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 — the verbatim retail INVENTORY_LOC enum /// (docs/research/named-retail/acclient.h:3193; identical to ACE's EquipMask). /// The wire (ValidLocations / CurrentWieldedLocation / WieldObject EquipLoc) delivers /// these exact bits. Pinned by EquipMaskTests — do NOT renumber. /// (The header's CLOTHING_LOC composite also sets bit 31, 0x80000000, which is /// not a named INVENTORY_LOC primitive and has no member here; ALL_LOC tops out at bit 30.) /// [Flags] public enum EquipMask : uint { None = 0x00000000, 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, UpperLegArmor = 0x00002000, LowerLegArmor = 0x00004000, NeckWear = 0x00008000, WristWearLeft = 0x00010000, WristWearRight = 0x00020000, FingerWearLeft = 0x00040000, FingerWearRight = 0x00080000, MeleeWeapon = 0x00100000, Shield = 0x00200000, MissileWeapon = 0x00400000, MissileAmmo = 0x00800000, Held = 0x01000000, TwoHanded = 0x02000000, TrinketOne = 0x04000000, Cloak = 0x08000000, SigilOne = 0x10000000, SigilTwo = 0x20000000, SigilThree = 0x40000000, } /// /// 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 long GetInt64 (uint k, long def = 0) => Int64s.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; public PropertyBundle Clone() { var copy = new PropertyBundle(); foreach (var kv in Ints) copy.Ints[kv.Key] = kv.Value; foreach (var kv in Int64s) copy.Int64s[kv.Key] = kv.Value; foreach (var kv in Bools) copy.Bools[kv.Key] = kv.Value; foreach (var kv in Floats) copy.Floats[kv.Key] = kv.Value; foreach (var kv in Strings) copy.Strings[kv.Key] = kv.Value; foreach (var kv in DataIds) copy.DataIds[kv.Key] = kv.Value; foreach (var kv in InstanceIds) copy.InstanceIds[kv.Key] = kv.Value; return copy; } } /// /// Per-object live state (the data side of every server object — items and creatures alike). /// Retail ACCWeenieObject. /// public sealed class ClientObject { public uint ObjectId { get; init; } public uint WeenieClassId { get; set; } // "blueprint" public string Name { get; set; } = ""; /// Retail PublicWeenieDesc._plural_name; empty falls back to singular. public string PluralName { 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 /// /// UiEffects bitfield (retail PublicWeenieDesc._effects, acclient.h:37183). /// Drives the icon's effect-overlay recolor (Magical=0x1 … Nether=0x1000). /// CreateObject-only (weenieFlags 0x80) + live PublicUpdatePropertyInt(0x02CE); /// appraise never carries it. 0 = no effect. /// public uint Effects { get; set; } 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; /// /// Retail ContentProfile.m_uContainerProperties hint from /// PlayerDescription/ViewContents: 0 = loose item list, nonzero = container list. /// Kept separate from because CreateObject owns real item data. /// public uint ContainerTypeHint { get; set; } public bool Attuned { get; set; } public bool Bonded { get; set; } public uint WielderId { get; set; } // PropertyInstanceId.Wielder; 0 = not wielded public int ItemsCapacity { get; set; } // main-pack slots (containers) public int ContainersCapacity{ get; set; } // side-pack slots (containers) /// Retail PublicWeenieDesc._hook_item_types. public uint HookItemTypes { get; set; } /// Retail PublicWeenieDesc._hook_type. public uint HookType { get; set; } /// /// Port of ACCWeenieObject::IsHook @ 0x0058C660. /// A hook must publish both a hook type and an accepted item-type mask. /// public bool IsHook => HookType != 0u && HookItemTypes != 0u; public uint Priority { get; set; } // ClothingPriority / CoverageMask layer order public uint? Useability { get; set; } // ITEM_USEABLE from PublicWeenieDesc public uint? TargetType { get; set; } // ITEM_TYPE mask for targeted-use compatibility /// Retail PublicWeenieDesc._bitfield; null until CreateObject supplies it. public uint? PublicWeenieBitfield { get; set; } /// /// Retail PublicWeenieDesc._pet_owner; zero means this creature is not a pet. /// CreateObject second-header flag PWD2_Packed_PetOwner (0x8) supplies it. /// public uint PetOwnerId { get; set; } /// Retail PublicWeenieDesc._combatUse; null when its header flag was absent. public byte? CombatUse { get; set; } /// Retail PublicWeenieDesc._ammoType; zero is AMMO_NONE. public ushort? AmmoType { get; set; } /// Retail PublicWeenieDesc._spellID; used by caster endowments. public uint? SpellId { get; set; } /// /// Retail PublicWeenieDesc._cooldown_id. Positive values name a /// shared item-cooldown group whose player enchantment id is /// CooldownId + 0x8000. /// public uint? CooldownId { get; set; } /// /// Retail PublicWeenieDesc._cooldown_duration, in seconds. This is /// the denominator used by UIElement_UIItem::UpdateCooldownDisplay. /// public double? CooldownDuration { get; set; } /// Client-side trade state used by ItemHolder legality gates. public int TradeState { get; set; } /// Resolved membership in SpellComponentTable (retail IsComponentPack). public bool IsComponentPack { get; set; } /// Retail PublicWeenieDesc _blipColor; null until supplied by CreateObject. public byte? RadarBlipColor { get; set; } /// Retail PublicWeenieDesc _radar_enum; null until supplied by CreateObject. public byte? RadarBehavior { get; set; } public int Structure { get; set; } // charges/uses remaining public int MaxStructure { get; set; } public float Workmanship { get; set; } // 0..10 (fractional on the wire) /// /// Retail PublicWeenieDesc._material_type. The appropriate-name /// path resolves this through the DAT material enum and prefixes it to /// the base object name. /// public uint? MaterialType { get; set; } public PropertyBundle Properties { get; } = new(); /// /// Ports the singular/plural selection inside /// ACCWeenieObject::GetObjectName(NAME_APPROPRIATE) @ 0x0058E6E0. /// Stacked objects prefer ; when the wire omitted it, /// retail appends s, or es when the singular already ends in /// lowercase s. DAT-backed material decoration belongs to the presentation /// resolver because Core intentionally has no content-reader dependency. /// public string GetAppropriateName() { if (StackSize <= 1) return Name; if (!string.IsNullOrEmpty(PluralName)) return PluralName; if (string.IsNullOrEmpty(Name)) return Name; return Name[^1] == 's' ? Name + "es" : Name + "s"; } } /// /// The wire-delivered patch from a CreateObject (0xF745). Nullable fields /// were gated by a WeenieHeader flag that was ABSENT — the merge upsert /// (ClientObjectTable.Ingest) leaves the existing value untouched /// for those, matching retail's SetWeenieDesc (patches only present fields). /// Non-nullable id/effect fields use 0 = "not sent". Effects is assigned /// unconditionally (0 clears) — the D.5.2 icon contract. Quantity fields are /// int? (ACE PropertyInt convention); id/mask fields are uint?. /// public readonly record struct WeenieData( uint Guid, string? Name, ItemType? Type, uint WeenieClassId, uint IconId, uint IconOverlayId, uint IconUnderlayId, uint Effects, int? Value, int? StackSize, int? StackSizeMax, int? Burden, uint? ContainerId, uint? WielderId, uint? ValidLocations, uint? CurrentWieldedLocation, uint? Priority, int? ItemsCapacity, int? ContainersCapacity, int? Structure, int? MaxStructure, float? Workmanship, uint? Useability = null, uint? TargetType = null, byte? RadarBlipColor = null, byte? RadarBehavior = null, uint? PublicWeenieBitfield = null, byte? CombatUse = null, string? PluralName = null, uint? PetOwnerId = null, ushort? AmmoType = null, uint? SpellId = null, uint? CooldownId = null, double? CooldownDuration = null, uint? HookItemTypes = null, uint? HookType = null, uint? MaterialType = null); /// /// Retail ITEM_USEABLE helpers (acclient.h:6478, ItemUses::* at 0x004fccd0). /// Low 16 bits describe where the source may be used from; high 16 bits /// describe where the acquired target may be. /// public static class ItemUseability { public const uint Undef = 0x0u; public const uint No = 0x1u; public const uint Self = 0x2u; public const uint Wielded = 0x4u; public const uint Contained = 0x8u; public const uint Viewed = 0x10u; public const uint Remote = 0x20u; public const uint NeverWalk = 0x40u; public const uint ObjSelf = 0x80u; public const uint SourceMask = 0x0000FFFFu; public const uint TargetMask = 0xFFFF0000u; public static bool IsTargeted(uint useability) => (useability & TargetMask) != 0; public static bool AllowsSelfTarget(uint useability) => ((useability >> 16) & Self) != 0; public static bool AllowsObjectSelfTarget(uint useability) => ((useability >> 16) & ObjSelf) != 0; public static uint SourceFlags(uint useability) => useability & SourceMask; /// Retail ItemUses::GetLeastLimitedSourceUse. public static uint LeastLimitedSourceUse(uint useability) { uint s = SourceFlags(useability); if ((s & Remote) != 0) return Remote; if ((s & Viewed) != 0) return Viewed; if ((s & Contained) != 0) return Contained; if ((s & Wielded) != 0) return Wielded; if ((s & Self) != 0) return Self; return Undef; } public static uint TargetFlags(uint useability) => (useability & TargetMask) >> 16; /// /// Retail ItemUses::IsUseable @ 0x004FCCC0. The implementation /// complements the full bitfield and returns its low bit, so only /// USEABLE_NO disables use. In particular, the default /// USEABLE_UNDEF value zero is usable. /// public static bool IsUseable(uint useability) => (useability & No) == 0; /// /// Retail ItemUses::GetLeastLimitedTargetUse (0x004fcd50): the most /// permissive target-use bit present, priority Remote > Viewed > /// Contained > Wielded > Self > ObjSelf. The target-compat gate /// (ItemHolder::IsTargetCompatibleWithTargetingObject 0x00588070) /// only enforces a location constraint when the BEST available bit is /// Contained or Wielded. /// public static uint LeastLimitedTargetUse(uint useability) { uint t = TargetFlags(useability); if ((t & Remote) != 0) return Remote; if ((t & Viewed) != 0) return Viewed; if ((t & Contained) != 0) return Contained; if ((t & Wielded) != 0) return Wielded; if ((t & Self) != 0) return Self; return t & ObjSelf; } public static bool IsDirectUseable(uint useability) => !IsTargeted(useability) && IsUseable(useability); } /// /// 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; /// Augmentation bonus-burden per aug rank (retail EncumbranceCapacity, 0x1e). public const int AugBurdenPerRank = 30; /// Max augmentation bonus-burden contribution per Strength (retail clamp 0x96). public const int AugBurdenCap = 150; /// /// Retail EncumbranceSystem::EncumbranceCapacity(strength, aug) /// (named-retail decomp 256393, 0x004fcc00): /// strength <= 0 ? 0 : strength*150 + clamp(aug*30, 0, 150)*strength. /// public static int EncumbranceCapacity(int strength, int aug) { if (strength <= 0) return 0; int bonus = aug * AugBurdenPerRank; if (bonus < 0) bonus = 0; // decomp: eax_2 < 0 -> base only if (bonus > AugBurdenCap) bonus = AugBurdenCap; return strength * BurdenPerStrength + bonus * strength; } /// /// Retail EncumbranceSystem::Load(capacity, burden) (decomp 256413, /// 0x004fcc40): the encumbrance ratio burden / capacity /// (1.0 = at capacity, up to ~3.0). The decompiler mangled the FP divide to /// return burden; the cap <= 0 guard + single divide is unambiguous. /// Returns 0 when capacity <= 0 (no-data). /// public static float LoadRatio(int capacity, int burden) => capacity <= 0 ? 0f : (float)burden / capacity; /// /// Retail EncumbranceSystem::LoadMod @ 0x004FCC70: full /// effectiveness through 100% load, a linear falloff to zero at 200%, /// then zero above it. /// public static float LoadModifier(float load) => load <= 1f ? 1f : load < 2f ? 2f - load : 0f; /// /// Percentage printed by gmCharacterInfoUI::UpdateLoad @ 0x004B8A20. /// Retail truncates LoadMod * 10 before converting the ten steps to /// a percentage. /// public static int LoadPenaltyPercent(float load) => (10 - (int)(LoadModifier(load) * 10f)) * 10; /// /// Retail gmBackpackUI::SetLoadLevel bar fill (decomp 176542, /// 0x004a6ea6): clamp(load * 0.3333…, 0, 1) — the bar is 1/3 full at /// 100% capacity, full at 300%. /// public static float LoadToFill(float load) { float fill = load / 3f; if (fill < 0f) return 0f; return fill > 1f ? 1f : fill; } /// /// Retail gmBackpackUI::SetLoadLevel percent text (decomp 176542-176576): the /// percent is computed from the CLAMPED fill — arg2 = load/3 is clamped to [0,1] /// (the 176544-176563 block sets arg2 = 1.0 when fill >= 1) BEFORE /// floor(arg2 * 300). So the number SATURATES at 300% (it does NOT read 400% at /// 4x capacity). Equivalent to floor(LoadToFill(load) * 300). /// public static int LoadToPercent(float load) => (int)System.MathF.Floor(LoadToFill(load) * 300f); 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; } }