feat(chat): port retail's @pklite client command (EnterPkLite 0x028F)

acdream never implemented @pklite. It is a CLIENT command in retail, not a
server one — ACE has no pklite text-command handler — so typing it forwarded as
inert chat text that the server ignored.

Retail: ClientCommunicationSystem::DoPKLite @0x0057A490 rejects with
WeenieError 0x507 when ACCWeenieObject::IsPlayerKiller @0x0058C910 is true
(that returns true when EITHER the PK bit 0x20 OR the PKLite bit 0x2000000 is
set), prints "Please see @help pklite for more..." and sends nothing if given
any argument text, and otherwise calls CM_Character::Event_EnterPKLite
@0x006A13F0 — a bare 12-byte parameterless game action, opcode 0x28F, the same
shape as Event_LoginCompleteNotification beside it. Verb string at 0x007E16B0,
help text at 0x007DF0C8, failure string at 0x007D31E8; one verb, no alias.

HasPlayerFlag is a tri-state (null = the local PublicWeenieDesc has not
arrived). The existing arena gates compare `== false` because they reject on a
known-FALSE flag; retail's DoPKLite gates the other way, rejecting on
known-TRUE. So this case compares `== true` on either bit: an indeterminate
description sends rather than blocks, which matches retail trusting the server
instead of inventing a client-side suppression rule.

Landed as its own commit because it is retail-faithful on its own merits, but
the motivation is C4 route 2: ACE advances SequenceType.ObjectForcePosition in
exactly two places, and the only reachable one is Player.HandleActionEnterPkLite's
entry-collision bump (allow_pkl_bump, default on). Every admin teleport advances
ObjectTeleport instead, so @teleto-style displacement exercises route 3, not
route 2. Without this command route 2 has no connected acceptance gate at all.

Gates: complete Release solution 10,867 passed / 4 skipped / 0 failed
(9966b531 baseline 10,858/4/0; +9 = the 9 tests added). Coverage includes both
known-true rejections, the known-false success case, the tri-state unknown
case, the 12-byte wire envelope, and @pklite resolving as ClientHandled rather
than falling through to the server-text path.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-03 18:57:17 +02:00
parent 9966b53174
commit 69ba9486b6
13 changed files with 146 additions and 8 deletions

View file

@ -57,7 +57,8 @@ public sealed class ClientCommandController
Func<string?> LastTeller,
Action ClearDesiredComponents,
Func<bool> HasOpenVendor,
Action<uint?, uint> FillComponentBuyList);
Action<uint?, uint> FillComponentBuyList,
Action EnterPkLite);
private readonly Bindings _bindings;
@ -94,6 +95,22 @@ public sealed class ClientCommandController
else
_bindings.TeleportToPkLiteArena();
break;
// ClientCommunicationSystem::DoPKLite @ 0x0057A490 rejects with
// WeenieError 0x507 when ACCWeenieObject::IsPlayerKiller @
// 0x0058C910 is true — that is, when EITHER the PK bit (0x20) OR
// the PKLite bit (0x2000000) is already set. Unlike the arena
// gates above (which reject on a known-false flag and so already
// send on an indeterminate one), this gate must reject only on a
// known-TRUE flag: an unknown/indeterminate PublicWeenieDesc
// still sends, matching retail's send-and-let-the-server-decide
// default for a description that has not arrived yet.
case ClientCommandId.EnterPkLite:
if (HasPlayerFlag(EntityCollisionFlags.IsPK) == true
|| HasPlayerFlag(EntityCollisionFlags.IsPKLite) == true)
_bindings.ShowWeenieError(0x0507u);
else
_bindings.EnterPkLite();
break;
case ClientCommandId.HouseRecall:
_bindings.TeleportToHouse();
break;
@ -652,9 +669,12 @@ public sealed class ClientCommandController
+ "@afk msg <message> - Set the message that will be sent to players that send you directed chat while you are in AFK mode. Issuing \"@afk msg\" with no message will set your AFK message back to the default. Your custom AFK message is limited to 192 characters.\n";
/// <summary>
/// Null means the local PublicWeenieDesc has not arrived yet. Retail only
/// rejects when it has a player object and the required bit is absent, so
/// unknown follows the same send-and-let-the-server-decide path.
/// Tri-state: null means the local PublicWeenieDesc has not arrived yet.
/// Callers must gate on the direction retail actually rejects in — some
/// gates (the arena recalls) reject on a known-false flag, others (@pklite)
/// reject on a known-true flag — so an unknown flag always falls through
/// to sending, matching retail's send-and-let-the-server-decide default
/// for a description that has not arrived yet.
/// </summary>
private bool? HasPlayerFlag(EntityCollisionFlags flag)
{