acdream/docs/research/2026-07-12-retail-weapon-switch-pseudocode.md
Erik 3e84027885 fix(inventory): complete switches on wield response
Clear retail AutoWield on the matching authoritative WieldObject instead of waiting for unrelated rollback bookkeeping to drain. This prevents a completed switch from consuming the next weapon activation locally, including crossbows.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 09:00:54 +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):
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
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.
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 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.