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>
This commit is contained in:
Erik 2026-04-25 11:02:00 +02:00
parent 9faf9d7e3a
commit d42bf5735d
8 changed files with 436 additions and 50 deletions

View file

@ -0,0 +1,79 @@
namespace AcDream.Core.Player;
/// <summary>
/// Cache of the local player's stamina + mana absolute values, populated
/// from the <c>CreatureProfile</c> blob inside <c>PlayerDescription
/// (0x0013)</c>. Health stays in <see cref="AcDream.Core.Combat.CombatState"/>
/// because it has its own delta opcode (<c>UpdateHealth 0x01C0</c>); stam
/// and mana don't, so without this cache <c>VitalsVM</c> can't surface
/// percent-of-max bars even though the parser already decodes the
/// absolute values.
///
/// <para>
/// Filed by issue <c>#5</c> in <c>docs/ISSUES.md</c>. Once future delta
/// opcodes for stam/mana arrive (or are recognised in the existing event
/// stream) they update through the same <see cref="OnPlayerDescription"/>
/// surface — keep the cache the single point of truth so VM consumers
/// don't have to subscribe to multiple sources.
/// </para>
/// </summary>
public sealed class LocalPlayerState
{
/// <summary>Current stamina (absolute), or <c>null</c> if never received.</summary>
public uint? CurrentStamina { get; private set; }
/// <summary>Max stamina (absolute), or <c>null</c> if never received.</summary>
public uint? MaxStamina { get; private set; }
/// <summary>Current mana (absolute), or <c>null</c> if never received.</summary>
public uint? CurrentMana { get; private set; }
/// <summary>Max mana (absolute), or <c>null</c> if never received.</summary>
public uint? MaxMana { get; private set; }
/// <summary>Fires after any field update via <see cref="OnPlayerDescription"/>.</summary>
public event Action<LocalPlayerState>? Changed;
/// <summary>
/// Stamina as a 0..1 fraction, or <c>null</c> when either current or max
/// is missing or max is zero. Clamps to 1.0 if current &gt; max (which
/// the server can briefly report during buff transitions).
/// </summary>
public float? StaminaPercent => Percent(CurrentStamina, MaxStamina);
/// <summary>
/// Mana as a 0..1 fraction, or <c>null</c> when either current or max
/// is missing or max is zero. Same clamp rules as
/// <see cref="StaminaPercent"/>.
/// </summary>
public float? ManaPercent => Percent(CurrentMana, MaxMana);
/// <summary>
/// Apply a slice of the latest <c>CreatureProfile</c>. Each field is
/// nullable: <c>null</c> means "no information" — preserve any previously
/// known good value rather than wipe it. Fires <see cref="Changed"/> once
/// after the update.
/// </summary>
public void OnPlayerDescription(
uint? currentStamina,
uint? maxStamina,
uint? currentMana,
uint? maxMana)
{
if (currentStamina.HasValue) CurrentStamina = currentStamina.Value;
if (maxStamina.HasValue) MaxStamina = maxStamina.Value;
if (currentMana.HasValue) CurrentMana = currentMana.Value;
if (maxMana.HasValue) MaxMana = maxMana.Value;
Changed?.Invoke(this);
}
private static float? Percent(uint? current, uint? max)
{
if (current is not uint c) return null;
if (max is not uint m || m == 0) return null;
float r = (float)c / m;
if (r < 0f) r = 0f;
else if (r > 1f) r = 1f;
return r;
}
}