Code-quality review minors on Task 2: fix the missing space in the FingerWearRight= alignment and document why bit 31 (0x80000000, present only in the header's CLOTHING_LOC composite) has no named member. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
292 lines
12 KiB
C#
292 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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namespace AcDream.Core.Items;
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// ─────────────────────────────────────────────────────────────────────
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// Scaffold for R6 — items + inventory data model.
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// Full research: docs/research/deepdives/r06-items-inventory.md
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// ─────────────────────────────────────────────────────────────────────
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/// <summary>
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/// AC's <c>ItemType</c> is a 32-bit flags enum — a single dat weenie can
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/// assert multiple type bits. From <c>ACE.Entity.Enum.ItemType</c>
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/// cross-checked against the decompile paperdoll tooltip dispatcher.
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/// Full bit list in the research doc §1.
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/// </summary>
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[Flags]
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public enum ItemType : uint
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{
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None = 0,
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MeleeWeapon = 0x00000001,
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Armor = 0x00000002,
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Clothing = 0x00000004,
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Jewelry = 0x00000008,
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Creature = 0x00000010,
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Food = 0x00000020,
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Money = 0x00000040,
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Misc = 0x00000080,
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MissileWeapon = 0x00000100,
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Container = 0x00000200,
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Useless = 0x00000400,
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Gem = 0x00000800,
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SpellComponents = 0x00001000,
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Writable = 0x00002000,
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Key = 0x00004000,
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Caster = 0x00008000,
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Portal = 0x00010000,
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Lockable = 0x00020000,
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PromissoryNote = 0x00040000,
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ManaStone = 0x00080000,
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Service = 0x00100000,
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MagicWieldable = 0x00200000,
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CraftCookingBase = 0x00400000,
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CraftAlchemyBase = 0x00800000,
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CraftFletchingBase = 0x01000000,
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CraftAlchemyIntermediate= 0x02000000,
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CraftCookingIntermediate= 0x04000000,
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CraftFletchingIntermediate = 0x08000000,
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LifeStone = 0x10000000,
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TinkeringTool = 0x20000000,
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TinkeringMaterial = 0x40000000,
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Gameboard = 0x80000000u,
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Vestements = Armor | Clothing,
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Weapon = MeleeWeapon | MissileWeapon | Caster,
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WeaponOrCaster = Weapon,
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Item = Weapon | Armor | Clothing | Jewelry | Container,
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}
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/// <summary>
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/// Equipment slot bitmask — the verbatim retail <c>INVENTORY_LOC</c> enum
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/// (docs/research/named-retail/acclient.h:3193; identical to ACE's EquipMask).
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/// The wire (ValidLocations / CurrentWieldedLocation / WieldObject EquipLoc) delivers
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/// these exact bits. Pinned by EquipMaskTests — do NOT renumber.
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/// (The header's <c>CLOTHING_LOC</c> composite also sets bit 31, 0x80000000, which is
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/// not a named INVENTORY_LOC primitive and has no member here; <c>ALL_LOC</c> tops out at bit 30.)
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/// </summary>
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[Flags]
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public enum EquipMask : uint
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{
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None = 0x00000000,
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HeadWear = 0x00000001,
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ChestWear = 0x00000002,
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AbdomenWear = 0x00000004,
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UpperArmWear = 0x00000008,
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LowerArmWear = 0x00000010,
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HandWear = 0x00000020,
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UpperLegWear = 0x00000040,
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LowerLegWear = 0x00000080,
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FootWear = 0x00000100,
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ChestArmor = 0x00000200,
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AbdomenArmor = 0x00000400,
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UpperArmArmor = 0x00000800,
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LowerArmArmor = 0x00001000,
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UpperLegArmor = 0x00002000,
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LowerLegArmor = 0x00004000,
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NeckWear = 0x00008000,
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WristWearLeft = 0x00010000,
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WristWearRight = 0x00020000,
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FingerWearLeft = 0x00040000,
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FingerWearRight = 0x00080000,
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MeleeWeapon = 0x00100000,
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Shield = 0x00200000,
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MissileWeapon = 0x00400000,
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MissileAmmo = 0x00800000,
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Held = 0x01000000,
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TwoHanded = 0x02000000,
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TrinketOne = 0x04000000,
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Cloak = 0x08000000,
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SigilOne = 0x10000000,
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SigilTwo = 0x20000000,
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SigilThree = 0x40000000,
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}
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/// <summary>
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/// AC's property model is split across 7 typed tables. See r06 §3 for
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/// the full property enumeration. This struct is a thin wrapper; real
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/// bundles come over the wire in <c>ObjectDesc</c> / <c>IdentifyResponse</c>.
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/// </summary>
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public sealed class PropertyBundle
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{
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public Dictionary<uint, int> Ints { get; } = new();
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public Dictionary<uint, long> Int64s { get; } = new();
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public Dictionary<uint, bool> Bools { get; } = new();
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public Dictionary<uint, double> Floats { get; } = new();
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public Dictionary<uint, string> Strings { get; } = new();
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public Dictionary<uint, uint> DataIds { get; } = new();
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public Dictionary<uint, uint> InstanceIds { get; } = new();
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public int GetInt (uint k, int def = 0) => Ints.TryGetValue(k, out var v) ? v : def;
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public bool GetBool (uint k, bool def = false) => Bools.TryGetValue(k, out var v) ? v : def;
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public double GetFloat (uint k, double def = 0) => Floats.TryGetValue(k, out var v) ? v : def;
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public string GetString(uint k, string def = "") => Strings.TryGetValue(k, out var v) ? v : def;
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}
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/// <summary>
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/// Per-object live state (the data side of every server object — items and creatures alike).
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/// Retail <c>ACCWeenieObject</c>.
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/// </summary>
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public sealed class ClientObject
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{
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public uint ObjectId { get; init; }
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public uint WeenieClassId { get; set; } // "blueprint"
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public string Name { get; set; } = "";
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public ItemType Type { get; set; }
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public EquipMask ValidLocations { get; set; }
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public EquipMask CurrentlyEquippedLocation { get; set; }
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public uint IconId { get; set; } // 0x06xxxxxx
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public uint IconUnderlayId{ get; set; } // "magic" underlay
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public uint IconOverlayId { get; set; } // "enchanted" overlay
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/// <summary>
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/// UiEffects bitfield (retail PublicWeenieDesc._effects, acclient.h:37183).
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/// Drives the icon's effect-overlay recolor (Magical=0x1 … Nether=0x1000).
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/// CreateObject-only (weenieFlags 0x80) + live PublicUpdatePropertyInt(0x02CE);
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/// appraise never carries it. 0 = no effect.
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/// </summary>
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public uint Effects { get; set; }
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public int StackSize { get; set; } = 1;
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public int StackSizeMax { get; set; } = 1;
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public int Burden { get; set; } // per-stack total
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public int Value { get; set; } // pyreals
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public uint ContainerId { get; set; } // parent container ObjectId, or 0
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public int ContainerSlot { get; set; } = -1;
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public bool Attuned { get; set; }
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public bool Bonded { get; set; }
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public uint WielderId { get; set; } // PropertyInstanceId.Wielder; 0 = not wielded
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public int ItemsCapacity { get; set; } // main-pack slots (containers)
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public int ContainersCapacity{ get; set; } // side-pack slots (containers)
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public uint Priority { get; set; } // ClothingPriority / CoverageMask layer order
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public int Structure { get; set; } // charges/uses remaining
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public int MaxStructure { get; set; }
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public float Workmanship { get; set; } // 0..10 (fractional on the wire)
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public PropertyBundle Properties { get; } = new();
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}
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/// <summary>
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/// The wire-delivered patch from a <c>CreateObject</c> (0xF745). Nullable fields
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/// were gated by a WeenieHeader flag that was ABSENT — the merge upsert
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/// (ClientObjectTable.Ingest) leaves the existing value untouched
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/// for those, matching retail's <c>SetWeenieDesc</c> (patches only present fields).
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/// Non-nullable id/effect fields use 0 = "not sent". Effects is assigned
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/// unconditionally (0 clears) — the D.5.2 icon contract. Quantity fields are
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/// int? (ACE PropertyInt convention); id/mask fields are uint?.
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/// </summary>
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public readonly record struct WeenieData(
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uint Guid,
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string? Name,
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ItemType? Type,
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uint WeenieClassId,
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uint IconId,
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uint IconOverlayId,
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uint IconUnderlayId,
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uint Effects,
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int? Value,
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int? StackSize,
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int? StackSizeMax,
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int? Burden,
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uint? ContainerId,
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uint? WielderId,
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uint? ValidLocations,
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uint? CurrentWieldedLocation,
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uint? Priority,
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int? ItemsCapacity,
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int? ContainersCapacity,
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int? Structure,
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int? MaxStructure,
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float? Workmanship);
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/// <summary>
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/// Container = inventory pack. Hierarchy is strictly 2-deep: character
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/// → side packs; a side pack cannot hold another side pack (r06 §7).
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/// </summary>
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public sealed class Container
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{
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public uint ObjectId { get; init; }
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public int Capacity { get; set; } = 102; // main inv default
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public int SideCapacity { get; set; } = 0; // 0 for side-pack
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public int BurdenLimit { get; set; }
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public List<ClientObject> Items { get; } = new();
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public List<Container> SidePacks { get; } = new(); // empty for side-pack
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public bool IsSidePack => SideCapacity == 0;
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}
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/// <summary>
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/// Burden math — r06 §6. <c>maxBurden = 150 × Strength + Strength × bonusBurden</c>;
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/// carry limit is <c>3 × maxBurden</c> before you can't pick up at all.
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/// </summary>
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public static class BurdenMath
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{
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public const int BurdenPerStrength = 150;
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/// <summary>Augmentation bonus-burden per aug rank (retail EncumbranceCapacity, 0x1e).</summary>
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public const int AugBurdenPerRank = 30;
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/// <summary>Max augmentation bonus-burden contribution per Strength (retail clamp 0x96).</summary>
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public const int AugBurdenCap = 150;
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/// <summary>
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/// Retail <c>EncumbranceSystem::EncumbranceCapacity(strength, aug)</c>
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/// (named-retail decomp 256393, <c>0x004fcc00</c>):
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/// <c>strength <= 0 ? 0 : strength*150 + clamp(aug*30, 0, 150)*strength</c>.
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/// </summary>
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public static int EncumbranceCapacity(int strength, int aug)
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{
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if (strength <= 0) return 0;
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int bonus = aug * AugBurdenPerRank;
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if (bonus < 0) bonus = 0; // decomp: eax_2 < 0 -> base only
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if (bonus > AugBurdenCap) bonus = AugBurdenCap;
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return strength * BurdenPerStrength + bonus * strength;
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}
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/// <summary>
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/// Retail <c>EncumbranceSystem::Load(capacity, burden)</c> (decomp 256413,
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/// <c>0x004fcc40</c>): the encumbrance ratio <c>burden / capacity</c>
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/// (1.0 = at capacity, up to ~3.0). The decompiler mangled the FP divide to
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/// <c>return burden</c>; the <c>cap <= 0</c> guard + single divide is unambiguous.
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/// Returns 0 when capacity <= 0 (no-data).
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/// </summary>
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public static float LoadRatio(int capacity, int burden)
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=> capacity <= 0 ? 0f : (float)burden / capacity;
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/// <summary>
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/// Retail <c>gmBackpackUI::SetLoadLevel</c> bar fill (decomp 176542,
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/// <c>0x004a6ea6</c>): <c>clamp(load * 0.3333…, 0, 1)</c> — the bar is 1/3 full at
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/// 100% capacity, full at 300%.
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/// </summary>
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public static float LoadToFill(float load)
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{
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float fill = load / 3f;
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if (fill < 0f) return 0f;
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return fill > 1f ? 1f : fill;
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}
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/// <summary>
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/// Retail <c>gmBackpackUI::SetLoadLevel</c> percent text (decomp 176542-176576): the
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/// percent is computed from the CLAMPED fill — <c>arg2 = load/3</c> is clamped to [0,1]
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/// (the 176544-176563 block sets <c>arg2 = 1.0</c> when fill >= 1) BEFORE
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/// <c>floor(arg2 * 300)</c>. So the number SATURATES at 300% (it does NOT read 400% at
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/// 4x capacity). Equivalent to <c>floor(LoadToFill(load) * 300)</c>.
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/// </summary>
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public static int LoadToPercent(float load)
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=> (int)System.MathF.Floor(LoadToFill(load) * 300f);
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public static int ComputeMax(int strength, int bonusBurden)
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=> BurdenPerStrength * strength + strength * bonusBurden;
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public static int ComputeCarryLimit(int strength, int bonusBurden)
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=> 3 * ComputeMax(strength, bonusBurden);
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/// <summary>
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/// Retail's "encumbered" multiplier interpolates between 1.0 at
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/// zero burden and a low value at max. See r06 §6 for the curve.
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/// </summary>
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public static float ComputeEncumbranceMod(int currentBurden, int maxBurden)
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{
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if (maxBurden <= 0) return 1f;
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float ratio = (float)currentBurden / maxBurden;
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// Roughly 1.0 until 50%, then linear decay to ~0.7 at 100%, 0.1 at 300%.
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if (ratio <= 0.5f) return 1f;
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if (ratio <= 1.0f) return 1f - (ratio - 0.5f) * 0.6f; // 1.0 → 0.7
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if (ratio <= 3.0f) return 0.7f - (ratio - 1.0f) * 0.3f; // 0.7 → 0.1
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return 0.1f;
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}
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}
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