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; } }