Outbound GameActions for the inventory/drag-drop UI and quickbar: - StackableMerge (0x0054): u32 mergeFrom, u32 mergeTo, u32 amount. Combine two same-type stacks. - StackableSplitToContainer (0x0055): u32 stack, u32 container, u32 placement, u32 amount. Drag a portion of a stack into a pack slot. - StackableSplitTo3D (0x0056): u32 stack, u32 amount. Drop N items to the ground. - StackableSplitToWield (0x019B): u32 stack, u32 equipLoc, u32 amount. Split off and immediately equip (e.g. split an arrow stack to missile-ammo slot). - GiveObjectRequest (0x00CD): u32 target, u32 item, u32 amount. Give to NPC / other player. - AddShortcut (0x019C): u32 slot, u32 objectType, u32 targetId. Pin an item / spell to a quickbar. - RemoveShortcut (0x019D): u32 slot. Unpin. - TeleToPoi (0x00B1): u32 poiId. Quest-driven recall. Tests (8 new): byte-exact encoding of each action, including size assertions so breaking changes surface immediately. Build green, 190 Core.Net tests pass (up from 182). Ref: r08 §3 inventory / shortcut rows. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
133 lines
6.4 KiB
C#
133 lines
6.4 KiB
C#
using System.Buffers.Binary;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Outbound inventory-manipulation GameActions: stack merge/split, give,
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/// drop, shortcuts. All ride in the <c>0xF7B1</c> GameAction envelope.
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///
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/// <para>
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/// References: r08 §3 rows 0x0054-0x0056 / 0x019B-0x019D / 0x00CD.
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/// </para>
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/// </summary>
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public static class InventoryActions
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{
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public const uint GameActionEnvelope = 0xF7B1u;
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public const uint StackableMergeOpcode = 0x0054u;
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public const uint StackableSplitToContainerOpcode = 0x0055u;
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public const uint StackableSplitTo3DOpcode = 0x0056u;
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public const uint StackableSplitToWieldOpcode = 0x019Bu;
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public const uint GiveObjectRequestOpcode = 0x00CDu;
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public const uint AddShortcutOpcode = 0x019Cu;
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public const uint RemoveShortcutOpcode = 0x019Du;
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public const uint TeleToPoiOpcode = 0x00B1u;
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/// <summary>
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/// Merge stack A into stack B of the same item type. Server validates
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/// compatibility; if the merge fails it rolls back via
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/// InventoryServerSaveFailed (0x00A0).
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/// </summary>
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public static byte[] BuildStackableMerge(uint seq, uint mergeFromGuid, uint mergeToGuid, uint amount)
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{
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byte[] body = new byte[24];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), StackableMergeOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), mergeFromGuid);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), mergeToGuid);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), amount);
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return body;
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}
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/// <summary>Split N items off a stack into a container at placement.</summary>
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public static byte[] BuildStackableSplitToContainer(
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uint seq, uint stackGuid, uint containerGuid, uint placement, uint amount)
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{
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byte[] body = new byte[28];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), StackableSplitToContainerOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), stackGuid);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), containerGuid);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), placement);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(24), amount);
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return body;
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}
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/// <summary>Split N items off a stack and drop them on the ground.</summary>
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public static byte[] BuildStackableSplitTo3D(uint seq, uint stackGuid, uint amount)
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{
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byte[] body = new byte[20];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), StackableSplitTo3DOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), stackGuid);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), amount);
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return body;
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}
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/// <summary>Split N items off a stack into an equip slot.</summary>
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public static byte[] BuildStackableSplitToWield(
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uint seq, uint stackGuid, uint equipLocation, uint amount)
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{
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byte[] body = new byte[24];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), StackableSplitToWieldOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), stackGuid);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), equipLocation);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), amount);
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return body;
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}
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/// <summary>Give an item (or a stack of N) to a target creature/NPC.</summary>
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public static byte[] BuildGiveObjectRequest(
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uint seq, uint targetGuid, uint itemGuid, uint amount)
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{
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byte[] body = new byte[24];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), GiveObjectRequestOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), itemGuid);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), amount);
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return body;
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}
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/// <summary>Pin an item / spell to a quickbar slot.</summary>
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public static byte[] BuildAddShortcut(
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uint seq, uint slotIndex, uint objectType, uint targetId)
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{
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byte[] body = new byte[24];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), AddShortcutOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), slotIndex);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), objectType);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), targetId);
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return body;
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}
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/// <summary>Unpin a quickbar slot.</summary>
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public static byte[] BuildRemoveShortcut(uint seq, uint slotIndex)
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{
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byte[] body = new byte[16];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), RemoveShortcutOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), slotIndex);
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return body;
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}
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/// <summary>Teleport to a Point of Interest (quest-driven recall).</summary>
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public static byte[] BuildTeleToPoi(uint seq, uint poiId)
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{
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byte[] body = new byte[16];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), TeleToPoiOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), poiId);
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return body;
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}
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}
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