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);
}