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Author SHA1 Message Date
Erik
d461279207 feat(char): character progression actions — Raise / Train / CombatMode
Outbound GameActions for XP-spending + combat-mode-change. These
complete the wire surface for the character-sheet UI: the player
clicks "spend XP on Strength," the panel calls BuildRaiseAttribute,
the session sends it, the server responds with updated PlayerDescription
or PrivateUpdateAttribute GameEvents.

Wire layer:
- BuildRaiseAttribute (0x0045): attrId u32, xpSpent u64.
- BuildRaiseVital (0x0044): vitalId u32, xpSpent u64.
- BuildRaiseSkill (0x0046): skillId u32, xpSpent u64.
- BuildTrainSkill (0x0047): skillId u32, credits u32 (note: credits
  is u32 here, NOT u64 like the xpSpent variants).
- BuildChangeCombatMode (0x0053): mode enum as u32
  (Undef=0, NonCombat=1, Melee=2, Missile=3, Magic=4, Peaceful=5).

Tests (5 new): byte-exact encoding of each, including the Train/
Raise size difference due to u32 vs u64 payloads.

Build green, 621 tests pass (up from 616).

Ref: r08 §3 rows 0x0044 / 0x0045 / 0x0046 / 0x0047 / 0x0053.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:19:31 +02:00