feat(B.5): pickup feedback chat line + toast ("You pick up the X.")
After B.5 shipped, the actual pickup was invisible feedback-wise: the item left the ground, ACE despawned it via PickupEvent (0xF74A), and the ItemRepository got updated — but the player had no visual acknowledgement that anything happened. The M1 demo's "pick up an item" target visually felt like the item just vanished into the void. Add a new EntityPickedUp event to WorldSession that fires from the PickupEvent (0xF74A) dispatch branch BEFORE EntityDeleted, so the subscriber can still read the entity's display name from _entitiesByServerGuid before the despawn handler clears it. GameWindow subscribes during the live-session wiring block and emits a retail-style system chat line plus a debug toast on every successful pickup, mirroring retail behavior (retail synthesized this line client-side; ACE doesn't echo it). Closes the M1 demo "pick up" target's visible-payoff gap.
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2 changed files with 32 additions and 2 deletions
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@ -1921,6 +1921,17 @@ public sealed class GameWindow : IDisposable
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_liveSession.PlayerKilledReceived += pk =>
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Chat.OnPlayerKilled(pk.DeathMessage, pk.VictimGuid, pk.KillerGuid);
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// B.5 polish (2026-05-14): surface successful pickups as a
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// retail-style "You pick up the X." system chat line plus a
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// toast. PickupEvent fires BEFORE the EntityDeleted despawn
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// chain so the entity-name lookup still hits.
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_liveSession.EntityPickedUp += parsed =>
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{
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string name = DescribeLiveEntity(parsed.Guid);
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Chat.OnSystemMessage($"You pick up the {name}.", chatType: 0);
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_debugVm?.AddToast($"Picked up: {name}");
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};
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_liveSession.TurbineChatReceived += parsed =>
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{
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if (parsed.Body is AcDream.Core.Net.Messages.TurbineChat.Payload.EventSendToRoom ev)
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