using System.Collections.Generic;
namespace AcDream.UI.Abstractions.Input;
///
/// Campaign OP slice OP8: maps a retail DAT ActionMap row — the
/// (InputMap id, Action id) pair AcDream.Core.Input.RetailActionMapRow
/// carries — to acdream's own , when one exists.
///
///
/// Why this table exists. The DAT ActionMap singleton (empirically dumped
/// 2026-08-11, see AcDream.Core.Input.RetailActionMap's class doc) carries 306
/// user-bindable rows. — the enum every OTHER acdream input
/// path (live dispatch, KeyBindings, InputDispatcher) already keys on —
/// has roughly half that many members, because it was authored around "what acdream
/// currently implements" (K.1a/K.1c), not "every action the 2013 client's keymap
/// screen can show." Two categories are the biggest gaps: 82 of the DAT's 87 Emote
/// rows have no acdream animation dispatch yet (only 5 are wired: Cry/Laugh/Cheer/
/// Wave/PointState — exactly the 5 that happen to carry retail default keys), and all
/// 48 CharacterSettings rows are hotkeys for the SAME PlayerOption/
/// CharacterOptions preference bits OP1's CharacterOptionTable and OP4's
/// Character-tab checkboxes already model — wiring "press this key, flip that same
/// server-synced bit" is a real feature (a hotkey-to-option-toggle dispatcher) that
/// does not exist yet anywhere in acdream and is out of scope for this slice (see the
/// OP8 register row).
///
///
///
/// Every mapping below was verified two ways before being added: (1) the DAT's
/// resolved English label/tooltip unambiguously names the SAME action as the
/// member's own XML doc, AND (2) where the retail default
/// key(s) for that DAT row are non-empty, they match
/// 's existing chord(s) for the candidate
/// (byte-verified 2026-08-11 against the installed dats —
/// see RetailActionMapReaderTests.LiveDatTests and this slice's
/// RetailActionIdentityRoundTripTests). A DAT row that could not be verified
/// BOTH ways is left OUT of this table on purpose — it renders on the Configure
/// Keyboard screen as a real, bindable, persisted row (see
/// KeyboardConfigController), it just does not yet reach any live acdream
/// consumer. Silently guessing a wrong mapping would misroute a user's rebind to the
/// WRONG gameplay action, which is worse than an honest "not wired yet."
///
///
///
/// Known gaps deliberately left unmapped (register row, OP8):
/// Spell Slot 10/11/12 (ctx 0x10000005, DAT actions 0x6E/0x6F/0x70 —
/// only defines UseSpellSlot_1..9); Quickslot
/// 10/11/12/13 (ctx 0x1000000C, DAT actions 0x1000004B/4C/4D/10000132 —
/// 's UseQuickSlot_* family jumps from 9 straight to
/// 14, a pre-existing enum gap this slice did not introduce and does not fix); every
/// CharacterSettings row (ctx 0x10000008, all 48); 82 of 87 Emote rows (ctx
/// 0x10000006); all 10 CameraAlternateControls rows (ctx 0x6 — the M2
/// de-alias carve-out, see the mapping table's own comment); and roughly half of the
/// UI-class rows (ctx 0x10000007/0x10000009 — panels acdream has no
/// toggle for, e.g. Vitae, Link Status, House, Map, Character Info, the
/// positive/negative Magic panels).
///
///
public static class RetailActionIdentityTable
{
/// (InputMap id, Action id) → the acdream that
/// owns live dispatch for it. A DAT row whose key is absent has no acdream
/// consumer yet.
public static readonly IReadOnlyDictionary<(uint InputMapId, uint ActionId), InputAction> Map =
BuildTable();
public static bool TryResolve(uint inputMapId, uint actionId, out InputAction action) =>
Map.TryGetValue((inputMapId, actionId), out action);
private static Dictionary<(uint, uint), InputAction> BuildTable()
{
var t = new Dictionary<(uint, uint), InputAction>();
void M(uint inputMapId, uint actionId, InputAction action) => t[(inputMapId, actionId)] = action;
// ── MovementCommands (ctx 0x4) — 14/14, complete. ──────────────
M(0x4, 0x29, InputAction.MovementForward);
M(0x4, 0x2A, InputAction.MovementBackup);
M(0x4, 0x2B, InputAction.MovementStop);
M(0x4, 0x2C, InputAction.MovementStrafeRight);
M(0x4, 0x2D, InputAction.MovementStrafeLeft);
M(0x4, 0x2E, InputAction.MovementTurnRight);
M(0x4, 0x2F, InputAction.MovementTurnLeft);
M(0x4, 0x30, InputAction.MovementRunLock);
M(0x4, 0x31, InputAction.MovementJump);
M(0x4, 0x32, InputAction.MovementWalkMode);
M(0x4, 0x10000094, InputAction.Ready);
M(0x4, 0x10000095, InputAction.Crouch);
M(0x4, 0x10000096, InputAction.Sitting);
M(0x4, 0x10000097, InputAction.Sleeping);
// ── CameraControls (ctx 0x5) — 12/12. ──────────────────────────
// M2 REWORK (2026-08-11 review): CameraControls (ctx 0x5, the
// Numpad-default scheme RetailDefaults() actually carries) and
// CameraAlternateControls (ctx 0x6, the arrow-key alternate scheme
// RetailDefaults() never had — see
// RetailActionIdentityRoundTripTests' now-retired camera allowlist
// entries) were both previously mapped to the SAME InputAction.
// KeyBindings/Binding has no "which scheme" tag, and SetForAction is
// whole-action replacement, so the two rows aliased one live target:
// both showed identical (stale) chords, rebinding one silently wiped
// the other, and a row could conflict with its own twin. Building
// real per-scheme dual-binding storage (or ten new InputAction
// members plus the camera-dispatch code to consume them) is a real
// feature, not a one-line fix, and out of scope for this rework. Only
// ctx 0x5 — the scheme that already has a live, verified
// RetailDefaults() presence — maps here; ctx 0x6 falls through to the
// generic unmapped/store-only path below (AP-203), fully renderable,
// bindable and persisted, honestly carrying no live effect, exactly
// like every other unmapped row.
M(0x5, 0x33, InputAction.CameraMoveToward);
M(0x5, 0x34, InputAction.CameraMoveAway);
M(0x5, 0x35, InputAction.CameraRotateLeft);
M(0x5, 0x36, InputAction.CameraRotateRight);
M(0x5, 0x37, InputAction.CameraRotateUp);
M(0x5, 0x38, InputAction.CameraRotateDown);
M(0x5, 0x39, InputAction.CameraViewDefault);
M(0x5, 0x3A, InputAction.CameraViewFirstPerson);
M(0x5, 0x3B, InputAction.CameraViewLookDown);
M(0x5, 0x3C, InputAction.CameraViewMapMode);
M(0x5, 0x3D, InputAction.CameraInstantMouseLook);
M(0x5, 0x3E, InputAction.CameraActivateAlternateMode);
// ── Combat (ctx 0x10000002) — 1/1. ─────────────────────────────
M(0x10000002, 0x1000005A, InputAction.CombatToggleCombat);
// ── MeleeCombat (ctx 0x10000003) — 5/5. ────────────────────────
M(0x10000003, 0x1000005B, InputAction.CombatDecreaseAttackPower);
M(0x10000003, 0x1000005C, InputAction.CombatIncreaseAttackPower);
M(0x10000003, 0x1000005D, InputAction.CombatLowAttack);
M(0x10000003, 0x1000005E, InputAction.CombatMediumAttack);
M(0x10000003, 0x1000005F, InputAction.CombatHighAttack);
// ── MissileCombat (ctx 0x10000004) — 5/5. ──────────────────────
M(0x10000004, 0x100000EF, InputAction.CombatDecreaseMissileAccuracy);
M(0x10000004, 0x100000F0, InputAction.CombatIncreaseMissileAccuracy);
M(0x10000004, 0x100000F1, InputAction.CombatAimLow);
M(0x10000004, 0x100000F2, InputAction.CombatAimMedium);
M(0x10000004, 0x100000F3, InputAction.CombatAimHigh);
// ── MagicCombat (ctx 0x10000005) — 18/21 (Spell Slot 10/11/12 have
// no InputAction — register row). ────────────────────────────
M(0x10000005, 0x10000060, InputAction.CombatCastCurrentSpell);
M(0x10000005, 0x10000061, InputAction.CombatPrevSpell);
M(0x10000005, 0x10000062, InputAction.CombatNextSpell);
M(0x10000005, 0x10000063, InputAction.CombatPrevSpellTab);
M(0x10000005, 0x10000064, InputAction.CombatNextSpellTab);
M(0x10000005, 0x10000065, InputAction.UseSpellSlot_1);
M(0x10000005, 0x10000066, InputAction.UseSpellSlot_2);
M(0x10000005, 0x10000067, InputAction.UseSpellSlot_3);
M(0x10000005, 0x10000068, InputAction.UseSpellSlot_4);
M(0x10000005, 0x10000069, InputAction.UseSpellSlot_5);
M(0x10000005, 0x1000006A, InputAction.UseSpellSlot_6);
M(0x10000005, 0x1000006B, InputAction.UseSpellSlot_7);
M(0x10000005, 0x1000006C, InputAction.UseSpellSlot_8);
M(0x10000005, 0x1000006D, InputAction.UseSpellSlot_9);
// 0x6E/0x6F/0x70 (Spell Slot 10/11/12) — no InputAction. Unmapped.
M(0x10000005, 0x10000102, InputAction.CombatFirstSpell);
M(0x10000005, 0x10000103, InputAction.CombatLastSpell);
M(0x10000005, 0x10000104, InputAction.CombatFirstSpellTab);
M(0x10000005, 0x10000105, InputAction.CombatLastSpellTab);
// ── Emotes (ctx 0x10000006) — 5/87 (the only 5 acdream dispatches
// an animation for; also the only 5 with retail default keys). ──
M(0x10000006, 0x100000A2, InputAction.Cheer);
M(0x10000006, 0x100000A7, InputAction.Cry);
M(0x10000006, 0x100000B2, InputAction.Laugh);
M(0x10000006, 0x100000BE, InputAction.PointState);
M(0x10000006, 0x100000E5, InputAction.Wave);
// ── ItemSelectionCommands (ctx 0x10000007) — 17/26. ────────────
M(0x10000007, 0x1000002D, InputAction.SelectionSplitStack);
M(0x10000007, 0x1000002E, InputAction.SelectionPreviousSelection);
M(0x10000007, 0x1000002F, InputAction.SelectionClosestCompassItem);
M(0x10000007, 0x10000030, InputAction.SelectionPreviousCompassItem);
M(0x10000007, 0x10000031, InputAction.SelectionNextCompassItem);
M(0x10000007, 0x10000032, InputAction.SelectionClosestItem);
M(0x10000007, 0x10000033, InputAction.SelectionPreviousItem);
M(0x10000007, 0x10000034, InputAction.SelectionNextItem);
M(0x10000007, 0x10000035, InputAction.SelectionClosestMonster);
M(0x10000007, 0x10000036, InputAction.SelectionPreviousMonster);
M(0x10000007, 0x10000037, InputAction.SelectionNextMonster);
M(0x10000007, 0x10000038, InputAction.SelectionLastAttacker);
M(0x10000007, 0x10000039, InputAction.SelectionClosestPlayer);
M(0x10000007, 0x1000003A, InputAction.SelectionPreviousPlayer);
M(0x10000007, 0x1000003B, InputAction.SelectionNextPlayer);
M(0x10000007, 0x1000003C, InputAction.SelectionPreviousFellow);
M(0x10000007, 0x1000003D, InputAction.SelectionNextFellow);
// ── UICommands (ctx 0x10000009) — 22/42. ───────────────────────
M(0x10000009, 0x55, InputAction.CaptureScreenshot);
M(0x10000009, 0x7B, InputAction.ToggleHelp);
M(0x10000009, 0x7C, InputAction.TogglePluginManager);
M(0x10000009, 0x1000000E, InputAction.ToggleAllegiancePanel);
M(0x10000009, 0x1000000F, InputAction.ToggleFellowshipPanel);
M(0x10000009, 0x10000011, InputAction.ToggleSpellbookPanel);
M(0x10000009, 0x10000012, InputAction.ToggleSpellComponentsPanel);
M(0x10000009, 0x10000014, InputAction.ToggleAttributesPanel);
M(0x10000009, 0x10000015, InputAction.ToggleSkillsPanel);
M(0x10000009, 0x10000016, InputAction.ToggleWorldPanel);
M(0x10000009, 0x1000001A, InputAction.ToggleOptionsPanel);
M(0x10000009, 0x10000019, InputAction.ToggleInventoryPanel);
M(0x10000009, 0x10000114, InputAction.ToggleFloatingChatWindow1);
M(0x10000009, 0x10000115, InputAction.ToggleFloatingChatWindow2);
M(0x10000009, 0x10000116, InputAction.ToggleFloatingChatWindow3);
M(0x10000009, 0x10000117, InputAction.ToggleFloatingChatWindow4);
M(0x10000009, 0x10000025, InputAction.UseSelected);
M(0x10000009, 0x10000026, InputAction.LOGOUT);
M(0x10000009, 0x1000002B, InputAction.SelectionExamine);
// 0x1000001F ("Show/Hide Keyboard Configuration") deliberately left
// unmapped: it is the retail action that opens THIS screen
// (research doc §4.3/lane A §7 — wired directly by
// KeyboardConfigController's mount, not through InputAction).
// ── ChatCommands (ctx 0x1000000A) — 1/6. ───────────────────────
M(0x1000000A, 0x10000023, InputAction.EnterChatMode);
// ── ToggleChatEntry (ctx 0x1000000D) — 1/1. ────────────────────
M(0x1000000D, 0x10000024, InputAction.ToggleChatEntry);
// ── QuickslotCommands (ctx 0x1000000C) — 24/28 (Quickslot
// 10/11/12/13 have no InputAction — pre-existing enum gap). ──
M(0x1000000C, 0x10000042, InputAction.UseQuickSlot_1);
M(0x1000000C, 0x10000043, InputAction.UseQuickSlot_2);
M(0x1000000C, 0x10000044, InputAction.UseQuickSlot_3);
M(0x1000000C, 0x10000045, InputAction.UseQuickSlot_4);
M(0x1000000C, 0x10000046, InputAction.UseQuickSlot_5);
M(0x1000000C, 0x10000047, InputAction.UseQuickSlot_6);
M(0x1000000C, 0x10000048, InputAction.UseQuickSlot_7);
M(0x1000000C, 0x10000049, InputAction.UseQuickSlot_8);
M(0x1000000C, 0x1000004A, InputAction.UseQuickSlot_9);
M(0x1000000C, 0x1000004E, InputAction.SelectQuickSlot_1);
M(0x1000000C, 0x1000004F, InputAction.SelectQuickSlot_2);
M(0x1000000C, 0x10000050, InputAction.SelectQuickSlot_3);
M(0x1000000C, 0x10000051, InputAction.SelectQuickSlot_4);
M(0x1000000C, 0x10000052, InputAction.SelectQuickSlot_5);
M(0x1000000C, 0x10000053, InputAction.SelectQuickSlot_6);
M(0x1000000C, 0x10000054, InputAction.SelectQuickSlot_7);
M(0x1000000C, 0x10000055, InputAction.SelectQuickSlot_8);
M(0x1000000C, 0x10000056, InputAction.SelectQuickSlot_9);
M(0x1000000C, 0x1000010D, InputAction.CreateShortcut);
// 0x10000132 ("Quickslot 13") has no InputAction — same pre-existing
// UseQuickSlot_10..13 enum gap as the bare-numeral block above. Unmapped.
M(0x1000000C, 0x10000133, InputAction.UseQuickSlot_14);
M(0x1000000C, 0x10000134, InputAction.UseQuickSlot_15);
M(0x1000000C, 0x10000135, InputAction.UseQuickSlot_16);
M(0x1000000C, 0x10000136, InputAction.UseQuickSlot_17);
M(0x1000000C, 0x10000137, InputAction.UseQuickSlot_18);
// CharacterSettings (ctx 0x10000008) is intentionally EMPTY here —
// see class doc "Known gaps deliberately left unmapped".
return t;
}
}