feat(interact): Phase B.4 Use / UseWithTarget / TeleToLifestone outbound

Click-to-interact wire layer. Adds the three most common "do a thing
to an object" GameActions that the UI triggers on left-click / use-item
contexts.

Wire layer:
- InteractRequests.BuildUse (0x0036): single target guid — click a
  door, loot a corpse, talk to an NPC, activate a lifestone, step on
  a portal.
- InteractRequests.BuildUseWithTarget (0x0035): source + target —
  key on locked door, scroll on self, salvage tool on item.
- InteractRequests.BuildTeleToLifestone (0x0063): no-arg recall. Fails
  server-side if not tied; reply comes back as GameEvent WeenieError.

Server reply for Use + UseWithTarget is GameEventType.UseDone (0x01C7)
carrying a WeenieError code (0 = success). Already parsed; wiring
into a "UseDone" event on CombatState-style holder can be a follow-up.

Tests (3 new): byte-exact encoding of all three builders.

Build green, 616 tests pass (up from 613).

Ref: r08 §3 rows 0x0035/0x0036/0x0063.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-18 17:18:36 +02:00
parent 62cf755e7d
commit 68efb60b49
2 changed files with 121 additions and 0 deletions

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using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Outbound interaction GameActions. Each carries a single uint32
/// target guid (plus a second guid for <c>UseWithTarget</c>) inside the
/// standard <c>0xF7B1</c> GameAction envelope.
///
/// <para>
/// Wire layout (r08 §3 rows 0x0035/0x0036):
/// <code>
/// u32 0xF7B1
/// u32 gameActionSequence
/// u32 subOpcode
/// u32 targetGuid // e.g. door, NPC, lifestone, corpse, item
/// u32 sourceGuid // only for UseWithTarget (the item you're using)
/// </code>
/// </para>
///
/// <para>
/// Server reply is <c>GameEventType.UseDone</c> (0x01C7) carrying a
/// <c>WeenieError</c>; 0 = success.
/// </para>
/// </summary>
public static class InteractRequests
{
public const uint GameActionEnvelope = 0xF7B1u;
public const uint UseOpcode = 0x0036u;
public const uint UseWithTargetOpcode = 0x0035u;
public const uint TeleToLifestoneOpcode = 0x0063u;
/// <summary>
/// Use an object: click a door, loot a corpse, talk to an NPC,
/// activate a lifestone, step onto a portal.
/// </summary>
public static byte[] BuildUse(uint gameActionSequence, uint targetGuid)
{
byte[] body = new byte[16];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), UseOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
return body;
}
/// <summary>
/// Use source item on target: e.g. key on locked door, key on
/// chest, scroll on yourself, salvage tool on an item.
/// </summary>
public static byte[] BuildUseWithTarget(
uint gameActionSequence, uint sourceGuid, uint targetGuid)
{
byte[] body = new byte[20];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), UseWithTargetOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), sourceGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), targetGuid);
return body;
}
/// <summary>
/// Teleport to your lifestone. No target guid — just tells the
/// server "recall me." Fails if you haven't tied to a lifestone
/// (server responds with a WeenieError).
/// </summary>
public static byte[] BuildTeleToLifestone(uint gameActionSequence)
{
byte[] body = new byte[12];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), TeleToLifestoneOpcode);
return body;
}
}