fix(items): port retail useability and autowear rejection

Use the exact low USEABLE_NO-bit predicate so reset/zero-valued direct-use items such as Blackmoor's Favor reach the ordinary Use request. Port AutoWear's clothing-priority blocker lookup and exact named system notice through the shared activation owner.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-23 08:33:31 +02:00
parent 60387668d0
commit f71f947475
13 changed files with 289 additions and 57 deletions

View file

@ -307,13 +307,9 @@ internal sealed class WorldSelectionQuery
public bool IsUseable(uint serverGuid)
{
if (_liveEntities.TryGetSnapshot(serverGuid, out var spawn))
{
if (spawn.Useability is uint useability)
return useability is not 0u and not 1u;
if (((spawn.ObjectDescriptionFlags ?? 0u) & LargeUseObjectFlags) != 0u)
return true;
}
return (GetItemType(serverGuid) & ItemType.Creature) != 0;
return ItemUseability.IsUseable(
spawn.Useability ?? ItemUseability.Undef);
return false;
}
/// <summary>ItemHolder::DetermineUseResult @ 0x00588460 pickup gate.</summary>

View file

@ -164,6 +164,26 @@ internal sealed class AutoWieldController : IDisposable
return SendWield(item, requestedMask, combatModeAfterWield);
}
if (ItemEquipRules.IsAutoWearItem(item))
{
if (!AutoWearIsLegal(item, out ClientObject? blocker))
{
if (blocker is not null)
{
_systemMessage?.Invoke(
$"You must remove your {blocker.GetAppropriateName()} to wear that");
}
return false;
}
// CPlayerSystem::AutoWear @ 0x005601C0 always supplies the complete
// PublicWeenieDesc valid-locations mask to UIAttemptWield.
return SendWield(
item,
item.ValidLocations,
combatModeAfterWield: null);
}
EquipMask weaponLocation = requestedMask == EquipMask.None
? item.ValidLocations & WeaponReadyMask
: requestedMask & WeaponReadyMask;
@ -424,9 +444,6 @@ internal sealed class AutoWieldController : IDisposable
private EquipMask BestAvailableEquipMask(ClientObject item)
{
if (ItemEquipRules.IsAutoWearItem(item))
return AutoWearIsLegal(item) ? item.ValidLocations : EquipMask.None;
foreach (EquipMask mask in AutoEquipOrder)
{
if ((item.ValidLocations & mask) == EquipMask.None)
@ -437,16 +454,22 @@ internal sealed class AutoWieldController : IDisposable
return EquipMask.None;
}
private bool AutoWearIsLegal(ClientObject item)
private bool AutoWearIsLegal(
ClientObject item,
out ClientObject? blocker)
{
uint priorityMask = EquippedAutoWearPriorityMask(item.ObjectId);
if ((item.Priority & priorityMask) == 0)
{
blocker = null;
return true;
}
EquipMask occupiedLocations = EquippedAutoWearLocationMask(item.ObjectId)
& item.ValidLocations;
return GetEquippedObjectAtLocation(
occupiedLocations, item.Priority, item.ObjectId) is null;
blocker = GetEquippedObjectAtLocation(
occupiedLocations, item.Priority, item.ObjectId);
return false;
}
private bool EquipMaskOccupied(EquipMask mask, uint exceptGuid)
@ -455,11 +478,10 @@ internal sealed class AutoWieldController : IDisposable
private uint EquippedAutoWearPriorityMask(uint exceptGuid)
{
uint mask = 0;
foreach (ClientObject item in _objects.Objects)
foreach (ClientObject item in _objects.GetEquippedBy(_playerGuid()))
{
if (item.ObjectId == exceptGuid
|| (item.CurrentlyEquippedLocation & ItemEquipRules.AutoWearMask) == EquipMask.None
|| !IsEquippedByPlayer(item))
|| (item.CurrentlyEquippedLocation & ItemEquipRules.AutoWearMask) == EquipMask.None)
continue;
mask |= item.Priority;
}
@ -469,11 +491,10 @@ internal sealed class AutoWieldController : IDisposable
private EquipMask EquippedAutoWearLocationMask(uint exceptGuid)
{
EquipMask mask = EquipMask.None;
foreach (ClientObject item in _objects.Objects)
foreach (ClientObject item in _objects.GetEquippedBy(_playerGuid()))
{
if (item.ObjectId == exceptGuid
|| (item.CurrentlyEquippedLocation & ItemEquipRules.AutoWearMask) == EquipMask.None
|| !IsEquippedByPlayer(item))
|| (item.CurrentlyEquippedLocation & ItemEquipRules.AutoWearMask) == EquipMask.None)
continue;
mask |= item.CurrentlyEquippedLocation;
}
@ -488,10 +509,9 @@ internal sealed class AutoWieldController : IDisposable
if (locationMask == EquipMask.None)
return null;
foreach (ClientObject item in _objects.Objects)
foreach (ClientObject item in _objects.GetEquippedBy(_playerGuid()))
{
if (item.ObjectId == exceptGuid
|| !IsEquippedByPlayer(item)
|| (item.CurrentlyEquippedLocation & locationMask) == EquipMask.None)
continue;
if ((item.Priority & priority) != 0 || priority == 0)
@ -500,13 +520,6 @@ internal sealed class AutoWieldController : IDisposable
return null;
}
private bool IsEquippedByPlayer(ClientObject item)
{
uint player = _playerGuid();
return item.CurrentlyEquippedLocation != EquipMask.None
&& (item.WielderId == player || item.ContainerId == player);
}
internal static bool BlocksUseOfShield(ClientObject item)
{
byte combatUse = item.CombatUse ?? 0;

View file

@ -310,6 +310,15 @@ public static class ItemUseability
public static uint TargetFlags(uint useability)
=> (useability & TargetMask) >> 16;
/// <summary>
/// Retail <c>ItemUses::IsUseable @ 0x004FCCC0</c>. The implementation
/// complements the full bitfield and returns its low bit, so only
/// <c>USEABLE_NO</c> disables use. In particular, the default
/// <c>USEABLE_UNDEF</c> value zero is usable.
/// </summary>
public static bool IsUseable(uint useability)
=> (useability & No) == 0;
/// <summary>
/// Retail <c>ItemUses::GetLeastLimitedTargetUse</c> (0x004fcd50): the most
/// permissive target-use bit present, priority Remote &gt; Viewed &gt;
@ -330,11 +339,7 @@ public static class ItemUseability
}
public static bool IsDirectUseable(uint useability)
{
uint source = SourceFlags(useability);
return !IsTargeted(useability)
&& (source & ~(No | NeverWalk)) != Undef;
}
=> !IsTargeted(useability) && IsUseable(useability);
}
/// <summary>

View file

@ -166,7 +166,7 @@ public static class ItemInteractionPolicy
uint useability)
=> combatUse != 0
|| (type & ToolbarEquipmentTypes) != 0
|| (useability & ItemUseability.No) == 0;
|| ItemUseability.IsUseable(useability);
public static ItemPrimaryUseResult DetermineUseResult(
in ItemPolicyObject item,
@ -207,7 +207,7 @@ public static class ItemInteractionPolicy
return ItemPrimaryUseResult.BeginGame;
}
if (IsUseable(item.Useability))
if (ItemUseability.IsUseable(item.Useability))
return ItemPrimaryUseResult.ItemUse;
if (item.IsPlayer && item.Id != playerId)
@ -261,7 +261,7 @@ public static class ItemInteractionPolicy
return Consumed(actions);
}
if (IsUseable(source.Useability))
if (ItemUseability.IsUseable(source.Useability))
{
if ((source.Flags & PublicWeenieFlags.PlayerKillerSwitch) != 0)
return Consumed(new ItemPolicyAction(
@ -406,7 +406,7 @@ public static class ItemInteractionPolicy
if (item.OwnedByPlayer && item.IsContainer)
actions.Add(new ItemPolicyAction(ItemPolicyActionKind.OpenContainedContainer, item.Id));
if (!item.OwnedByPlayer && item.IsContainer
&& IsUseable(item.Useability)
&& ItemUseability.IsUseable(item.Useability)
&& !ItemUseability.IsTargeted(item.Useability))
actions.Add(new ItemPolicyAction(ItemPolicyActionKind.SetGroundObject, item.Id,
groundObjectId));
@ -418,10 +418,6 @@ public static class ItemInteractionPolicy
|| ((valid & ClothingLocations) != 0 && (current & ClothingLocations) == 0)
|| ((valid & HeldLocations) != 0 && (current & HeldLocations) == 0);
private static bool IsUseable(uint useability)
=> (ItemUseability.SourceFlags(useability)
& ~(ItemUseability.No | ItemUseability.NeverWalk)) != 0;
private static ItemPlacementPolicyDecision PlaceOnGround(
in ItemPlacementPolicyInput input)
{