using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages;
///
/// Outbound inventory-manipulation GameActions: stack merge/split, give,
/// drop, shortcuts. All ride in the 0xF7B1 GameAction envelope.
///
///
/// References: r08 ยง3 rows 0x0054-0x0056 / 0x019B-0x019D / 0x00CD.
///
///
public static class InventoryActions
{
public const uint GameActionEnvelope = 0xF7B1u;
public const uint StackableMergeOpcode = 0x0054u;
public const uint StackableSplitToContainerOpcode = 0x0055u;
public const uint StackableSplitTo3DOpcode = 0x0056u;
public const uint StackableSplitToWieldOpcode = 0x019Bu;
public const uint GiveObjectRequestOpcode = 0x00CDu;
public const uint AddShortcutOpcode = 0x019Cu;
public const uint RemoveShortcutOpcode = 0x019Du;
public const uint TeleToPoiOpcode = 0x00B1u;
///
/// Merge stack A into stack B of the same item type. Server validates
/// compatibility; if the merge fails it rolls back via
/// InventoryServerSaveFailed (0x00A0).
///
public static byte[] BuildStackableMerge(uint seq, uint mergeFromGuid, uint mergeToGuid, uint amount)
{
byte[] body = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), StackableMergeOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), mergeFromGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), mergeToGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), amount);
return body;
}
/// Split N items off a stack into a container at placement.
public static byte[] BuildStackableSplitToContainer(
uint seq, uint stackGuid, uint containerGuid, uint placement, uint amount)
{
byte[] body = new byte[28];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), StackableSplitToContainerOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), stackGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), containerGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), placement);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(24), amount);
return body;
}
/// Split N items off a stack and drop them on the ground.
public static byte[] BuildStackableSplitTo3D(uint seq, uint stackGuid, uint amount)
{
byte[] body = new byte[20];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), StackableSplitTo3DOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), stackGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), amount);
return body;
}
/// Split N items off a stack into an equip slot.
public static byte[] BuildStackableSplitToWield(
uint seq, uint stackGuid, uint equipLocation, uint amount)
{
byte[] body = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), StackableSplitToWieldOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), stackGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), equipLocation);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), amount);
return body;
}
/// Give an item (or a stack of N) to a target creature/NPC.
public static byte[] BuildGiveObjectRequest(
uint seq, uint targetGuid, uint itemGuid, uint amount)
{
byte[] body = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), GiveObjectRequestOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), itemGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), amount);
return body;
}
/// Pin an item / spell to a quickbar slot.
public static byte[] BuildAddShortcut(
uint seq, uint slotIndex, uint objectType, uint targetId)
{
byte[] body = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), AddShortcutOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), slotIndex);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), objectType);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), targetId);
return body;
}
/// Unpin a quickbar slot.
public static byte[] BuildRemoveShortcut(uint seq, uint slotIndex)
{
byte[] body = new byte[16];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), RemoveShortcutOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), slotIndex);
return body;
}
/// Teleport to a Point of Interest (quest-driven recall).
public static byte[] BuildTeleToPoi(uint seq, uint poiId)
{
byte[] body = new byte[16];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), TeleToPoiOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), poiId);
return body;
}
}