Erik
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2561f5599f
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feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip
Implements the item-state mirror + appraise round-trip infrastructure
on top of Phase F.1's GameEvent dispatcher.
Core layer (AcDream.Core/Items):
- ItemRepository: ConcurrentDictionary-backed live item state keyed by
server ObjectId. Events: ItemAdded, ItemMoved, ItemRemoved,
ItemPropertiesUpdated. MoveItem handles container / slot / equip
location updates atomically and fires ItemMoved with old+new container
ids. UpdateProperties merges a PropertyBundle patch (for appraise
results) without clobbering existing untouched keys.
Wire layer (AcDream.Core.Net/Messages):
- AppraiseRequest (0x00C8 C→S, inside 0xF7B1 GameAction envelope):
Build(sequence, targetGuid) → 16-byte body ready for SendGameAction.
- GameEvents.ParseIdentifyResponseHeader for 0x00C9 S→C — extracts
(guid, appraiseFlags, success). Full PropertyBundle deserialization
(the 10-flag bitfield-indexed tables) is a future pass; header alone
is enough to route into the repository + surface "appraise complete"
to UI.
- GameEvents.ParseWieldObject (0x0023) — server-driven equip.
- GameEvents.ParsePutObjInContainer (0x0022) — server-driven inventory
move (item, container, placement).
Tests (11 new):
- ItemRepository: add/update fires correct event, move updates fields,
missing-id returns false, remove, properties merge, clear.
- Wire: AppraiseRequest byte-exact encoding, IdentifyResponse header
round-trip, WieldObject round-trip, PutObjInContainer round-trip.
Build green, 532 tests pass (up from 521).
Phase F.2 unblocks the Paperdoll + Inventory UI panels and the
"appraise on right-click" UX. Next pieces: PropertyBundle full
deserializer (AppraiseInfo 10-flag bitfield), outbound move/drop/
pickup actions.
Ref: r06 §1 (ItemType), §2 (EquipMask), §5 (appraise wire), §7 (pack
depth rules).
Ref: ACE GameEventIdentifyObjectResponse.cs for AppraiseInfo format.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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2026-04-18 16:55:36 +02:00 |
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Erik
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3f913f1999
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docs+feat: 13 retail-AC deep-dives (R1-R13) + C# port scaffolds + roadmap E-H
78,000 words of grounded, citation-backed research across 13 major AC
subsystems, produced by 13 parallel Opus-4.7 high-effort agents. Plus
compact C# port scaffolds for the top-5 systems and a phase-E-through-H
roadmap update sequencing the work.
Research (docs/research/deepdives/):
- 00-master-synthesis.md (navigation hub + dependency graph)
- r01-spell-system.md 5.4K words (fizzle sigmoid, 8 tabs, 0x004A wire)
- r02-combat-system.md 5.9K words (damage formula, crit, body table)
- r03-motion-animation.md 8.2K words (450+ commands, 27 hook types)
- r04-vfx-particles.md 5.8K words (13 ParticleType, PhysicsScript)
- r05-audio-sound.md 5.6K words (DirectSound 8, CPU falloff)
- r06-items-inventory.md 7.4K words (ItemType flags, EquipMask 31 slots)
- r07-character-creation.md 6.3K words (CharGen dat, 13 heritages)
- r08-network-protocol-atlas 9.7K words (63+149+94 opcodes mapped)
- r09-dungeon-portal-space.md 6.3K words (EnvCell, PlayerTeleport flow)
- r10-quest-dialogs.md 7.1K words (emote-script VM, 122 actions)
- r11-allegiance.md 5.4K words (tree + XP passup + 5 channels)
- r12-weather-daynight.md 4.5K words (deterministic client-side)
- r13-dynamic-lighting.md 4.9K words (8-light cap, hard Range cutoff)
Every claim cites a FUN_ address, ACE file path, DatReaderWriter type,
or holtburger/ACViewer reference. The master synthesis ties them into a
dependency graph and phase sequence.
Key architectural finding: of 94 GameEvents in the 0xF7B0 envelope,
ZERO are handled today — that's the largest network-protocol gap and
blocks F.2 (items) + F.5 (panels) + H.1 (chat).
C# scaffolds (src/AcDream.Core/):
- Items/ItemInstance.cs — ItemType/EquipMask enums, ItemInstance,
Container, PropertyBundle, BurdenMath
- Spells/SpellModel.cs — SpellDatEntry, SpellComponentEntry,
SpellCastStateMachine, ActiveBuff,
SpellMath (fizzle sigmoid + mana cost)
- Combat/CombatModel.cs — CombatMode/AttackType/DamageType/BodyPart,
DamageEvent record, CombatMath (hit-chance
sigmoids, power/accuracy mods, damage formula),
ArmorBuild
- Audio/AudioModel.cs — SoundId enum, SoundEntry, WaveData,
IAudioEngine / ISoundCache contracts,
AudioFalloff (inverse-square)
- Vfx/VfxModel.cs — 13 ParticleType integrators, EmitterDesc,
PhysicsScript + hooks, Particle struct,
ParticleEmitter, IParticleSystem contract
All Core-layer data models; platform-backed engines live in AcDream.App.
Compiles clean; 470 tests still pass.
Roadmap (docs/plans/2026-04-11-roadmap.md):
- Phase E — "Feel alive": motion-hooks + audio + VFX
- Phase F — Fight + cast + gear: GameEvent dispatch, inventory,
combat, spell, core panels
- Phase G — World systems: sky/weather, dynamic lighting, dungeons
- Phase H — Social + progression: chat, allegiance, quests, char creation
- Phase J — Long-tail (renumbered from old Phase E)
Quick-lookup table updated with 10+ new rows mapping observations to
new phase letters.
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2026-04-18 10:32:44 +02:00 |
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