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