acdream/docs/research/2026-07-12-retail-weapon-switch-pseudocode.md
Erik 815ce0dec4 fix(inventory): sequence secondary wield blockers
Preserve retail AmmoType from CreateObject and port BlocksUseOfShield so bow, caster, and two-handed switches remove incompatible shields, while mismatched missile ammo is also returned to the pack. Each blocker remains server-confirmed before AutoWield re-enters.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 23:12:07 +02:00

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# Retail inventory weapon-switch pseudocode
## Scope
Inventory double-click of a weapon while another primary weapon is equipped,
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)`.
- `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)
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:
pending = (requestedItem = item.id, blockingItem = blocker.id)
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)
on server inventory-request failure(item, error):
if item matches pending.blockingItem or pending.requestedItem:
clear pending
send_wield(item, mask):
update the retained inventory/paperdoll projection optimistically
send GetAndWieldItem(item.id, mask)
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`. In combat mode, ACE selects the new
weapon's stance and sends the authoritative motion stream plus PropertyInt 40.
The inventory controller only 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.
## Known remaining retail surface
This port covers the primary weapon-ready group plus retail's secondary
incompatible-shield and mismatched-ammo blockers. `CreateObject` now retains
the exact `AmmoType` needed for those decisions. Full `AutoWieldIsLegal`,
Aetheria, and dual-wield/off-hand rules remain tracked by divergence row
AP-108.