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>
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8 changed files with 142 additions and 145 deletions
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using System;
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using System.Collections.Generic;
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namespace AcDream.Core.Items;
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// ─────────────────────────────────────────────────────────────────────
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// Scaffold for R6 — items + inventory data model.
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// Full research: docs/research/deepdives/r06-items-inventory.md
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// ─────────────────────────────────────────────────────────────────────
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/// <summary>
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/// AC's <c>ItemType</c> is a 32-bit flags enum — a single dat weenie can
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/// assert multiple type bits. From <c>ACE.Entity.Enum.ItemType</c>
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/// cross-checked against the decompile paperdoll tooltip dispatcher.
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/// Full bit list in the research doc §1.
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/// </summary>
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[Flags]
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public enum ItemType : uint
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{
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None = 0,
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MeleeWeapon = 0x00000001,
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Armor = 0x00000002,
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Clothing = 0x00000004,
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Jewelry = 0x00000008,
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Creature = 0x00000010,
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Food = 0x00000020,
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Money = 0x00000040,
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Misc = 0x00000080,
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MissileWeapon = 0x00000100,
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Container = 0x00000200,
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Useless = 0x00000400,
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Gem = 0x00000800,
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SpellComponents = 0x00001000,
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Writable = 0x00002000,
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Key = 0x00004000,
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Caster = 0x00008000,
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Portal = 0x00010000,
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Lockable = 0x00020000,
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PromissoryNote = 0x00040000,
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ManaStone = 0x00080000,
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Service = 0x00100000,
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MagicWieldable = 0x00200000,
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CraftCookingBase = 0x00400000,
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CraftAlchemyBase = 0x00800000,
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CraftFletchingBase = 0x01000000,
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CraftAlchemyIntermediate= 0x02000000,
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CraftCookingIntermediate= 0x04000000,
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CraftFletchingIntermediate = 0x08000000,
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LifeStone = 0x10000000,
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TinkeringTool = 0x20000000,
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TinkeringMaterial = 0x40000000,
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Gameboard = 0x80000000u,
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Vestements = Armor | Clothing,
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Weapon = MeleeWeapon | MissileWeapon | Caster,
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WeaponOrCaster = Weapon,
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Item = Weapon | Armor | Clothing | Jewelry | Container,
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}
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/// <summary>
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/// Equipment slot bitmask. 31 slots from head to Aetheria. Paperdoll
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/// widget offsets <c>+0x604..+0x660</c> in the retail panel correspond
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/// to these bits 1:1 (see r06 §2 and UI slice 05 paperdoll section).
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/// </summary>
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[Flags]
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public enum EquipMask : uint
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{
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None = 0,
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HeadWear = 0x00000001,
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ChestWear = 0x00000002,
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AbdomenWear = 0x00000004,
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UpperArmWear = 0x00000008,
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LowerArmWear = 0x00000010,
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HandWear = 0x00000020,
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UpperLegWear = 0x00000040,
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LowerLegWear = 0x00000080,
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FootWear = 0x00000100,
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ChestArmor = 0x00000200,
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AbdomenArmor = 0x00000400,
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UpperArmArmor = 0x00000800,
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LowerArmArmor = 0x00001000,
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HandArmor = 0x00002000,
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UpperLegArmor = 0x00004000,
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LowerLegArmor = 0x00008000,
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FootArmor = 0x00010000,
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Necklace = 0x00020000,
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LeftBracelet = 0x00040000,
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RightBracelet = 0x00080000,
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LeftRing = 0x00100000,
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RightRing = 0x00200000,
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MeleeWeapon = 0x00400000,
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Shield = 0x00800000,
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MissileWeapon = 0x01000000,
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Held = 0x02000000, // lit torch, book in hand
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MissileAmmo = 0x04000000,
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Cloak = 0x08000000,
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TrinketOne = 0x10000000,
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AetheriaRed = 0x20000000,
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AetheriaYellow= 0x40000000,
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AetheriaBlue = 0x80000000u,
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}
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/// <summary>
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/// AC's property model is split across 7 typed tables. See r06 §3 for
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/// the full property enumeration. This struct is a thin wrapper; real
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/// bundles come over the wire in <c>ObjectDesc</c> / <c>IdentifyResponse</c>.
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/// </summary>
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public sealed class PropertyBundle
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{
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public Dictionary<uint, int> Ints { get; } = new();
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public Dictionary<uint, long> Int64s { get; } = new();
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public Dictionary<uint, bool> Bools { get; } = new();
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public Dictionary<uint, double> Floats { get; } = new();
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public Dictionary<uint, string> Strings { get; } = new();
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public Dictionary<uint, uint> DataIds { get; } = new();
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public Dictionary<uint, uint> InstanceIds { get; } = new();
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public int GetInt (uint k, int def = 0) => Ints.TryGetValue(k, out var v) ? v : def;
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public bool GetBool (uint k, bool def = false) => Bools.TryGetValue(k, out var v) ? v : def;
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public double GetFloat (uint k, double def = 0) => Floats.TryGetValue(k, out var v) ? v : def;
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public string GetString(uint k, string def = "") => Strings.TryGetValue(k, out var v) ? v : def;
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}
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/// <summary>
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/// Per-item live state. The server owns item identity (ObjectId);
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/// acdream mirrors properties here on <c>CreateObject</c> and updates
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/// via <c>UpdateProperty*</c> messages.
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/// </summary>
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public sealed class ItemInstance
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{
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public uint ObjectId { get; init; }
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public uint WeenieClassId { get; init; } // "blueprint"
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public string Name { get; set; } = "";
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public ItemType Type { get; set; }
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public EquipMask ValidLocations { get; set; }
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public EquipMask CurrentlyEquippedLocation { get; set; }
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public uint IconId { get; set; } // 0x06xxxxxx
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public uint IconUnderlayId{ get; set; } // "magic" underlay
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public uint IconOverlayId { get; set; } // "enchanted" overlay
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/// <summary>
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/// UiEffects bitfield (retail PublicWeenieDesc._effects, acclient.h:37183).
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/// Drives the icon's effect-overlay recolor (Magical=0x1 … Nether=0x1000).
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/// CreateObject-only (weenieFlags 0x80) + live PublicUpdatePropertyInt(0x02CE);
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/// appraise never carries it. 0 = no effect.
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/// </summary>
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public uint Effects { get; set; }
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public int StackSize { get; set; } = 1;
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public int StackSizeMax { get; set; } = 1;
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public int Burden { get; set; } // per-stack total
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public int Value { get; set; } // pyreals
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public uint ContainerId { get; set; } // parent container ObjectId, or 0
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public int ContainerSlot { get; set; } = -1;
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public bool Attuned { get; set; }
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public bool Bonded { get; set; }
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public PropertyBundle Properties { get; } = new();
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}
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/// <summary>
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/// Container = inventory pack. Hierarchy is strictly 2-deep: character
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/// → side packs; a side pack cannot hold another side pack (r06 §7).
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/// </summary>
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public sealed class Container
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{
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public uint ObjectId { get; init; }
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public int Capacity { get; set; } = 102; // main inv default
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public int SideCapacity { get; set; } = 0; // 0 for side-pack
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public int BurdenLimit { get; set; }
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public List<ItemInstance> Items { get; } = new();
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public List<Container> SidePacks { get; } = new(); // empty for side-pack
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public bool IsSidePack => SideCapacity == 0;
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}
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/// <summary>
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/// Burden math — r06 §6. <c>maxBurden = 150 × Strength + Strength × bonusBurden</c>;
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/// carry limit is <c>3 × maxBurden</c> before you can't pick up at all.
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/// </summary>
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public static class BurdenMath
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{
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public const int BurdenPerStrength = 150;
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public static int ComputeMax(int strength, int bonusBurden)
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=> BurdenPerStrength * strength + strength * bonusBurden;
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public static int ComputeCarryLimit(int strength, int bonusBurden)
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=> 3 * ComputeMax(strength, bonusBurden);
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/// <summary>
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/// Retail's "encumbered" multiplier interpolates between 1.0 at
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/// zero burden and a low value at max. See r06 §6 for the curve.
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/// </summary>
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public static float ComputeEncumbranceMod(int currentBurden, int maxBurden)
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{
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if (maxBurden <= 0) return 1f;
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float ratio = (float)currentBurden / maxBurden;
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// Roughly 1.0 until 50%, then linear decay to ~0.7 at 100%, 0.1 at 300%.
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if (ratio <= 0.5f) return 1f;
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if (ratio <= 1.0f) return 1f - (ratio - 0.5f) * 0.6f; // 1.0 → 0.7
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if (ratio <= 3.0f) return 0.7f - (ratio - 1.0f) * 0.3f; // 0.7 → 0.1
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return 0.1f;
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}
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}
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