using System.Numerics; using AcDream.Core.Chat; using AcDream.Core.Combat; namespace AcDream.UI.Abstractions.Panels.Chat; /// /// ViewModel for the chat panel. Reads the tail of /// and formats each into a single display line. /// /// /// Formatting lives here (not in the panel) so the same rendering logic /// survives the Phase D.2b backend swap — under the custom retail-look /// toolkit we'll want different per- styling, but /// the plain-text form is the fallback and the starting point. /// /// /// /// Retained UI consumers can key formatted-layout caches from /// . The revision advances on append and clear, so an /// unchanged transcript does not require a queue snapshot each frame. /// /// public sealed class ChatVM { /// Default number of tail entries rendered. public const int DefaultDisplayLimit = 20; private readonly ChatLog _log; private readonly int _displayLimit; /// /// Sender name of the most recent INCOMING Tell. Drives the /// /r reply slash command in . /// Null until the first Tell arrives. Outgoing self-sent Tell /// echoes (which run through ) do /// NOT update this — we discriminate by SenderGuid != 0; /// only real inbound tells from /// carry a non-zero guid. Mirrors holtburger /// chat.rs::ChatState::last_incoming_tell_sender (line 74 + /// the assignment at line 152). /// public string? LastIncomingTellSender { get; private set; } /// /// Target of the most recent OUTGOING Tell (the player's own /// /tell <name> …). Drives the /retell <msg> /// (or @retell) slash command, which resends to the same /// target. Mirrors retail's @retell. Self-sent echoes flow /// through with /// SenderGuid == 0 and the target name in Sender — /// that's the discriminator we capture here. /// public string? LastOutgoingTellTarget { get; private set; } /// /// Optional callback exposing the live framerate. Wired by /// GameWindow at construction so the client-side /// /framerate command can print "Framerate: 144.2 FPS" /// into chat without the panel knowing about the render-loop. /// public Func? FpsProvider { get; init; } /// /// Optional callback exposing the local player's world position. /// Used by /loc to print /// "Location: (123.4, 567.8, 60.0)". Wired by GameWindow. /// public Func? PositionProvider { get; init; } /// Monotonic revision of the underlying transcript content. public long Revision => _log.Revision; /// /// Build a ChatVM bound to a instance. /// /// Live chat log. Never null. /// /// Maximum number of tail entries to surface per /// call. Must be >= 1. Defaults to /// . /// public ChatVM(ChatLog log, int displayLimit = DefaultDisplayLimit) { _log = log ?? throw new ArgumentNullException(nameof(log)); if (displayLimit < 1) throw new ArgumentOutOfRangeException(nameof(displayLimit), displayLimit, "must be >= 1"); _displayLimit = displayLimit; _log.EntryAppended += OnEntryAppended; } private void OnEntryAppended(ChatEntry entry) { // Tell-tracking discriminator (SenderGuid): // != 0 = real incoming whisper; capture sender for /reply. // == 0 = our own outgoing echo via OnSelfSent; capture the // target (Sender field) for /retell. if (entry.Kind != ChatKind.Tell) return; if (string.IsNullOrEmpty(entry.Sender)) return; if (entry.SenderGuid != 0) LastIncomingTellSender = entry.Sender; else LastOutgoingTellTarget = entry.Sender; } /// /// Append a client-side system line to the chat log. Used by /// client-handled commands (/help, /clear, future) to surface /// local feedback without round-tripping the server. /// public void ShowSystemMessage(string text) => _log.OnSystemMessage(text, chatType: 0); /// /// Drain the chat log. Used by the /clear client-side command. /// public void Clear() => _log.Clear(); /// /// Forget per-session reply/retell destinations while retaining the shared /// transcript. Old character names must not become command targets after a /// reconnect. /// public void ResetSessionTargets() { LastIncomingTellSender = null; LastOutgoingTellTarget = null; } /// /// Print the current framerate into chat. Used by /// /framerate / @framerate. Falls back to a /// helpful diagnostic line if no /// is wired (test / pre-live-session scenarios). /// public void ShowFps() { var fps = FpsProvider?.Invoke(); ShowSystemMessage(fps is null ? "Framerate: (provider unavailable)" : $"Framerate: {fps.Value:F1} FPS"); } /// /// Print the local player's world position into chat. Used by /// /loc / @loc. Falls back to a helpful /// diagnostic line if no is /// wired (pre-EnterWorld / tests). /// public void ShowLocation() { var pos = PositionProvider?.Invoke(); ShowSystemMessage(pos is null ? "Location: (provider unavailable)" : $"Location: ({pos.Value.X:F1}, {pos.Value.Y:F1}, {pos.Value.Z:F1})"); } /// /// Snapshot the tail of the chat log, formatted as display strings, /// oldest-first. Never returns null; returns an empty array if the /// log is empty. /// public IReadOnlyList RecentLines() { var snap = _log.Snapshot(); int start = Math.Max(0, snap.Length - _displayLimit); int count = snap.Length - start; if (count <= 0) return Array.Empty(); var lines = new string[count]; for (int i = 0; i < count; i++) { lines[i] = FormatEntry(snap[start + i]); } return lines; } /// /// Format a single for display. Public so tests /// can assert the per-kind formatting without touching a full log. /// public static string FormatEntry(ChatEntry entry) => entry.Kind switch { // Retail style: "Name says, \"text\"" (incoming) / // "You say, \"text\"" (own echo). Sender is "" for an // OnSelfSent echo; OnLocalSpeech substitutes "You" when the // server sends an empty sender (own-shout echoes). Both forms // collapse to the singular "You say" verb here. ChatKind.LocalSpeech => IsOwnSpeaker(entry.Sender) ? $"You say, \"{entry.Text}\"" : $"{entry.Sender} says, \"{entry.Text}\"", ChatKind.RangedSpeech => IsOwnSpeaker(entry.Sender) ? $"You shout, \"{entry.Text}\"" : $"{entry.Sender} shouts, \"{entry.Text}\"", // Channel: "[ChannelName] Sender says, \"text\"". ChannelName // is populated by callers that know the friendly name (the // TurbineChat inbound dispatch and OnSelfSent for Channel // kinds); falls back to "ch {ChannelId}" if not set. // Empty/"You" sender → "[Channel] You say, ..." for our own // optimistic echo on legacy ChatChannel and self-broadcast on // turbine channels (server's EventSendToRoom carries the // sender name; OnSelfSent for legacy channels leaves it // empty so the formatter substitutes here). ChatKind.Channel => IsOwnSpeaker(entry.Sender) ? $"[{ChannelLabel(entry)}] You say, \"{entry.Text}\"" : $"[{ChannelLabel(entry)}] {entry.Sender} says, \"{entry.Text}\"", // Tell: SenderGuid != 0 means an incoming whisper; == 0 is the // OnSelfSent echo where Sender carries the target name. Retail // wording: "You tell Caith, \"hi\"" / "Caith tells you, \"hi\"". ChatKind.Tell => entry.SenderGuid != 0 ? $"{entry.Sender} tells you, \"{entry.Text}\"" : $"You tell {entry.Sender}, \"{entry.Text}\"", ChatKind.System => $"[System] {entry.Text}", ChatKind.Popup => $"[Popup] {entry.Text}", // Phase I.5: emote rendering matches retail's leading-asterisk // convention ("* Caith waves at you"). SoulEmote uses the same // prefix; the difference between Emote and SoulEmote is which // animation pairs with the chat line (handled by the renderer, // not the formatter). ChatKind.Emote => $"* {entry.Sender} {entry.Text}", ChatKind.SoulEmote => $"* {entry.Sender} {entry.Text}", // Phase I.7: combat-line entries are pre-formatted by // CombatChatTranslator using holtburger templates verbatim // (chat.rs:221-308). The translator owns the wording; the VM // just passes through. The panel uses TextColored based on // entry.CombatKind. ChatKind.Combat => entry.Text, _ => entry.Text, }; /// /// True when a chat entry's Sender denotes the local player /// — i.e. the entry came from OnSelfSent (empty sender) or /// OnLocalSpeech with the empty-sender substitution kicked /// in (sender == "You"). Used by the formatter to pick the /// singular "You say" verb over the third-person "Name says". /// private static bool IsOwnSpeaker(string sender) => string.IsNullOrEmpty(sender) || sender == "You"; /// /// Friendly channel label for a Channel entry. Prefers the entry's /// ChannelName (set by callers that know the room name) /// and falls back to "ch {ChannelId}" so legacy paths still /// produce a readable line. /// private static string ChannelLabel(ChatEntry entry) => string.IsNullOrEmpty(entry.ChannelName) ? $"ch {entry.ChannelId}" : entry.ChannelName; /// /// Phase I.7: snapshot of the chat tail with kind metadata so /// can pick the right rendering primitive /// per entry (plain Text for most kinds; TextColored /// for combat lines, with the rgba chosen from /// ). /// public IReadOnlyList RecentLinesDetailed() { var snap = _log.Snapshot(); int start = Math.Max(0, snap.Length - _displayLimit); int count = snap.Length - start; if (count <= 0) return Array.Empty(); var lines = new FormattedLine[count]; for (int i = 0; i < count; i++) { var entry = snap[start + i]; lines[i] = new FormattedLine( Text: FormatEntry(entry), Kind: entry.Kind, CombatKind: entry.CombatKind); } return lines; } } /// /// Phase I.7: formatted chat line with kind metadata. The /// switches on + /// to pick a rendering primitive /// (Text vs TextColored(rgba)). /// public readonly record struct FormattedLine( string Text, ChatKind Kind, CombatLineKind? CombatKind);