feat(player): #5 LocalPlayerState — Stam/Mana wired through PlayerDescription
Closes ISSUES.md #5. The Vitals devtools window now draws three bars (HP / Stamina / Mana) once the server sends the first PlayerDescription (0x0013), instead of HP only. Built test-first per CLAUDE.md TDD rule — 16 new tests went red before the implementation went in. New AcDream.Core.Player.LocalPlayerState (cache): - {CurrentStamina, MaxStamina, CurrentMana, MaxMana} as uint? — null until first received. - StaminaPercent / ManaPercent: 0..1 fraction or null when either field is missing or max is zero. Clamps to 1.0 if current > max (server can briefly report this during buff transitions). - OnPlayerDescription preserves any previously known good value when an incoming field is null — partial profiles don't wipe state. - Changed event for future subscribers. GameEventWiring.WireAll: - New optional 6th parameter: LocalPlayerState? localPlayer = null. Existing 5-arg call sites still work; without the parameter the new PlayerDescription handler still parses + feeds the spellbook but skips the cache update. - PlayerDescription (0x0013) shares AppraiseInfo wire format with IdentifyObjectResponse (0x00C9) per AppraiseInfoParser docstring, so the new handler reuses the existing parser and pulls CreatureProfile.{Stamina, StaminaMax, Mana, ManaMax}. - Player's full learned spellbook also lands here (previously only item-scoped Identify responses fed the spellbook). VitalsVM: - Constructor adds optional LocalPlayerState? parameter (default null keeps every existing caller compiling). - StaminaPercent / ManaPercent now read through to LocalPlayerState every access — no VM-side caching, so a server-side delta to the cache surfaces next frame without any explicit refresh. GameWindow: - Public readonly LocalPlayer field alongside Combat / Chat / Items / SpellBook so plugins + future panels can bind directly. - WireAll call updated to pass LocalPlayer. - VitalsVM construction passes LocalPlayer so the existing VitalsPanel automatically picks up the two new bars. Test counts: - AcDream.Core.Tests: 550 → 561 (+11 LocalPlayerStateTests) - AcDream.UI.Abstractions.Tests: 23 → 26 (+3 VitalsVM through-cache) - AcDream.Core.Net.Tests: 192 → 194 (+2 PlayerDescription wiring) - Total: 765 → 781 Build: 0 warnings, 0 errors. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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8 changed files with 436 additions and 50 deletions
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@ -280,6 +280,9 @@ public sealed class GameWindow : IDisposable
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public readonly AcDream.Core.Combat.CombatState Combat = new();
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public readonly AcDream.Core.Spells.Spellbook SpellBook = new();
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public readonly AcDream.Core.Items.ItemRepository Items = new();
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// Issue #5 — caches CreatureProfile.{Stamina, Mana, *Max} from
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// PlayerDescription so the Vitals HUD can render those bars.
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public readonly AcDream.Core.Player.LocalPlayerState LocalPlayer = new();
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// Phase D.2a — ImGui devtools UI overlay. Null unless ACDREAM_DEVTOOLS=1.
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// See docs/plans/2026-04-24-ui-framework.md for the staged UI strategy.
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@ -890,8 +893,10 @@ public sealed class GameWindow : IDisposable
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// VitalsVM: GUID=0 at construction; set later at EnterWorld
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// (see the _playerServerGuid assignment path). Pre-login the
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// HP bar just reads 1.0 (safe default) — harmless.
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_vitalsVm = new AcDream.UI.Abstractions.Panels.Vitals.VitalsVM(Combat);
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// HP bar just reads 1.0 (safe default) — harmless. Stam/Mana
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// bars surface only after the first PlayerDescription has
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// populated LocalPlayer (Issue #5).
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_vitalsVm = new AcDream.UI.Abstractions.Panels.Vitals.VitalsVM(Combat, LocalPlayer);
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_panelHost.Register(
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new AcDream.UI.Abstractions.Panels.Vitals.VitalsPanel(_vitalsVm));
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@ -1169,7 +1174,7 @@ public sealed class GameWindow : IDisposable
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// notifications / spell learns / wield events all update
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// the corresponding client-side state without further glue.
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AcDream.Core.Net.GameEventWiring.WireAll(
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_liveSession.GameEvents, Items, Combat, SpellBook, Chat);
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_liveSession.GameEvents, Items, Combat, SpellBook, Chat, LocalPlayer);
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// Phase H.1: feed inbound HearSpeech into the chat log.
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_liveSession.SpeechHeard += speech =>
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@ -3,6 +3,7 @@ using AcDream.Core.Chat;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Player;
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using AcDream.Core.Spells;
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namespace AcDream.Core.Net;
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@ -34,7 +35,8 @@ public static class GameEventWiring
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ItemRepository items,
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CombatState combat,
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Spellbook spellbook,
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ChatLog chat)
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ChatLog chat,
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LocalPlayerState? localPlayer = null)
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{
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ArgumentNullException.ThrowIfNull(dispatcher);
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ArgumentNullException.ThrowIfNull(items);
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@ -165,5 +167,31 @@ public static class GameEventWiring
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foreach (uint sid in p.Value.SpellBook)
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spellbook.OnSpellLearned(sid);
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});
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// ── Player ────────────────────────────────────────────────
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// PlayerDescription (0x0013) carries the same AppraiseInfo body as
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// IdentifyObjectResponse (0x00C9), but it's targeted at the local
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// player. Issue #5: feed CreatureProfile.{Stamina, Mana, *Max}
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// into LocalPlayerState so the Vitals HUD can render those bars.
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// Spellbook + properties get the same downstream treatment as
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// IdentifyObjectResponse so the player's full learned spellbook
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// also lands here.
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dispatcher.Register(GameEventType.PlayerDescription, e =>
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{
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var p = AppraiseInfoParser.TryParse(e.Payload.Span);
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if (p is null || !p.Value.Success) return;
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if (localPlayer is not null && p.Value.CreatureProfile is { } profile)
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{
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localPlayer.OnPlayerDescription(
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currentStamina: profile.Stamina,
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maxStamina: profile.StaminaMax,
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currentMana: profile.Mana,
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maxMana: profile.ManaMax);
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}
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foreach (uint sid in p.Value.SpellBook)
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spellbook.OnSpellLearned(sid);
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});
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}
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}
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79
src/AcDream.Core/Player/LocalPlayerState.cs
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79
src/AcDream.Core/Player/LocalPlayerState.cs
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@ -0,0 +1,79 @@
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namespace AcDream.Core.Player;
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/// <summary>
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/// Cache of the local player's stamina + mana absolute values, populated
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/// from the <c>CreatureProfile</c> blob inside <c>PlayerDescription
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/// (0x0013)</c>. Health stays in <see cref="AcDream.Core.Combat.CombatState"/>
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/// because it has its own delta opcode (<c>UpdateHealth 0x01C0</c>); stam
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/// and mana don't, so without this cache <c>VitalsVM</c> can't surface
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/// percent-of-max bars even though the parser already decodes the
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/// absolute values.
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///
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/// <para>
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/// Filed by issue <c>#5</c> in <c>docs/ISSUES.md</c>. Once future delta
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/// opcodes for stam/mana arrive (or are recognised in the existing event
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/// stream) they update through the same <see cref="OnPlayerDescription"/>
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/// surface — keep the cache the single point of truth so VM consumers
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/// don't have to subscribe to multiple sources.
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/// </para>
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/// </summary>
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public sealed class LocalPlayerState
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{
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/// <summary>Current stamina (absolute), or <c>null</c> if never received.</summary>
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public uint? CurrentStamina { get; private set; }
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/// <summary>Max stamina (absolute), or <c>null</c> if never received.</summary>
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public uint? MaxStamina { get; private set; }
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/// <summary>Current mana (absolute), or <c>null</c> if never received.</summary>
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public uint? CurrentMana { get; private set; }
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/// <summary>Max mana (absolute), or <c>null</c> if never received.</summary>
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public uint? MaxMana { get; private set; }
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/// <summary>Fires after any field update via <see cref="OnPlayerDescription"/>.</summary>
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public event Action<LocalPlayerState>? Changed;
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/// <summary>
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/// Stamina as a 0..1 fraction, or <c>null</c> when either current or max
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/// is missing or max is zero. Clamps to 1.0 if current > max (which
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/// the server can briefly report during buff transitions).
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/// </summary>
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public float? StaminaPercent => Percent(CurrentStamina, MaxStamina);
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/// <summary>
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/// Mana as a 0..1 fraction, or <c>null</c> when either current or max
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/// is missing or max is zero. Same clamp rules as
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/// <see cref="StaminaPercent"/>.
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/// </summary>
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public float? ManaPercent => Percent(CurrentMana, MaxMana);
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/// <summary>
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/// Apply a slice of the latest <c>CreatureProfile</c>. Each field is
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/// nullable: <c>null</c> means "no information" — preserve any previously
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/// known good value rather than wipe it. Fires <see cref="Changed"/> once
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/// after the update.
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/// </summary>
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public void OnPlayerDescription(
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uint? currentStamina,
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uint? maxStamina,
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uint? currentMana,
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uint? maxMana)
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{
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if (currentStamina.HasValue) CurrentStamina = currentStamina.Value;
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if (maxStamina.HasValue) MaxStamina = maxStamina.Value;
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if (currentMana.HasValue) CurrentMana = currentMana.Value;
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if (maxMana.HasValue) MaxMana = maxMana.Value;
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Changed?.Invoke(this);
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}
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private static float? Percent(uint? current, uint? max)
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{
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if (current is not uint c) return null;
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if (max is not uint m || m == 0) return null;
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float r = (float)c / m;
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if (r < 0f) r = 0f;
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else if (r > 1f) r = 1f;
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return r;
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}
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}
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@ -1,4 +1,5 @@
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using AcDream.Core.Combat;
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using AcDream.Core.Player;
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namespace AcDream.UI.Abstractions.Panels.Vitals;
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@ -8,17 +9,18 @@ namespace AcDream.UI.Abstractions.Panels.Vitals;
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/// <c>UpdateHealth (0x01C0)</c> GameEvent).
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///
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/// <para>
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/// <b>D.2a scope limits:</b>
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/// <b>Sources:</b>
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/// </para>
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///
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/// <list type="bullet">
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/// <item>HP comes from <see cref="CombatState"/> and is <b>percent-only</b>
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/// (0..1). Absolute current/max HP is not wired yet.</item>
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/// <item>Stamina / Mana are always <c>null</c> — those values live in
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/// <c>AppraiseInfoParser.CreatureProfile</c> (parsed from
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/// <c>PlayerDescription (0x0013)</c>) but the parsed record is
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/// currently discarded. Wiring a <c>LocalPlayerState</c> cache is
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/// a separate follow-up; see <c>docs/ISSUES.md</c>.</item>
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/// <item>HP — <see cref="CombatState.GetHealthPercent"/> (percent-only,
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/// updated by <c>UpdateHealth (0x01C0)</c>).</item>
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/// <item>Stamina / Mana — <see cref="LocalPlayerState"/>'s
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/// <c>StaminaPercent</c> / <c>ManaPercent</c>, populated from the
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/// <c>CreatureProfile</c> embedded in <c>PlayerDescription
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/// (0x0013)</c>. When no <see cref="LocalPlayerState"/> is wired
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/// (older constructor / tests), both stay <c>null</c> and
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/// <c>VitalsPanel</c> simply skips those bars.</item>
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/// </list>
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///
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/// <para>
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@ -33,16 +35,20 @@ namespace AcDream.UI.Abstractions.Panels.Vitals;
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public sealed class VitalsVM
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{
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private readonly CombatState _combat;
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private readonly LocalPlayerState? _local;
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private uint _localPlayerGuid;
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/// <summary>
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/// Build a VitalsVM bound to a <see cref="CombatState"/> instance. The
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/// GUID starts at 0; call <see cref="SetLocalPlayerGuid"/> once the
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/// live session assigns it.
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/// Build a VitalsVM bound to a <see cref="CombatState"/> and (optionally)
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/// a <see cref="LocalPlayerState"/>. The GUID starts at 0; call
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/// <see cref="SetLocalPlayerGuid"/> once the live session assigns it.
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/// When <paramref name="localPlayer"/> is <c>null</c> (back-compat),
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/// stamina + mana stay <c>null</c> and <c>VitalsPanel</c> skips those bars.
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/// </summary>
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public VitalsVM(CombatState combat)
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public VitalsVM(CombatState combat, LocalPlayerState? localPlayer = null)
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{
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_combat = combat ?? throw new ArgumentNullException(nameof(combat));
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_local = localPlayer;
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_localPlayerGuid = 0;
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}
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@ -61,15 +67,16 @@ public sealed class VitalsVM
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public float HealthPercent => _combat.GetHealthPercent(_localPlayerGuid);
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/// <summary>
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/// Stamina percent (0..1) or <c>null</c> when absolute values aren't wired.
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/// D.2a always returns <c>null</c>; to be populated by a future
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/// <c>LocalPlayerState</c> that caches <c>PlayerDescription (0x0013)</c>.
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/// Stamina percent (0..1), or <c>null</c> when no
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/// <see cref="LocalPlayerState"/> is wired or it hasn't received a
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/// <c>PlayerDescription</c> with both current and max yet. Reads
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/// through to the cache every access — no VM-side caching.
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/// </summary>
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public float? StaminaPercent => null;
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public float? StaminaPercent => _local?.StaminaPercent;
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/// <summary>
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/// Mana percent (0..1) or <c>null</c> when absolute values aren't wired.
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/// Same status as <see cref="StaminaPercent"/>.
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/// Mana percent (0..1), or <c>null</c> under the same conditions as
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/// <see cref="StaminaPercent"/>.
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/// </summary>
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public float? ManaPercent => null;
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public float? ManaPercent => _local?.ManaPercent;
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}
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