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 +1,192 @@
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,
};
}