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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6 changed files with 150 additions and 12 deletions
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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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