refactor(D.5.4): rename ItemRepository->ClientObjectTable, ItemInstance->ClientObject
Broaden naming to the data side of every server object (retail weenie_object_table shape). Pure rename; no behavior change. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
2fc253d9ff
commit
b506f53633
8 changed files with 142 additions and 145 deletions
|
|
@ -595,7 +595,7 @@ public sealed class GameWindow : IDisposable
|
|||
// SpellTable.Empty if the file is missing (e.g. tooling contexts).
|
||||
public readonly AcDream.Core.Spells.SpellTable SpellTable = LoadSpellTable();
|
||||
public readonly AcDream.Core.Spells.Spellbook SpellBook = null!;
|
||||
public readonly AcDream.Core.Items.ItemRepository Items = new();
|
||||
public readonly AcDream.Core.Items.ClientObjectTable Objects = new();
|
||||
/// <summary>Persisted hotbar shortcuts from the last PlayerDescription (D.5.1 toolbar source).</summary>
|
||||
public IReadOnlyList<AcDream.Core.Net.Messages.PlayerDescriptionParser.ShortcutEntry> Shortcuts { get; private set; }
|
||||
= System.Array.Empty<AcDream.Core.Net.Messages.PlayerDescriptionParser.ShortcutEntry>();
|
||||
|
|
@ -2000,7 +2000,7 @@ public sealed class GameWindow : IDisposable
|
|||
if (toolbarLayout is not null)
|
||||
{
|
||||
_toolbarController = AcDream.App.UI.Layout.ToolbarController.Bind(
|
||||
toolbarLayout, Items,
|
||||
toolbarLayout, Objects,
|
||||
() => Shortcuts,
|
||||
iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects),
|
||||
useItem: guid => UseItemByGuid(guid),
|
||||
|
|
@ -2411,7 +2411,7 @@ public sealed class GameWindow : IDisposable
|
|||
var skillTable = _dats?.Get<DatReaderWriter.DBObjs.SkillTable>(0x0E000004u);
|
||||
|
||||
AcDream.Core.Net.GameEventWiring.WireAll(
|
||||
_liveSession.GameEvents, Items, Combat, SpellBook, Chat, LocalPlayer,
|
||||
_liveSession.GameEvents, Objects, Combat, SpellBook, Chat, LocalPlayer,
|
||||
TurbineChat,
|
||||
resolveSkillFormulaBonus: (skillId, attrCurrents) =>
|
||||
{
|
||||
|
|
@ -2636,8 +2636,8 @@ public sealed class GameWindow : IDisposable
|
|||
// repository so a draining/charging item re-composites its icon in real time.
|
||||
_liveSession.ObjectIntPropertyUpdated += u =>
|
||||
{
|
||||
if (u.Property == AcDream.Core.Items.ItemRepository.UiEffectsPropertyId)
|
||||
Items.UpdateIntProperty(u.Guid, u.Property, u.Value);
|
||||
if (u.Property == AcDream.Core.Items.ClientObjectTable.UiEffectsPropertyId)
|
||||
Objects.UpdateIntProperty(u.Guid, u.Property, u.Value);
|
||||
};
|
||||
}
|
||||
|
||||
|
|
@ -2652,7 +2652,7 @@ public sealed class GameWindow : IDisposable
|
|||
// with the icon/name/type its CreateObject carries, so the toolbar can render it.
|
||||
// D.5.1 (2026-06-17): also pass overlay/underlay ids from the extended
|
||||
// WeenieHeader tail so IconComposer composites all icon layers.
|
||||
Items.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty,
|
||||
Objects.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty,
|
||||
(AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0),
|
||||
spawn.IconOverlayId, spawn.IconUnderlayId, spawn.UiEffects);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue