using AcDream.Core.Items;
namespace AcDream.Core.Combat;
///
/// Retail selected-object health-query eligibility.
/// Ports gmToolbarUI::HandleSelectionChanged @ 0x004BF380 and
/// ClientCombatSystem::ObjectIsAttackable @ 0x0056A600.
///
public static class SelectedObjectHealthPolicy
{
public const uint BfPlayer = 0x00000008u;
public const uint BfAttackable = 0x00000010u;
public const uint BfPlayerKiller = 0x00000020u;
public const uint BfFreePkStatus = 0x00200000u;
public const uint BfPkLiteStatus = 0x02000000u;
///
/// Exact toolbar composition: every player, every pet, otherwise retail's
/// reusable combat attackability predicate. Stacked objects take the separate
/// split-control branch before this policy is called.
///
public static bool ShouldQueryHealth(
uint playerId,
ClientObject? player,
ClientObject? selected)
{
if (selected is null)
return false;
uint flags = selected.PublicWeenieBitfield ?? 0u;
return (flags & BfPlayer) != 0
|| selected.PetOwnerId != 0
|| ObjectIsAttackable(playerId, player, selected.ObjectId, selected);
}
///
/// Line-for-line branch port of
/// ClientCombatSystem::ObjectIsAttackable @ 0x0056A600.
///
public static bool ObjectIsAttackable(
uint playerId,
ClientObject? player,
uint targetId,
ClientObject? target)
{
if (targetId == 0 || targetId == playerId)
return true;
if (target is null || (target.Type & ItemType.Creature) == 0)
return false;
uint targetFlags = target.PublicWeenieBitfield ?? 0u;
if ((targetFlags & BfFreePkStatus) != 0)
return true;
if (player is null)
return false;
uint playerFlags = player.PublicWeenieBitfield ?? 0u;
if ((playerFlags & BfFreePkStatus) != 0)
return true;
if ((targetFlags & BfPlayer) != 0)
{
if ((targetFlags & BfPlayerKiller) != 0
&& (playerFlags & BfPlayerKiller) != 0)
return true;
return (targetFlags & BfPkLiteStatus) != 0
&& (playerFlags & BfPkLiteStatus) != 0;
}
if (target.PetOwnerId != 0)
return false;
return (targetFlags & BfAttackable) != 0;
}
}