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Author SHA1 Message Date
Erik
2561f5599f 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>
2026-04-18 16:55:36 +02:00
Erik
3f913f1999 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.
2026-04-18 10:32:44 +02:00