fix #211: index login-equipped items under player
Project PlayerDescription equipment through the same contained-by-wielder ownership and ordered contents index as live WieldObject updates. Preserve equip masks and priorities so retail GetObjectAtLocation selects Missile for an already-equipped crossbow instead of sending a server-rejected Melee request. Co-Authored-By: Codex <codex@openai.com>
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@ -46,9 +46,41 @@ Copy this block when adding a new issue:
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---
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## #211 — Login-equipped missile weapon incorrectly requests melee combat
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**Status:** IN-PROGRESS — implementation complete 2026-07-13, pending user gate
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**Severity:** HIGH
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**Component:** inventory projection / combat mode
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**Description:** After relaunching with a bow or crossbow already equipped,
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the combat button and grave key briefly selected Melee before ACE restored
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NonCombat, so the character could not enter combat.
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**Root cause:** PlayerDescription recorded equipped entries with their equip
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mask but no player ownership/container index. Live WieldObject updates did
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index the same item under the player. `ToggleLiveCombatMode` reads the player's
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ordered contents for retail `GetObjectAtLocation`, so it missed login equipment,
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defaulted to Melee, and sent a mode incompatible with ACE's equipped missile
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weapon. ACE correctly returned authoritative NonCombat.
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**Resolution:** PlayerDescription equipment now uses the same
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contained-by-wielder projection as live WieldObject while preserving its wire
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order, equip mask, and layering priority. The production combat planner now
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selects Missile for the login-equipped crossbow. The connected gate completed
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NonCombat → Missile → NonCombat → Missile, including a Jump press, without a
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server rejection.
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**Research:** `docs/research/2026-07-11-combat-default-and-parent-event-pseudocode.md`
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**Acceptance:** Relaunch with the crossbow already equipped. The combat button
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and grave key enter Missile mode, the combat bar appears, returning to peace
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hides it, and Jump followed by combat still works without a crash.
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---
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## #210 — Mouse-up crashes when a UI callback changes pointer capture
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**Status:** IN-PROGRESS — implementation complete 2026-07-13, pending live gate
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**Status:** DONE — 2026-07-13, user confirmed the crash no longer occurs (`e74efc5c`)
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**Severity:** HIGH
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**Component:** retained UI / input lifecycle
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@ -60,6 +60,29 @@ GetDefaultCombatMode(showError):
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returns the first entry whose location intersects the requested mask (and whose
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priority intersects the requested priority when that priority is non-zero).
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### Login projection invariant
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PlayerDescription carries loose inventory and equipped objects as two ordered
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lists. They must feed one player-owned location lookup after parsing:
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```text
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OnPlayerDescription(player, inventory, equipped):
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replace player-owned loose contents with inventory, preserving wire order
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for each equipped entry in wire order:
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record item as owned by player
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record equipped location and layering priority
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append it to the same ordered player-owned lookup
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```
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This is the login equivalent of a live `WieldObject`, which also models the
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item as contained by its wielder with a non-zero equipped location. Keeping
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login equipment outside that lookup makes `GetDefaultCombatMode` miss an
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already-equipped bow/crossbow and request Melee; ACE then correctly rejects the
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mode because a missile weapon is equipped. ACE's
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`Player.HandleActionChangeCombatMode_Inner` performs that rejection, while
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holtburger independently retains PlayerDescription's `equipped_objects` list
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for its suggested-combat-mode decision.
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## ParentEvent wire and freshness
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```text
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