using System;
using System.Collections.Generic;
namespace AcDream.Core.Items;
// ─────────────────────────────────────────────────────────────────────
// Scaffold for R6 — items + inventory data model.
// Full research: docs/research/deepdives/r06-items-inventory.md
// ─────────────────────────────────────────────────────────────────────
///
/// AC's ItemType is a 32-bit flags enum — a single dat weenie can
/// assert multiple type bits. From ACE.Entity.Enum.ItemType
/// cross-checked against the decompile paperdoll tooltip dispatcher.
/// Full bit list in the research doc §1.
///
[Flags]
public enum ItemType : uint
{
None = 0,
MeleeWeapon = 0x00000001,
Armor = 0x00000002,
Clothing = 0x00000004,
Jewelry = 0x00000008,
Creature = 0x00000010,
Food = 0x00000020,
Money = 0x00000040,
Misc = 0x00000080,
MissileWeapon = 0x00000100,
Container = 0x00000200,
Useless = 0x00000400,
Gem = 0x00000800,
SpellComponents = 0x00001000,
Writable = 0x00002000,
Key = 0x00004000,
Caster = 0x00008000,
Portal = 0x00010000,
Lockable = 0x00020000,
PromissoryNote = 0x00040000,
ManaStone = 0x00080000,
Service = 0x00100000,
MagicWieldable = 0x00200000,
CraftCookingBase = 0x00400000,
CraftAlchemyBase = 0x00800000,
CraftFletchingBase = 0x01000000,
CraftAlchemyIntermediate= 0x02000000,
CraftCookingIntermediate= 0x04000000,
CraftFletchingIntermediate = 0x08000000,
LifeStone = 0x10000000,
TinkeringTool = 0x20000000,
TinkeringMaterial = 0x40000000,
Gameboard = 0x80000000u,
Vestements = Armor | Clothing,
Weapon = MeleeWeapon | MissileWeapon | Caster,
WeaponOrCaster = Weapon,
Item = Weapon | Armor | Clothing | Jewelry | Container,
}
///
/// Equipment slot bitmask. 31 slots from head to Aetheria. Paperdoll
/// widget offsets +0x604..+0x660 in the retail panel correspond
/// to these bits 1:1 (see r06 §2 and UI slice 05 paperdoll section).
///
[Flags]
public enum EquipMask : uint
{
None = 0,
HeadWear = 0x00000001,
ChestWear = 0x00000002,
AbdomenWear = 0x00000004,
UpperArmWear = 0x00000008,
LowerArmWear = 0x00000010,
HandWear = 0x00000020,
UpperLegWear = 0x00000040,
LowerLegWear = 0x00000080,
FootWear = 0x00000100,
ChestArmor = 0x00000200,
AbdomenArmor = 0x00000400,
UpperArmArmor = 0x00000800,
LowerArmArmor = 0x00001000,
HandArmor = 0x00002000,
UpperLegArmor = 0x00004000,
LowerLegArmor = 0x00008000,
FootArmor = 0x00010000,
Necklace = 0x00020000,
LeftBracelet = 0x00040000,
RightBracelet = 0x00080000,
LeftRing = 0x00100000,
RightRing = 0x00200000,
MeleeWeapon = 0x00400000,
Shield = 0x00800000,
MissileWeapon = 0x01000000,
Held = 0x02000000, // lit torch, book in hand
MissileAmmo = 0x04000000,
Cloak = 0x08000000,
TrinketOne = 0x10000000,
AetheriaRed = 0x20000000,
AetheriaYellow= 0x40000000,
AetheriaBlue = 0x80000000u,
}
///
/// AC's property model is split across 7 typed tables. See r06 §3 for
/// the full property enumeration. This struct is a thin wrapper; real
/// bundles come over the wire in ObjectDesc / IdentifyResponse.
///
public sealed class PropertyBundle
{
public Dictionary Ints { get; } = new();
public Dictionary Int64s { get; } = new();
public Dictionary Bools { get; } = new();
public Dictionary Floats { get; } = new();
public Dictionary Strings { get; } = new();
public Dictionary DataIds { get; } = new();
public Dictionary InstanceIds { get; } = new();
public int GetInt (uint k, int def = 0) => Ints.TryGetValue(k, out var v) ? v : def;
public bool GetBool (uint k, bool def = false) => Bools.TryGetValue(k, out var v) ? v : def;
public double GetFloat (uint k, double def = 0) => Floats.TryGetValue(k, out var v) ? v : def;
public string GetString(uint k, string def = "") => Strings.TryGetValue(k, out var v) ? v : def;
}
///
/// Per-item live state. The server owns item identity (ObjectId);
/// acdream mirrors properties here on CreateObject and updates
/// via UpdateProperty* messages.
///
public sealed class ItemInstance
{
public uint ObjectId { get; init; }
public uint WeenieClassId { get; init; } // "blueprint"
public string Name { get; set; } = "";
public ItemType Type { get; set; }
public EquipMask ValidLocations { get; set; }
public EquipMask CurrentlyEquippedLocation { get; set; }
public uint IconId { get; set; } // 0x06xxxxxx
public uint IconUnderlayId{ get; set; } // "magic" underlay
public uint IconOverlayId { get; set; } // "enchanted" overlay
public int StackSize { get; set; } = 1;
public int StackSizeMax { get; set; } = 1;
public int Burden { get; set; } // per-stack total
public int Value { get; set; } // pyreals
public uint ContainerId { get; set; } // parent container ObjectId, or 0
public int ContainerSlot { get; set; } = -1;
public bool Attuned { get; set; }
public bool Bonded { get; set; }
public PropertyBundle Properties { get; } = new();
}
///
/// Container = inventory pack. Hierarchy is strictly 2-deep: character
/// → side packs; a side pack cannot hold another side pack (r06 §7).
///
public sealed class Container
{
public uint ObjectId { get; init; }
public int Capacity { get; set; } = 102; // main inv default
public int SideCapacity { get; set; } = 0; // 0 for side-pack
public int BurdenLimit { get; set; }
public List Items { get; } = new();
public List SidePacks { get; } = new(); // empty for side-pack
public bool IsSidePack => SideCapacity == 0;
}
///
/// Burden math — r06 §6. maxBurden = 150 × Strength + Strength × bonusBurden;
/// carry limit is 3 × maxBurden before you can't pick up at all.
///
public static class BurdenMath
{
public const int BurdenPerStrength = 150;
public static int ComputeMax(int strength, int bonusBurden)
=> BurdenPerStrength * strength + strength * bonusBurden;
public static int ComputeCarryLimit(int strength, int bonusBurden)
=> 3 * ComputeMax(strength, bonusBurden);
///
/// Retail's "encumbered" multiplier interpolates between 1.0 at
/// zero burden and a low value at max. See r06 §6 for the curve.
///
public static float ComputeEncumbranceMod(int currentBurden, int maxBurden)
{
if (maxBurden <= 0) return 1f;
float ratio = (float)currentBurden / maxBurden;
// Roughly 1.0 until 50%, then linear decay to ~0.7 at 100%, 0.1 at 300%.
if (ratio <= 0.5f) return 1f;
if (ratio <= 1.0f) return 1f - (ratio - 0.5f) * 0.6f; // 1.0 → 0.7
if (ratio <= 3.0f) return 0.7f - (ratio - 1.0f) * 0.3f; // 0.7 → 0.1
return 0.1f;
}
}