Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels. Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee. Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects. Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite. Co-Authored-By: Codex <noreply@openai.com>
149 lines
6.5 KiB
Markdown
149 lines
6.5 KiB
Markdown
# Retail inventory weapon-switch pseudocode
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## Scope
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Inventory double-click of a weapon while another primary weapon is equipped,
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or dragging an item onto a specific paperdoll slot, in both peace and combat
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modes. The UI request sequence is shared; combat-mode animation remains
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server-authoritative.
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## Retail oracle
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- `ItemHolder::DetermineUseResult @ 0x00588460` classifies an owned combat-use
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item as `WieldRight`.
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- `CPlayerSystem::UsingItem @ 0x00562F70` dispatches that result to
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`AutoWield(item, SLOT_SIDE_RIGHT, 0, 1, 0, 1)`.
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- `CPlayerSystem::AutoWield @ 0x00560A60` treats
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`0x03500000` (`MeleeWeapon | MissileWeapon | Held | TwoHanded`) as one
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weapon-ready group. If occupied, it records the requested item, sends the
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blocking weapon to the player container, and does not wield the requested
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item yet.
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- `CPlayerSystem::RecvNotice_ServerSaysMoveItem @ 0x00563260` retries
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`AutoWield` only after the server confirms the blocking item moved.
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- `ACCWeenieObject::UIAttemptWield @ 0x0058D590` sends
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`GetAndWieldItem(item, equipMask)`.
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- `gmPaperDollUI::HandleDropRelease @ 0x004A4D80` routes an accepted physical
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item through `AcceptDragObject @ 0x004A3B10`, which calls `AutoWield` (or
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`AutoWear`) with the paperdoll's resolved target side. It does not send a
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direct `GetAndWieldItem` while a blocker remains equipped.
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- `ClientCombatSystem::OnQualityChanged @ 0x0056C1B0` reads player
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PropertyInt 40 (`CombatMode`) and applies it through `SetCombatMode`.
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Addresses are from `docs/research/named-retail/symbols.json`; pseudo-C is in
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`docs/research/named-retail/acclient_2013_pseudo_c.txt`.
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## Cross-reference
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- ACE `Player_Inventory.cs` says the client normally sends the conflicting
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item's dequip before `GetAndWieldItem`. `TryShuffleStance` changes a player
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who is already in combat to Missile, Magic, or Melee after the new item is
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equipped; it leaves a player in peace mode in peace.
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- ACE `Creature_Combat.cs::SwitchCombatStyles` performs the visible
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old-stance -> peace -> new-stance motion chain and sends
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`PrivateUpdatePropertyInt(CombatMode, ...)`.
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- holtburger independently confirms the action/event shapes:
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`GetAndWieldItem { item_guid, equip_mask }`, `WieldObject`, and
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PropertyInt 40 as `CombatMode`.
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## Faithful pseudocode
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```text
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on inventory item double-click(item):
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decision = DetermineUseResult(item)
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if decision is WieldRight or WieldLeft or AutoSort:
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auto_wield(item)
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on paperdoll drop(item, target slot):
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resolvedMask = resolve item.ValidLocations against the authored slot side
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auto_wield(item, resolvedMask)
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auto_wield(item):
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if another auto-wield transaction is waiting for the server:
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consume the request without sending another inventory action
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if item has no valid equip location or is already equipped:
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return false
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if item.validLocations intersects WEAPON_READY_MASK:
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desiredMask = item.validLocations & WEAPON_READY_MASK
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blocker = player's equipped item intersecting WEAPON_READY_MASK
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if blocker exists:
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print system text "Moving <blocker name> to your backpack"
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pending = (requestedItem = item.id,
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blockingItem = blocker.id,
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resolvedMask = desiredMask)
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send PutItemInContainer(blocker.id, player.id, placement = 0)
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return true
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if BlocksUseOfShield(item) and a shield is equipped:
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begin the same confirmed blocker transaction for the shield
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if item.ammoType is not AMMO_NONE
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and equipped ammo has a different ammoType:
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begin the same confirmed blocker transaction for the ammo
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send_wield(item, desiredMask)
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return true
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use the existing retail slot/auto-wear selection rules
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send_wield(item, selectedMask)
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on server-confirmed item move(blocker):
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if blocker matches pending.blockingItem
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and blocker is now loose in the player's main pack:
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requested = pending.requestedItem
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clear pending before re-entry
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auto_wield(requested, pending.resolvedMask)
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on server inventory-request failure(item, error):
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if item matches pending.blockingItem or pending.requestedItem:
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clear pending
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send_wield(item, mask):
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pending = (requestedItem = item.id, blockingItem = none)
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update the retained inventory/paperdoll projection optimistically
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send GetAndWieldItem(item.id, mask)
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on server-confirmed WieldObject(item):
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reconcile the item's optimistic rollback snapshot separately
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if item matches pending.requestedItem
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and pending.blockingItem is none:
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clear pending
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on PrivateUpdatePropertyInt(property = CombatMode, value):
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if value is exactly NonCombat, Melee, Missile, or Magic:
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CombatState.SetCombatMode(value)
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```
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## Animation ownership
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The client must not synthesize a local bow-to-sword animation. In peace mode,
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ACE leaves `CombatMode` as `NonCombat`. In combat mode, ACE selects the new
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weapon's stance and sends the authoritative motion stream plus PropertyInt 40.
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The inventory controller only sequences the two wire requests and waits for
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the old weapon's confirmed move; the existing motion and equipped-child
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render paths consume the server events.
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The request is not complete when `GetAndWieldItem` is merely sent. Retail
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`UIAttemptWield` records `prevRequest = IR_WIELD` and leaves the item waiting
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until `ServerSaysMoveItem` reconciles it. acdream therefore keeps AutoWield
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busy through the final authoritative `WieldObject`; allowing another switch
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during the optimistic interval makes ACE reject otherwise valid items. Retail
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`ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0` clears the matching request
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directly; that UI completion is intentionally independent of the object's
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separate optimistic rollback counter.
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## Known remaining retail surface
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This port covers inventory activation and paperdoll drops through the same
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primary weapon-ready transaction, plus retail's secondary incompatible-shield
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and mismatched-ammo blockers. `CreateObject` retains the exact `AmmoType`
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needed for those decisions, and paperdoll target-side intent survives every
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authoritative blocker retry. Full `AutoWieldIsLegal` and dual-wield/off-hand
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rules remain tracked by divergence row AP-108. Retail also appends
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`" - cannot unwield the %s"` when `AttemptToPlaceInContainer` rejects
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synchronously. ACDream's current send seam is void and ACE reports that
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rejection asynchronously, so the successful status line is exact while that
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failure suffix remains tracked instead of being fabricated at the wrong
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transaction boundary.
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