
}

View file

@ -0,0 +1,216 @@
using System;
using System.Collections.Generic;
namespace AcDream.Core.Spells;
// ─────────────────────────────────────────────────────────────────────
// Scaffold for R1 — spell system data model + cast state machine.
// Full research: docs/research/deepdives/r01-spell-system.md
// Wire evidence: holtburger fixtures + ACE Player_Spells.cs.
// ─────────────────────────────────────────────────────────────────────
/// <summary>
/// Magic school. Each maps to a skill (LifeMagic, CreatureMagic, ItemMagic, WarMagic, VoidMagic).
/// See r01 §1 + <c>ACE.Entity.Enum.MagicSchool</c>.
/// </summary>
public enum MagicSchool : uint
{
None = 0,
WarMagic = 1,
LifeMagic = 2,
CreatureEnchantment = 3,
ItemEnchantment = 4,
PortalMagic = 5,
// VoidMagic added in later retail revisions; uses LifeMagic skill.
VoidMagic = 6,
}
/// <summary>
/// Per-spell targeting category. Validates before cast.
/// </summary>
public enum SpellTargetType : uint
{
None = 0,
Self = 1,
Item = 2,
Creature = 3,
Object = 4,
SelfOrItem = 5,
Undef = 6,
OtherItem = 7, // targeted item but not your own
}
/// <summary>
/// Spell category for enchantment stacking. Retail rule: same category + higher
/// "power" replaces lower; different categories stack additively. See r01 §5.
/// </summary>
public enum SpellCategory : uint
{
Undef = 0,
// There are ~600 categories in the retail dat. We reference them by number
// rather than port the whole enum here.
}
[Flags]
public enum SpellFlags : uint
{
None = 0,
Beneficial = 0x00000001,
Resistable = 0x00000002,
Projectile = 0x00000004,
EnchantmentDispel = 0x00000008,
PurgeOnReset = 0x00000010,
NotIndoors = 0x00000020,
Melee = 0x00000040,
Missile = 0x00000080,
// more flags in r01 §1
}
/// <summary>
/// Per-spell on-disk record from the SpellTable dat (0x2Fxxxxxx).
/// 27 fields in retail; r01 §1 has the full layout.
/// </summary>
public sealed class SpellDatEntry
{
public uint SpellId { get; init; }
public string Name { get; init; } = "";
public string Description { get; init; } = "";
public MagicSchool School { get; init; }
public int Power { get; init; } // difficulty / mastery
public float CastingTime { get; init; } // seconds
public float Duration { get; init; } // for enchants
public int BaseMana { get; init; }
public int ManaMod { get; init; } // per extra target
public int ManaConversionBase { get; init; }
public float ManaConversionMod { get; init; }
public SpellTargetType TargetType { get; init; }
public SpellCategory Category { get; init; }
public SpellFlags Flags { get; init; }
public IReadOnlyList<int> FormulaComponentIds { get; init; } = Array.Empty<int>();
public int RangeConstant { get; init; }
public int EconomyMod { get; init; }
public uint Icon { get; init; } // 0x06xxxxxx
public uint SpellStatModKey { get; init; } // what property it buffs
public int SpellStatModVal { get; init; }
}
/// <summary>
/// Spell component from the SpellComponentsTable dat (0x30xxxxxx).
/// Scarabs, herbs, talismans, taper wax. Each has a base consumption rate.
/// </summary>
public sealed class SpellComponentEntry
{
public int ComponentId { get; init; }
public string Name { get; init; } = "";
public uint Icon { get; init; }
public double CdmBonus { get; init; } // component-destruction modifier
public double ManaMod { get; init; }
public int Type { get; init; } // 1=scarab, 2=herb, 3=talisman, 4=taper, 5=pwax
}
/// <summary>
/// Runtime cast state — retail's model is a 4-phase state machine:
/// Preparing → Casting (syllables) → Releasing → Idle (success) / Fizzled.
/// See r01 §3 for the exact transitions and timing.
/// </summary>
public enum SpellCastPhase
{
Idle,
Preparing, // server validating
Casting, // syllables being played
Releasing, // cast animation hit-frame → effect resolves
Fizzled,
Complete,
}
public sealed class SpellCastStateMachine
{
public SpellCastPhase Phase { get; private set; } = SpellCastPhase.Idle;
public uint SpellId { get; private set; }
public uint? TargetGuid { get; private set; }
public double StartedAt { get; private set; }
public double CastDuration { get; private set; }
// Fired when the server confirms the cast started.
public event Action<SpellCastStateMachine>? OnPhaseChanged;
public void BeginCast(uint spellId, uint? targetGuid, double castDurationSec, double nowSec)
{
SpellId = spellId;
TargetGuid = targetGuid;
StartedAt = nowSec;
CastDuration = castDurationSec;
TransitionTo(SpellCastPhase.Preparing);
}
public void ServerAckCastingStart() => TransitionTo(SpellCastPhase.Casting);
public void ServerReleaseCast() => TransitionTo(SpellCastPhase.Releasing);
public void ServerCompleteCast() => TransitionTo(SpellCastPhase.Complete);
public void ServerFizzle() => TransitionTo(SpellCastPhase.Fizzled);
private void TransitionTo(SpellCastPhase next)
{
Phase = next;
OnPhaseChanged?.Invoke(this);
}
}
/// <summary>
/// Active buff/debuff on a character. Retail stacking rules:
/// • Same category, same caster: replace if higher power
/// • Same category, different caster: max power wins, both tracked
/// • Different category: stack additively
/// See r01 §5.
/// </summary>
public sealed class ActiveBuff
{
public uint SpellId { get; init; }
public uint CasterGuid { get; init; }
public SpellCategory Category { get; init; }
public int Power { get; init; }
public double StartedAt { get; init; }
public double Duration { get; init; }
public double EndsAt => StartedAt + Duration;
public int StatModKey { get; init; }
public int StatModValue { get; init; }
}
/// <summary>
/// Fizzle + mana math. Retail-faithful formulas — see r01 §4.
/// </summary>
public static class SpellMath
{
/// <summary>
/// Sigmoid fizzle curve. Returns chance-to-succeed in [0, 1].
/// <c>chance = 1 / (1 + e^(-0.07 × (skill - difficulty)))</c>
/// Hard floor: if skill &lt; difficulty-50, return 0 (auto-fizzle).
/// </summary>
public static double ChanceOfSuccess(int skill, int difficulty)
{
if (skill < difficulty - 50) return 0.0;
double x = -0.07 * (skill - difficulty);
return 1.0 / (1.0 + Math.Exp(x));
}
/// <summary>
/// Computes actual mana cost. Two sigmoid rolls at difficulty/2 then
/// difficulty, each can reduce cost. See r01 §4.
/// </summary>
public static int ComputeManaCost(SpellDatEntry spell, int numTargets,
int manaConvSkill, Random rng)
{
double cost = spell.BaseMana + spell.ManaMod * Math.Max(0, numTargets - 1);
// First reduction roll at half difficulty
if (rng.NextDouble() < ChanceOfSuccess(manaConvSkill, spell.Power / 2))
cost *= 0.5;
// Second reduction roll at full difficulty
if (rng.NextDouble() < ChanceOfSuccess(manaConvSkill, spell.Power))
cost *= 0.5;
return (int)Math.Max(1, Math.Round(cost));
}
}

View file

@ -0,0 +1,170 @@
using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.Core.Vfx;
// ─────────────────────────────────────────────────────────────────────
// Scaffold for R4 — VFX / particle system data model.
// Full research: docs/research/deepdives/r04-vfx-particles.md
// Runtime GPU batching lives in AcDream.App/Rendering/Vfx (Silk.NET GL).
// ─────────────────────────────────────────────────────────────────────
/// <summary>
/// 13 retail particle motion integrators. See r04 §1.
/// Parabolic variants apply gravity with different orientation/decay rules.
/// </summary>
public enum ParticleType
{
Still = 0, // static, fades out in place
LocalVelocity = 1, // moves at its spawn velocity
Parabolic = 2, // gravity arc
ParabolicLVGV = 3, // local+global velocity parabolic
ParabolicLVGA = 4,
ParabolicLVLA = 5,
ParabolicGVGA = 6,
ParabolicGVLA = 7,
ParabolicLALV = 8,
Swarm = 9, // orbits spawn point with randomness
Explode = 10, // all particles push outward
Implode = 11, // all particles pull inward
GlobalVelocity = 12,
}
[Flags]
public enum EmitterFlags : uint
{
None = 0,
Additive = 0x01, // blend mode: SrcAlpha / One (vs default SrcAlpha / InvSrcAlpha)
Billboard = 0x02,
FaceCamera = 0x04,
AttachLocal= 0x08, // particles follow parent anchor frame
}
/// <summary>
/// Per-emitter configuration from the <c>ParticleEmitterInfo</c> dat.
/// See r04 §1 + DatReaderWriter.ParticleEmitterInfo.
/// </summary>
public sealed class EmitterDesc
{
public uint DatId { get; init; }
public ParticleType Type { get; init; }
public EmitterFlags Flags { get; init; }
public uint TextureSurfaceId { get; init; } // 0x06xxxxxx
public uint SoundOnSpawn { get; init; }
// Emission behavior
public float EmitRate { get; init; } // particles / sec
public int MaxParticles { get; init; }
public float LifetimeMin { get; init; }
public float LifetimeMax { get; init; }
public float StartDelay { get; init; }
public float TotalDuration { get; init; } // 0 = infinite
// Spawn geometry (disk annulus perpendicular to OffsetDir)
public Vector3 OffsetDir { get; init; } = new(0, 0, 1);
public float MinOffset { get; init; }
public float MaxOffset { get; init; }
public float SpawnDiskRadius { get; init; }
// Initial kinematics
public Vector3 InitialVelocity { get; init; }
public float VelocityJitter { get; init; }
public Vector3 Gravity { get; init; } = new(0, 0, -9.8f);
// Appearance over lifetime (retail: start + end, linearly interpolated)
public uint StartColorArgb { get; init; } = 0xFFFFFFFF;
public uint EndColorArgb { get; init; } = 0xFFFFFFFF;
public float StartAlpha { get; init; } = 1f;
public float EndAlpha { get; init; } = 0f;
public float StartSize { get; init; } = 0.5f;
public float EndSize { get; init; } = 0.5f;
public float StartRotation { get; init; }
public float EndRotation { get; init; }
}
/// <summary>
/// A PhysicsScript (0x3Axxxxxx range in retail) is a list of hooks to
/// fire at specific start-times. Each hook creates an emitter or plays
/// a sound. Chaining hooks at different times gives "animation".
/// See r04 §6.
/// </summary>
public sealed class PhysicsScript
{
public uint ScriptId { get; init; }
public IReadOnlyList<PhysicsScriptHook> Hooks { get; init; } = Array.Empty<PhysicsScriptHook>();
}
public sealed record PhysicsScriptHook(
float StartTime,
PhysicsScriptHookType Type,
uint RefDataId, // EmitterInfo / Sound / PartTransform
int PartIndex, // attach to this part
Vector3 Offset,
bool IsParentLocal);
public enum PhysicsScriptHookType
{
CreateParticle = 18, // matches retail animation-hook type
DestroyParticle= 19,
PlaySound = 1,
AnimationDone = 2,
}
/// <summary>
/// Individual runtime particle. Owned by the <c>ParticleSystem</c>;
/// advanced per-frame.
/// </summary>
public struct Particle
{
public Vector3 Position;
public Vector3 Velocity;
public float SpawnedAt;
public float Lifetime; // seconds
public float Age;
public uint ColorArgb; // current
public float Size;
public float Rotation;
public bool Alive;
}
/// <summary>
/// One active emitter instance. The <c>ParticleSystem</c> holds a pool
/// of these; each one maintains its own particle array.
/// </summary>
public sealed class ParticleEmitter
{
public EmitterDesc Desc { get; init; } = null!;
public Vector3 AnchorPos { get; set; }
public Quaternion AnchorRot { get; set; } = Quaternion.Identity;
public uint AttachedObjectId { get; set; } // 0 = world-space only
public int AttachedPartIndex { get; set; } = -1;
public Particle[] Particles { get; init; } = null!;
public int ActiveCount;
public float EmittedAccumulator; // fractional particles pending
public float StartedAt; // game-time seconds
public bool Finished;
}
/// <summary>
/// Top-level particle orchestrator. App-layer renderer batches these.
/// </summary>
public interface IParticleSystem
{
/// <summary>Spawn an emitter attached to a world position (or entity).</summary>
int SpawnEmitter(EmitterDesc desc, Vector3 anchor, Quaternion? rot = null,
uint attachedObjectId = 0, int attachedPartIndex = -1);
/// <summary>Fire a full PhysicsScript at a target (the retail PlayScript dispatch).</summary>
void PlayScript(uint scriptId, uint targetObjectId, float modifier = 1f);
/// <summary>Advance all active emitters by dt seconds.</summary>
void Tick(float dt);
/// <summary>Stop an emitter early (e.g. cast interrupted).</summary>
void StopEmitter(int handle, bool fadeOut);
/// <summary>Current active particle count (for HUD stats).</summary>
int ActiveParticleCount { get; }
int ActiveEmitterCount { get; }
}