acdream/docs/research/2026-07-12-retail-weapon-switch-pseudocode.md
Erik e6dd8bf6fa fix(items): preserve wand stance and corpse use order
Keep active-combat AutoWield intent through ACE's pre-wield transition and queued trailing peace notice, while allowing explicit combat input to supersede it.

Queue one-shot item interactions until the frame's movement edge has been serialized, so a movement release cannot cancel ACE's server-side corpse approach callback.

Release build succeeds and all 5,890 runnable tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 19:32:01 +02:00

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Markdown

# Retail inventory weapon-switch pseudocode
## Scope
Inventory double-click of a weapon while another primary weapon is equipped,
or dragging an item onto a specific paperdoll slot, in both peace and combat
modes. The UI request sequence is shared; combat-mode animation remains
server-authoritative.
## Retail oracle
- `ItemHolder::DetermineUseResult @ 0x00588460` classifies an owned combat-use
item as `WieldRight`.
- `CPlayerSystem::UsingItem @ 0x00562F70` dispatches that result to
`AutoWield(item, SLOT_SIDE_RIGHT, 0, 1, 0, 1)`.
- `CPlayerSystem::AutoWield @ 0x00560A60` treats
`0x03500000` (`MeleeWeapon | MissileWeapon | Held | TwoHanded`) as one
weapon-ready group. If occupied, it records the requested item, sends the
blocking weapon to the player container, and does not wield the requested
item yet.
- `CPlayerSystem::RecvNotice_ServerSaysMoveItem @ 0x00563260` retries
`AutoWield` only after the server confirms the blocking item moved.
- `ACCWeenieObject::UIAttemptWield @ 0x0058D590` sends
`GetAndWieldItem(item, equipMask)`.
- `gmPaperDollUI::HandleDropRelease @ 0x004A4D80` routes an accepted physical
item through `AcceptDragObject @ 0x004A3B10`, which calls `AutoWield` (or
`AutoWear`) with the paperdoll's resolved target side. It does not send a
direct `GetAndWieldItem` while a blocker remains equipped.
- `ClientCombatSystem::OnQualityChanged @ 0x0056C1B0` reads player
PropertyInt 40 (`CombatMode`) and applies it through `SetCombatMode`.
Addresses are from `docs/research/named-retail/symbols.json`; pseudo-C is in
`docs/research/named-retail/acclient_2013_pseudo_c.txt`.
## Cross-reference
- ACE `Player_Inventory.cs` says the client normally sends the conflicting
item's dequip before `GetAndWieldItem`. `TryShuffleStance` changes a player
who is already in combat to Missile, Magic, or Melee after the new item is
equipped; it leaves a player in peace mode in peace.
- ACE `Creature_Combat.cs::SwitchCombatStyles` performs the visible
old-stance -> peace -> new-stance motion chain and sends
`PrivateUpdatePropertyInt(CombatMode, ...)`.
- holtburger independently confirms the action/event shapes:
`GetAndWieldItem { item_guid, equip_mask }`, `WieldObject`, and
PropertyInt 40 as `CombatMode`.
## Faithful pseudocode
```text
on inventory item double-click(item):
decision = DetermineUseResult(item)
if decision is WieldRight or WieldLeft or AutoSort:
auto_wield(item)
on paperdoll drop(item, target slot):
resolvedMask = resolve item.ValidLocations against the authored slot side
auto_wield(item, resolvedMask)
auto_wield(item):
if another auto-wield transaction is waiting for the server:
consume the request without sending another inventory action
if item has no valid equip location or is already equipped:
return false
if item.validLocations intersects WEAPON_READY_MASK:
desiredMask = item.validLocations & WEAPON_READY_MASK
blocker = player's equipped item intersecting WEAPON_READY_MASK
if blocker exists:
print system text "Moving <blocker name> to your backpack"
pending = (requestedItem = item.id,
blockingItem = blocker.id,
resolvedMask = desiredMask)
send PutItemInContainer(blocker.id, player.id, placement = 0)
return true
if BlocksUseOfShield(item) and a shield is equipped:
begin the same confirmed blocker transaction for the shield
if item.ammoType is not AMMO_NONE
and equipped ammo has a different ammoType:
begin the same confirmed blocker transaction for the ammo
send_wield(item, desiredMask)
return true
use the existing retail slot/auto-wear selection rules
send_wield(item, selectedMask)
on server-confirmed item move(blocker):
if blocker matches pending.blockingItem
and blocker is now loose in the player's main pack:
requested = pending.requestedItem
clear pending before re-entry
auto_wield(requested, pending.resolvedMask)
on server inventory-request failure(item, error):
if item matches pending.blockingItem or pending.requestedItem:
clear pending
send_wield(item, mask):
pending = (requestedItem = item.id, blockingItem = none)
update the retained inventory/paperdoll projection optimistically
send GetAndWieldItem(item.id, mask)
on server-confirmed WieldObject(item):
reconcile the item's optimistic rollback snapshot separately
if item matches pending.requestedItem
and pending.blockingItem is none:
clear pending
if the transaction began in an active combat mode:
// ACE compatibility boundary; see below.
retain the ready mode implied by the confirmed equip location
on combat-mode notices after confirmed WieldObject:
if the first notice is the retained ready mode
and no authoritative transition occurred during blocker removal:
clear the retained mode; the server already settled correctly
else if blocker removal already emitted a non-ready transition
and notices finish retained ready mode -> NonCombat:
clear the retained mode
request that ready mode from ACE's trailing NonCombat notice
else if post-wield notices form NonCombat -> retained ready mode -> NonCombat:
clear the retained mode
request that ready mode from ACE's trailing NonCombat notice
on explicit user combat-mode request:
clear retained AutoWield mode intent
the user's newer request wins
on PrivateUpdatePropertyInt(property = CombatMode, value):
if value is exactly NonCombat, Melee, Missile, or Magic:
CombatState.SetCombatMode(value)
```
## Animation ownership
The client must not synthesize a local bow-to-sword animation. In peace mode,
ACE leaves `CombatMode` as `NonCombat`. The inventory controller sequences the
two wire requests and waits for the old weapon's confirmed move; the existing
motion and equipped-child render paths consume the server events.
### ACE active-combat compatibility boundary
A connected 2026-07-17 trace of Magic wand -> missile weapon showed ACE emit
`Magic -> Melee -> NonCombat -> Missile -> NonCombat`. This is a consequence of
ACE `Player_Inventory.TryShuffleStance` plus its queued dequip callbacks: the
server does select Missile for the new weapon, but a later queued callback
publishes NonCombat after the authoritative `WieldObject`. Retail's client does
not need a second request against the retail server.
acdream therefore preserves the user's desired ready mode only when AutoWield
begins in active combat. Authoritative `WieldObject` arms settlement. A server
that emitted no blocker transition and immediately reports the desired mode
needs no request. Local ACE can begin its old-weapon transition before
`WieldObject`, report the desired mode for the new weapon, and then publish a
queued trailing `NonCombat`; it can also emit the complete
`NonCombat -> desired mode -> NonCombat` tail after `WieldObject`. The client
sends one normal `ChangeCombatMode` request from that trailing notice,
necessarily after the queued callback that caused it. All resulting state and animation remain server-
authoritative. No update is ignored, delayed, or locally fabricated, and a
transaction begun in peace sends no mode request. An explicit user combat-mode
request cancels retained settlement so the compatibility owner cannot fight a
deliberate switch to Peace. This narrow server-
compatibility adaptation is recorded as AP-118.
The request is not complete when `GetAndWieldItem` is merely sent. Retail
`UIAttemptWield` records `prevRequest = IR_WIELD` and leaves the item waiting
until `ServerSaysMoveItem` reconciles it. acdream therefore keeps AutoWield
busy through the final authoritative `WieldObject`; allowing another switch
during the optimistic interval makes ACE reject otherwise valid items. Retail
`ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0` clears the matching request
directly; that UI completion is intentionally independent of the object's
separate optimistic rollback counter.
## Known remaining retail surface
This port covers inventory activation and paperdoll drops through the same
primary weapon-ready transaction, plus retail's secondary incompatible-shield
and mismatched-ammo blockers. `CreateObject` retains the exact `AmmoType`
needed for those decisions, and paperdoll target-side intent survives every
authoritative blocker retry. Full `AutoWieldIsLegal` and dual-wield/off-hand
rules remain tracked by divergence row AP-108. Retail also appends
`" - cannot unwield the %s"` when `AttemptToPlaceInContainer` rejects
synchronously. ACDream's current send seam is void and ACE reports that
rejection asynchronously, so the successful status line is exact while that
failure suffix remains tracked instead of being fabricated at the wrong
transaction boundary.