acdream/src/AcDream.App/UI/ItemInteractionController.cs
Erik 20ce67b625 feat(items): port retail external-container looting
Add the ClientUISystem ground-object lifecycle, authoritative root and nested ViewContents projections, replacement and close semantics, and the DAT-authored gmExternalContainerUI strip for chests and corpses.

Route double-click loot and full or partial drag transfers through the shared retail item policy without optimistic external ownership. Remove the incorrect NoLongerViewingContents behavior from owned side packs and retire AP-106/#196.

Release build succeeds and all 5,875 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 16:18:10 +02:00

639 lines
25 KiB
C#

using System;
using AcDream.Core.Items;
namespace AcDream.App.UI;
/// <summary>Result of offering a primary click to active item-target mode.</summary>
public enum ItemPrimaryClickResult
{
NotActive,
ConsumedSuccess,
ConsumedRejected,
}
/// <summary>
/// Shared retail item interaction orchestrator. UI widgets route item clicks,
/// target acquisition, and drag-out drops here instead of duplicating
/// ItemHolder::UseObject fragments in each panel.
/// </summary>
public sealed class ItemInteractionController : IDisposable
{
private const long RetailUseThrottleMs = 200;
private const long RetailDoubleClickMs = 500;
private readonly ClientObjectTable _objects;
private readonly Func<uint> _playerGuid;
private readonly Func<long> _nowMs;
private readonly Action<uint>? _sendUse;
private readonly Action<uint>? _sendExamine;
private readonly Action<uint, uint>? _sendUseWithTarget;
private readonly Action<uint, uint>? _sendWield;
private readonly Action<uint>? _sendDrop;
private readonly Action<uint, uint>? _sendSplitToWorld;
private readonly Action<uint, uint, int>? _sendPutItemInContainer;
private readonly Action<uint, uint, uint, uint>? _sendSplitToContainer;
private readonly Action<uint, uint, uint>? _sendGive;
private readonly Action<string>? _toast;
private readonly Func<bool> _readyForInventoryRequest;
private readonly Func<uint> _activeVendorId;
private readonly Func<uint> _groundObjectId;
private readonly Func<bool> _playerOnGround;
private readonly Func<bool> _inNonCombatMode;
private readonly Func<uint, bool> _isComponentPack;
private readonly Action<uint>? _placeInBackpack;
private readonly Action<uint>? _requestExternalContainer;
private readonly Action<ItemPolicyAction>? _auxiliaryAction;
private readonly InteractionState _interactionState;
private readonly Func<uint> _selectedObjectId;
private readonly StackSplitQuantityState? _stackSplitQuantity;
private readonly Func<bool> _dragOnPlayerOpensSecureTrade;
private readonly Action<string>? _systemMessage;
private readonly AutoWieldController _autoWield;
private long _lastUseMs = long.MinValue / 2;
private uint _consumedPrimaryClickTarget;
private long _consumedPrimaryClickMs = long.MinValue / 2;
private int _busyCount;
private bool _disposed;
public ItemInteractionController(
ClientObjectTable objects,
Func<uint> playerGuid,
Action<uint>? sendUse,
Action<uint, uint>? sendUseWithTarget,
Action<uint, uint>? sendWield,
Action<uint>? sendDrop,
Action<uint>? sendExamine = null,
Func<long>? nowMs = null,
Action<string>? toast = null,
InteractionState? interactionState = null,
Func<bool>? readyForInventoryRequest = null,
Func<uint>? activeVendorId = null,
Func<uint>? groundObjectId = null,
Func<bool>? playerOnGround = null,
Func<bool>? inNonCombatMode = null,
Func<uint, bool>? isComponentPack = null,
Action<uint>? placeInBackpack = null,
Action<ItemPolicyAction>? auxiliaryAction = null,
Action<uint, uint>? sendSplitToWorld = null,
Func<uint>? selectedObjectId = null,
StackSplitQuantityState? stackSplitQuantity = null,
Action<uint, uint, int>? sendPutItemInContainer = null,
Action<uint, uint, uint>? sendGive = null,
Func<bool>? dragOnPlayerOpensSecureTrade = null,
Action<string>? systemMessage = null,
Action<uint, uint, uint, uint>? sendSplitToContainer = null,
Action<uint>? requestExternalContainer = null)
{
_objects = objects ?? throw new ArgumentNullException(nameof(objects));
_playerGuid = playerGuid ?? throw new ArgumentNullException(nameof(playerGuid));
_sendUse = sendUse;
_sendExamine = sendExamine;
_sendUseWithTarget = sendUseWithTarget;
_sendWield = sendWield;
_sendDrop = sendDrop;
_sendSplitToWorld = sendSplitToWorld;
_sendPutItemInContainer = sendPutItemInContainer;
_sendSplitToContainer = sendSplitToContainer;
_sendGive = sendGive;
_nowMs = nowMs ?? (() => Environment.TickCount64);
_toast = toast;
_readyForInventoryRequest = readyForInventoryRequest ?? (() => true);
_activeVendorId = activeVendorId ?? (() => 0u);
_groundObjectId = groundObjectId ?? (() => 0u);
_playerOnGround = playerOnGround ?? (() => true);
_inNonCombatMode = inNonCombatMode ?? (() => false);
_isComponentPack = isComponentPack ?? (_ => false);
_placeInBackpack = placeInBackpack;
_requestExternalContainer = requestExternalContainer;
_auxiliaryAction = auxiliaryAction;
_selectedObjectId = selectedObjectId ?? (() => 0u);
_stackSplitQuantity = stackSplitQuantity;
_dragOnPlayerOpensSecureTrade = dragOnPlayerOpensSecureTrade ?? (() => true);
_systemMessage = systemMessage;
_interactionState = interactionState ?? new InteractionState();
_interactionState.Changed += OnInteractionModeChanged;
_autoWield = new AutoWieldController(
_objects,
_playerGuid,
_sendWield,
sendPutItemInContainer,
_toast,
_systemMessage);
}
public event Action? StateChanged;
public uint PlayerGuid => _playerGuid();
public InteractionState InteractionState => _interactionState;
public int BusyCount => _busyCount;
public bool CanMakeInventoryRequest =>
_readyForInventoryRequest() && _busyCount == 0 && !_autoWield.IsBusy;
/// <summary>
/// Increments retail's shared <c>ClientUISystem</c> busy reference after a
/// request issued by another retained controller has been sent. The
/// corresponding UseDone releases it. Retail spell casts complete through
/// Item__UseDone too; AttackDone belongs only to the combat attack owner.
/// </summary>
public void IncrementBusyCount()
{
_busyCount++;
StateChanged?.Invoke();
}
/// <summary>
/// Raised for retail confirmation/auxiliary actions whose retained panel is
/// owned outside this controller (PK/NPK altar, volatile rare, trade, salvage).
/// </summary>
public event Action<ItemPolicyAction>? PolicyActionRequested;
public uint PendingSourceItem
=> _interactionState.Current is { Kind: InteractionModeKind.UseItemOnTarget } mode
? mode.SourceObjectId
: 0u;
public bool IsTargetModeActive
=> _interactionState.Current.Kind == InteractionModeKind.UseItemOnTarget;
public bool IsAnyTargetModeActive
=> _interactionState.Current.Kind != InteractionModeKind.None;
public bool IsPendingSource(uint itemGuid)
=> itemGuid != 0 && itemGuid == PendingSourceItem;
/// <summary>
/// Retail <c>ACCWeenieObject::IsOwnedByPlayer</c> projection shared with
/// toolbar shortcut creation. Ownership includes self, equipped items, and
/// arbitrarily nested carried containers.
/// </summary>
public bool IsOwnedByPlayer(uint itemGuid)
=> _objects.Get(itemGuid) is { } item
&& (item.ObjectId == _playerGuid()
|| IsCarriedByPlayer(item)
|| IsEquippedByPlayer(item));
public bool IsCurrentTargetCompatible(uint targetGuid)
{
if (!IsTargetModeActive || targetGuid == 0) return false;
var source = _objects.Get(PendingSourceItem);
return source?.Useability is not null
&& TargetCompatible(source, targetGuid);
}
/// <summary>
/// The single target-mode interception point for world and retained item
/// clicks. A rejected target is still consumed and must never fall through
/// to selection, container opening, or ordinary item activation.
/// </summary>
public ItemPrimaryClickResult OfferPrimaryClick(uint targetGuid)
{
InteractionModeKind mode = _interactionState.Current.Kind;
if (mode == InteractionModeKind.None)
{
long now = _nowMs();
if (targetGuid != 0
&& targetGuid == _consumedPrimaryClickTarget
&& now - _consumedPrimaryClickMs <= RetailDoubleClickMs)
return ItemPrimaryClickResult.ConsumedRejected;
_consumedPrimaryClickTarget = 0;
return ItemPrimaryClickResult.NotActive;
}
bool accepted;
switch (mode)
{
case InteractionModeKind.Use:
ClearTargetMode();
accepted = ActivateItem(targetGuid);
break;
case InteractionModeKind.Examine:
ClearTargetMode();
accepted = targetGuid != 0 && _sendExamine is not null;
if (accepted)
_sendExamine!(targetGuid);
break;
case InteractionModeKind.UseItemOnTarget:
accepted = AcquireTarget(targetGuid);
break;
default:
throw new InvalidOperationException($"Unknown interaction mode {mode}.");
}
_consumedPrimaryClickTarget = targetGuid;
_consumedPrimaryClickMs = _nowMs();
return accepted
? ItemPrimaryClickResult.ConsumedSuccess
: ItemPrimaryClickResult.ConsumedRejected;
}
public ItemPrimaryClickResult OfferSelfPrimaryClick()
=> OfferPrimaryClick(_playerGuid());
/// <summary>
/// Retail toolbar Use button: use the current selection immediately, or arm
/// one-shot <c>TARGET_MODE_USE</c> when no object is selected.
/// Retail reference: <c>gmToolbarUI::ListenToElementMessage @ 0x004BEE90</c>.
/// </summary>
public bool UseSelectedOrEnterMode(uint selectedObjectId)
{
if (selectedObjectId != 0)
return ActivateItem(selectedObjectId);
return _interactionState.EnterUse();
}
/// <summary>
/// Retail toolbar Examine button: appraise the current selection immediately,
/// or arm one-shot <c>TARGET_MODE_EXAMINE</c> when no object is selected.
/// Retail reference: <c>gmToolbarUI::ListenToElementMessage @ 0x004BEE90</c>.
/// </summary>
public bool ExamineSelectedOrEnterMode(uint selectedObjectId)
{
if (selectedObjectId == 0)
return _interactionState.EnterExamine();
if (_sendExamine is null)
return false;
_sendExamine(selectedObjectId);
return true;
}
public bool ActivateItem(uint itemGuid)
{
if (itemGuid == 0) return false;
if (IsTargetModeActive)
return OfferPrimaryClick(itemGuid) == ItemPrimaryClickResult.ConsumedSuccess;
var item = _objects.Get(itemGuid);
if (item is null) return false;
if (!ConsumeUseThrottle())
return true;
var input = new ItemUsePolicyInput(
Snapshot(item),
_playerGuid(),
_groundObjectId(),
CanMakeInventoryRequest,
_activeVendorId(),
BypassClassification: false,
UseCurrentSelection: false,
SelectedTarget: null,
ConfirmVolatileRareUses: true,
InNonCombatMode: _inNonCombatMode());
var decision = ItemInteractionPolicy.DecideUse(input);
return ExecuteUseActions(decision.Actions);
}
/// <summary>
/// Retail paperdoll drop entry point. The paperdoll resolves the exact
/// target side/location; this shared interaction owner performs AutoWield's
/// confirmed blocker transaction before sending GetAndWieldItem.
/// </summary>
public bool WieldFromPaperdoll(uint itemGuid, EquipMask targetMask)
{
if (itemGuid == 0u || targetMask == EquipMask.None)
return false;
if (_objects.Get(itemGuid) is not { } item)
return false;
return _autoWield.TryWield(item, targetMask);
}
public bool AcquireTarget(uint targetGuid)
{
if (!IsTargetModeActive || targetGuid == 0) return false;
uint sourceGuid = PendingSourceItem;
ClearTargetMode();
var source = _objects.Get(sourceGuid);
if (source?.Useability is not { } useability)
return false;
bool compatible = TargetCompatible(source, targetGuid);
var target = _objects.Get(targetGuid);
Console.WriteLine(
$"[use-target] src=0x{sourceGuid:X8} use=0x{useability:X8} ttypeMask=0x{source.TargetType ?? 0u:X8}"
+ $" tgt=0x{targetGuid:X8} tgtKind={(target is null ? "none" : $"0x{(uint)target.Type:X8}")}"
+ $" -> {(compatible ? "SEND UseWithTarget" : "refused")}");
if (!compatible)
return false;
if (!CanMakeInventoryRequest)
return false;
_sendUseWithTarget?.Invoke(sourceGuid, targetGuid);
_busyCount++;
return true;
}
public bool AcquireSelfTarget()
=> IsTargetModeActive && AcquireTarget(_playerGuid());
/// <summary>
/// Completes the positive branch of retail
/// <c>ClientUISystem::UsageCallback @ 0x00565B20</c>. Confirmation policy has
/// already consumed the original activation, so acceptance sends the retained
/// object id and enters the same busy state as an ordinary use.
/// </summary>
public bool ExecuteConfirmedUse(uint objectId)
{
if (objectId == 0u || _sendUse is null)
return false;
_sendUse(objectId);
_busyCount++;
return true;
}
public void CancelTargetMode()
{
if (!IsAnyTargetModeActive) return;
ClearTargetMode();
}
public bool DropToWorld(ItemDragPayload payload)
=> PlaceIn3D(payload, targetGuid: 0u);
/// <summary>
/// Retail inventory drag released into SmartBox. The release target is the
/// world object under the cursor, or zero for empty ground. This is the live
/// adapter for <c>ItemHolder::AttemptPlaceIn3D @ 0x00588600</c>.
/// </summary>
public bool PlaceIn3D(ItemDragPayload payload, uint targetGuid)
{
ArgumentNullException.ThrowIfNull(payload);
if (payload.SourceKind == ItemDragSource.ShortcutBar)
return false;
if (payload.ObjId == 0 || _objects.Get(payload.ObjId) is not { } item)
return false;
uint fullStack = (uint)Math.Max(1, item.StackSize);
int splitSize = (int)(_stackSplitQuantity?.GetObjectSplitSize(
item.ObjectId, _selectedObjectId(), fullStack) ?? fullStack);
ClientObject? target = targetGuid == 0u ? null : _objects.Get(targetGuid);
var decision = ItemInteractionPolicy.DecidePlacement(new ItemPlacementPolicyInput(
Snapshot(item),
_playerGuid(),
_groundObjectId(),
CanMakeInventoryRequest,
TargetId: targetGuid,
Target: target is null ? null : Snapshot(target),
AllowGroundFallback: true,
MergeAccepted: false,
DragOnPlayerOpensSecureTrade: _dragOnPlayerOpensSecureTrade(),
PlayerOnGround: _playerOnGround(),
SplitSize: splitSize));
ExecutePlacementActions(decision.Actions);
return decision.ReturnValue;
}
private bool ExecuteUseActions(System.Collections.Generic.IReadOnlyList<ItemPolicyAction> actions)
{
uint openedOrUsed = 0;
bool acted = false;
foreach (var action in actions)
{
switch (action.Kind)
{
case ItemPolicyActionKind.PlaceInBackpack:
_placeInBackpack?.Invoke(action.ObjectId);
acted |= _placeInBackpack is not null;
break;
case ItemPolicyActionKind.WieldRight:
case ItemPolicyActionKind.WieldLeft:
case ItemPolicyActionKind.AutoSort:
if (_objects.Get(action.ObjectId) is { } item)
acted |= _autoWield.TryWield(item);
break;
case ItemPolicyActionKind.OpenContainedContainer:
case ItemPolicyActionKind.SendUse:
// Retail's wire Use and local OpenContainedContainer notice are
// distinct. acdream currently represents both with SendUse, so
// coalesce the pair to one packet.
if (openedOrUsed != action.ObjectId)
{
_sendUse?.Invoke(action.ObjectId);
openedOrUsed = action.ObjectId;
acted |= _sendUse is not null;
}
break;
case ItemPolicyActionKind.SendUseWithTarget:
_sendUseWithTarget?.Invoke(action.ObjectId, action.TargetId);
acted |= _sendUseWithTarget is not null;
break;
case ItemPolicyActionKind.SetGroundObject:
_requestExternalContainer?.Invoke(action.ObjectId);
acted |= _requestExternalContainer is not null;
break;
case ItemPolicyActionKind.EnterTargetMode:
EnterTargetMode(action.ObjectId);
acted = true;
break;
case ItemPolicyActionKind.IncrementBusy:
_busyCount++;
break;
case ItemPolicyActionKind.Reject:
if (!string.IsNullOrWhiteSpace(action.Message))
_toast?.Invoke(action.Message);
break;
default:
_auxiliaryAction?.Invoke(action);
PolicyActionRequested?.Invoke(action);
bool handled = _auxiliaryAction is not null || PolicyActionRequested is not null;
if (!handled)
_toast?.Invoke(PolicyActionMessage(action));
acted |= handled || _toast is not null;
break;
}
}
return acted;
}
private void ExecutePlacementActions(System.Collections.Generic.IReadOnlyList<ItemPolicyAction> actions)
{
foreach (var action in actions)
{
switch (action.Kind)
{
case ItemPolicyActionKind.DropToWorld:
_objects.MoveItemOptimistic(action.ObjectId, newContainerId: 0u, newSlot: -1);
_sendDrop?.Invoke(action.ObjectId);
break;
case ItemPolicyActionKind.SplitToWorld:
// UIAttemptSplitTo3D leaves the original object in its container;
// the server assigns the split-off ground stack a new guid.
_sendSplitToWorld?.Invoke(action.ObjectId, (uint)action.Amount);
break;
case ItemPolicyActionKind.GiveToTarget:
// UIAttemptGive @ 0x0058D620 sends the request and leaves
// the source untouched until the authoritative server
// InventoryRemoveObject / SetStackSize response arrives.
_sendGive?.Invoke(
action.TargetId,
action.ObjectId,
(uint)Math.Max(1, action.Amount));
break;
case ItemPolicyActionKind.PlaceInContainer:
{
uint fullStack = (uint)Math.Max(
1,
_objects.Get(action.ObjectId)?.StackSize ?? action.Amount);
uint amount = (uint)Math.Max(1, action.Amount);
if (amount < fullStack)
_sendSplitToContainer?.Invoke(action.ObjectId, action.TargetId, 0u, amount);
else
_sendPutItemInContainer?.Invoke(action.ObjectId, action.TargetId, 0);
break;
}
case ItemPolicyActionKind.Reject:
if (!string.IsNullOrWhiteSpace(action.Message))
_toast?.Invoke(action.Message);
break;
default:
_auxiliaryAction?.Invoke(action);
PolicyActionRequested?.Invoke(action);
if (_auxiliaryAction is null && PolicyActionRequested is null)
_toast?.Invoke(PolicyActionMessage(action));
break;
}
}
}
private void EnterTargetMode(uint sourceGuid)
{
_consumedPrimaryClickTarget = 0;
_interactionState.EnterUseItemOnTarget(sourceGuid);
var name = _objects.Get(sourceGuid)?.Name;
if (!string.IsNullOrWhiteSpace(name))
_toast?.Invoke($"Choose a target for the {name}");
}
private void ClearTargetMode()
{
_interactionState.Clear();
}
private static string PolicyActionMessage(ItemPolicyAction action)
=> action.Kind switch
{
ItemPolicyActionKind.ConfirmPlayerKillerSwitch =>
"Confirm using this Player Killer altar before continuing.",
ItemPolicyActionKind.ConfirmNonPlayerKillerSwitch =>
"Confirm using this Non-Player Killer altar before continuing.",
ItemPolicyActionKind.ConfirmVolatileRare =>
"Confirm using this volatile rare before continuing.",
ItemPolicyActionKind.OpenSecureTrade or ItemPolicyActionKind.StartSecureTrade =>
"Secure trade is not open.",
ItemPolicyActionKind.OpenSalvage => "Open the salvage panel to use that item.",
_ => "That item action is not available here.",
};
private void OnInteractionModeChanged(InteractionModeTransition _)
=> StateChanged?.Invoke();
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_interactionState.Changed -= OnInteractionModeChanged;
_autoWield.Dispose();
}
/// <summary>Retail UseDone (0x01C7) releases one UI busy reference.</summary>
public void CompleteUse(uint _)
{
if (_busyCount == 0) return;
_busyCount--;
StateChanged?.Invoke();
}
/// <summary>Session teardown drops every outstanding client UI busy reference.</summary>
public void ClearBusy()
{
if (_busyCount == 0) return;
_busyCount = 0;
StateChanged?.Invoke();
}
private bool ConsumeUseThrottle()
{
long now = _nowMs();
if (now - _lastUseMs < RetailUseThrottleMs)
return false;
_lastUseMs = now;
return true;
}
private static bool IsContainer(ClientObject item)
=> item.ContainerTypeHint != 0
|| item.Type.HasFlag(ItemType.Container)
|| item.ItemsCapacity > 0;
private ItemPolicyObject Snapshot(ClientObject item)
{
var flags = (PublicWeenieFlags)(item.PublicWeenieBitfield ?? 0u);
if (item.ObjectId == _playerGuid())
flags |= PublicWeenieFlags.Player;
bool owned = item.ObjectId == _playerGuid()
|| IsCarriedByPlayer(item)
|| IsEquippedByPlayer(item);
int stackSize = Math.Max(1, item.StackSize);
return new ItemPolicyObject(
item.ObjectId,
item.Type,
flags,
item.ContainerId,
item.WielderId,
item.ValidLocations,
item.CurrentlyEquippedLocation,
item.CombatUse ?? 0,
item.ItemsCapacity,
item.ContainersCapacity,
item.Useability ?? 0u,
item.TargetType ?? 0u,
owned,
IsContainer(item),
item.IsComponentPack || _isComponentPack(item.WeenieClassId),
item.TradeState,
stackSize,
stackSize,
IsIn3DView: item.ContainerId == 0 && item.WielderId == 0
&& item.ObjectId != _playerGuid());
}
/// <summary>
/// App adapter for Core's pure port of
/// <c>ItemHolder::IsTargetCompatibleWithTargetingObject @ 0x00588070</c>.
/// </summary>
private bool TargetCompatible(ClientObject source, uint targetGuid)
{
var target = _objects.Get(targetGuid);
if (target is null)
return false; // retail: GetWeenieObject(target) null → incompatible
return ItemInteractionPolicy.IsTargetCompatible(
Snapshot(source), Snapshot(target), _playerGuid());
}
private bool IsEquippedByPlayer(ClientObject item)
{
uint player = _playerGuid();
return item.CurrentlyEquippedLocation != EquipMask.None
&& (item.WielderId == player || item.ContainerId == player);
}
private bool IsCarriedByPlayer(ClientObject item)
{
uint player = _playerGuid();
uint container = item.ContainerId;
for (int hops = 0; container != 0 && hops < 8; hops++)
{
if (container == player) return true;
container = _objects.Get(container)?.ContainerId ?? 0u;
}
return false;
}
}