fix(inventory): sequence secondary wield blockers

Preserve retail AmmoType from CreateObject and port BlocksUseOfShield so bow, caster, and two-handed switches remove incompatible shields, while mismatched missile ammo is also returned to the pack. Each blocker remains server-confirmed before AutoWield re-enters.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-12 23:12:07 +02:00
parent 17b5712d53
commit 815ce0dec4
14 changed files with 206 additions and 16 deletions

View file

@ -64,6 +64,13 @@ auto_wield(item):
send PutItemInContainer(blocker.id, player.id, placement = 0)
return true
if BlocksUseOfShield(item) and a shield is equipped:
begin the same confirmed blocker transaction for the shield
if item.ammoType is not AMMO_NONE
and equipped ammo has a different ammoType:
begin the same confirmed blocker transaction for the ammo
send_wield(item, desiredMask)
return true
@ -101,8 +108,8 @@ render paths consume the server events.
## Known remaining retail surface
This port covers the primary weapon-ready group requested here. Retail
`AutoWield` also has extra blocker logic for incompatible shields and missile
ammo, plus its full `AutoWieldIsLegal` requirement checks. Those pre-existing
paperdoll/auto-wield gaps remain tracked by divergence row AP-108 rather than
being guessed from incomplete item properties.
This port covers the primary weapon-ready group plus retail's secondary
incompatible-shield and mismatched-ammo blockers. `CreateObject` now retains
the exact `AmmoType` needed for those decisions. Full `AutoWieldIsLegal`,
Aetheria, and dual-wield/off-hand rules remain tracked by divergence row
AP-108.