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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@ -6,6 +6,7 @@ using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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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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using Xunit;
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@ -46,6 +47,57 @@ public sealed class GameEventWiringTests
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return (dispatcher, items, combat, spellbook, chat);
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}
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private static (GameEventDispatcher, ItemRepository, CombatState, Spellbook, ChatLog, LocalPlayerState) MakeAllWithLocal()
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{
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var dispatcher = new GameEventDispatcher();
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var items = new ItemRepository();
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var combat = new CombatState();
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var spellbook = new Spellbook();
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var chat = new ChatLog();
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var local = new LocalPlayerState();
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GameEventWiring.WireAll(dispatcher, items, combat, spellbook, chat, local);
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return (dispatcher, items, combat, spellbook, chat, local);
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}
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/// <summary>
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/// Build a minimal AppraiseInfo body containing only a CreatureProfile
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/// blob with ShowAttributes (flag 0x08) so stamina + mana fields are
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/// present. Mirrors the wire shape that PlayerDescription (0x0013)
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/// carries for the local player.
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/// </summary>
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private static byte[] MakePlayerDescriptionPayload(
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uint guid, uint health, uint healthMax,
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uint stamina, uint mana, uint staminaMax, uint manaMax)
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{
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// Outer header: u32 guid, u32 outerFlags, u32 success.
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// Outer flags: just CreatureProfile (0x2000).
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// Profile blob: u32 innerFlags, u32 health, u32 healthMax, then 10 u32s
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// (str/end/quic/coord/focus/self/sta/mana/staMax/manaMax) when 0x08 set.
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const uint outerFlags = 0x0000_2000u; // CreatureProfile
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const uint innerFlags = 0x08u; // ShowAttributes
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byte[] body = new byte[12 + 12 + 10 * 4];
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int p = 0;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), guid); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), outerFlags); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 1u); p += 4; // success
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), innerFlags); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), health); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), healthMax); p += 4;
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// Stub attributes — VM doesn't read these, parser still has to skip them.
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 50u); p += 4; // str
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 50u); p += 4; // end
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 50u); p += 4; // quic
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 50u); p += 4; // coord
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 50u); p += 4; // focus
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 50u); p += 4; // self
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), stamina); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), mana); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), staminaMax); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), manaMax); p += 4;
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return body;
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}
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[Fact]
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public void WireAll_ChannelBroadcast_RoutesToChatLog()
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{
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@ -143,4 +195,46 @@ public sealed class GameEventWiringTests
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Assert.Equal(0, book.ActiveCount);
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}
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[Fact]
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public void WireAll_PlayerDescription_PopulatesLocalPlayerState()
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{
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// Issue #5 — the PlayerDescription (0x0013) opcode shares the
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// AppraiseInfo payload with IdentifyObjectResponse (0x00C9). Now
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// also funnels CreatureProfile.{Stamina, Mana, StaminaMax, ManaMax}
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// into LocalPlayerState so the Vitals HUD can render those bars.
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var (d, _, _, _, _, local) = MakeAllWithLocal();
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byte[] payload = MakePlayerDescriptionPayload(
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guid: 0x5000_000Au,
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health: 100, healthMax: 200,
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stamina: 75, mana: 150, staminaMax: 100, manaMax: 200);
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var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.PlayerDescription, payload));
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d.Dispatch(env!.Value);
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Assert.Equal(75u, local.CurrentStamina);
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Assert.Equal(100u, local.MaxStamina);
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Assert.Equal(150u, local.CurrentMana);
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Assert.Equal(200u, local.MaxMana);
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Assert.Equal(0.75f, local.StaminaPercent!.Value, precision: 3);
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Assert.Equal(0.75f, local.ManaPercent!.Value, precision: 3);
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}
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[Fact]
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public void WireAll_PlayerDescription_NoOp_WhenLocalPlayerStateNotProvided()
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{
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// Back-compat: the original 5-arg overload still works; without a
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// LocalPlayerState reference there's no place to push the parsed
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// CreatureProfile, but the dispatch must not throw.
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var (d, _, _, _, _) = MakeAll();
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byte[] payload = MakePlayerDescriptionPayload(
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guid: 0x5000_000Au,
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health: 100, healthMax: 200,
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stamina: 75, mana: 150, staminaMax: 100, manaMax: 200);
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var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.PlayerDescription, payload));
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d.Dispatch(env!.Value); // must not throw
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}
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}
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