feat(items): port retail shared cooldown overlays

Preserve public shared-cooldown metadata, resolve the authoritative cooldown enchantment with retail expiry semantics, and project the exact ten DAT-authored radial steps through the shared retained item-slot architecture.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-23 10:41:16 +02:00
parent 19e8863f4e
commit 6b1ae4fb76
27 changed files with 875 additions and 20 deletions

View file

@ -193,6 +193,17 @@ public sealed class ClientObject
public ushort? AmmoType { get; set; }
/// <summary>Retail <c>PublicWeenieDesc._spellID</c>; used by caster endowments.</summary>
public uint? SpellId { get; set; }
/// <summary>
/// Retail <c>PublicWeenieDesc._cooldown_id</c>. Positive values name a
/// shared item-cooldown group whose player enchantment id is
/// <c>CooldownId + 0x8000</c>.
/// </summary>
public uint? CooldownId { get; set; }
/// <summary>
/// Retail <c>PublicWeenieDesc._cooldown_duration</c>, in seconds. This is
/// the denominator used by <c>UIElement_UIItem::UpdateCooldownDisplay</c>.
/// </summary>
public double? CooldownDuration { get; set; }
/// <summary>Client-side trade state used by ItemHolder legality gates.</summary>
public int TradeState { get; set; }
/// <summary>Resolved membership in SpellComponentTable (retail IsComponentPack).</summary>
@ -261,7 +272,9 @@ public readonly record struct WeenieData(
string? PluralName = null,
uint? PetOwnerId = null,
ushort? AmmoType = null,
uint? SpellId = null);
uint? SpellId = null,
uint? CooldownId = null,
double? CooldownDuration = null);
/// <summary>
/// Retail ITEM_USEABLE helpers (acclient.h:6478, ItemUses::* at 0x004fccd0).

View file

@ -194,6 +194,8 @@ public sealed class ClientObjectTable
/// <see cref="ClientObject.Effects"/>.</summary>
public const uint UiEffectsPropertyId = 18u;
public const uint CurrentWieldedLocationPropertyId = 10u;
public const uint SharedCooldownPropertyId = 280u;
public const uint CooldownDurationPropertyId = 167u;
public int ObjectCount => _objects.Count;
public int ContainerCount => _containers.Count;
@ -613,6 +615,7 @@ public sealed class ClientObjectTable
foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value;
foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value;
foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value;
ApplyCooldownProperties(item, incoming);
ObjectUpdated?.Invoke(item);
return true;
}
@ -640,6 +643,7 @@ public sealed class ClientObjectTable
foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value;
foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value;
foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value;
ApplyCooldownProperties(item, incoming);
if (!existed) ObjectAdded?.Invoke(item); else ObjectUpdated?.Invoke(item);
}
@ -656,6 +660,7 @@ public sealed class ClientObjectTable
ClientObjectPlacement previous = ClientObjectPlacement.From(item);
item.Properties.Ints[propertyId] = value;
if (propertyId == UiEffectsPropertyId) item.Effects = (uint)value;
if (propertyId == SharedCooldownPropertyId) item.CooldownId = (uint)value;
if (propertyId == CurrentWieldedLocationPropertyId)
item.CurrentlyEquippedLocation = (EquipMask)(uint)value;
if (propertyId == CurrentWieldedLocationPropertyId)
@ -664,6 +669,20 @@ public sealed class ClientObjectTable
return true;
}
private static void ApplyCooldownProperties(
ClientObject item,
PropertyBundle properties)
{
if (properties.Ints.TryGetValue(
SharedCooldownPropertyId,
out int cooldownId))
item.CooldownId = (uint)cooldownId;
if (properties.Floats.TryGetValue(
CooldownDurationPropertyId,
out double cooldownDuration))
item.CooldownDuration = cooldownDuration;
}
/// <summary>
/// Apply a single PropertyInt64 update to an object's bundle and fire
/// ObjectUpdated so bound widgets refresh. Int64 counterpart of
@ -738,6 +757,9 @@ public sealed class ClientObjectTable
if (d.CombatUse is { } combatUse) obj.CombatUse = combatUse;
if (d.AmmoType is { } ammoType) obj.AmmoType = ammoType;
if (d.SpellId is { } spellId) obj.SpellId = spellId;
if (d.CooldownId is { } cooldownId) obj.CooldownId = cooldownId;
if (d.CooldownDuration is { } cooldownDuration)
obj.CooldownDuration = cooldownDuration;
if (d.RadarBlipColor is { } radarBlipColor) obj.RadarBlipColor = radarBlipColor;
if (d.RadarBehavior is { } radarBehavior) obj.RadarBehavior = radarBehavior;
if (d.ItemsCapacity is { } ic) obj.ItemsCapacity = ic;

View file

@ -0,0 +1,31 @@
namespace AcDream.Core.Items;
/// <summary>
/// Retail item-cooldown projection shared by inventory, equipment, and shortcut
/// UIItems.
///
/// <para>
/// Port of <c>UIElement_UIItem::UpdateCooldownDisplay @ 0x004E1E20</c>.
/// The remaining fraction selects one of ten authored radial overlays.
/// </para>
/// </summary>
public static class ItemCooldownDisplay
{
/// <summary>
/// Retail's exact ten-step display formula:
/// <c>trunc((remaining / itemDuration) * 10 + 1)</c>. Results 1..9 select
/// the 10%..90% art, while 10 or above selects the 100% art.
/// </summary>
public static int GetOverlayStep(double itemDuration, double remaining)
{
if (!(itemDuration > 0d) || !(remaining > 0d))
return 0;
double step = Math.Truncate((remaining / itemDuration) * 10d + 1d);
if (!(step >= 1d))
return 0;
if (step >= 10d)
return 10;
return (int)step;
}
}

View file

@ -17,6 +17,9 @@ namespace AcDream.Core.Spells;
/// </summary>
public sealed class Spellbook
{
public const uint CooldownSpellOffset = 0x8000u;
public const uint CooldownBucket = 8u;
private readonly Dictionary<uint, float> _learnedSpells = new();
private readonly Dictionary<uint, ActiveEnchantmentRecord> _activeById = new();
private readonly Dictionary<uint, List<uint>> _enchantmentOrderByBucket = new();
@ -240,6 +243,46 @@ public sealed class Spellbook
if (changed) NotifyEnchantmentsChanged();
}
/// <summary>
/// Retail <c>CEnchantmentRegistry::OnCooldown @ 0x005943C0</c>.
/// Scans the cooldown list head-to-tail, stops at the first shared-group
/// match, and removes that node when its monotonic lifetime has expired.
/// </summary>
public bool OnCooldown(
uint cooldownId,
double currentTime,
out double remaining)
{
remaining = 0d;
if (cooldownId == 0u
|| !_enchantmentOrderByBucket.TryGetValue(
CooldownBucket,
out List<uint>? order))
return false;
uint cooldownSpellId = unchecked(cooldownId + CooldownSpellOffset);
for (int index = 0; index < order.Count; index++)
{
uint identity = order[index];
if (!_activeById.TryGetValue(
identity,
out ActiveEnchantmentRecord record)
|| (record.SpellId & 0xFFFFu) != cooldownSpellId)
continue;
remaining = record.Duration + record.StartTime - currentTime;
if (remaining > 0d)
return true;
RemoveActiveEnchantment(identity, out _);
EnchantmentRemoved?.Invoke(record);
NotifyEnchantmentsChanged();
return false;
}
return false;
}
/// <summary>
/// Retail EnchantmentRegistry::PurgeEnchantments (0x00594DE0): purge only
/// finite-duration multiplicative/additive enchantments. Vitae, cooldowns,