14 KiB
Phase B.5 — BuildPickUp + ground-item interaction — Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Close M1 demo target 4/4 — make F-key pick up the currently-selected ground item by sending ACE's PutItemInContainer (0x0019) GameAction.
Architecture: Mirror B.4b's outbound BuildUse chain. Add one new wire-builder (InteractRequests.BuildPickUp) and one new GameWindow helper (SendPickUp); wire the F-key action into the existing OnInputAction switch using the existing _selectedGuid field. The ACE inbound handlers (InventoryPutObjInContainer 0x019B, RemoveObject) are already wired in GameEventWiring.cs and will despawn the ground item once ACE acknowledges the pickup — no inbound work needed.
Tech Stack: C# / .NET 10 / xUnit (existing). Wire format: BinaryPrimitives.WriteUInt32LittleEndian little-endian envelope same as every other 0xF7B1 GameAction in the file.
Predecessor & branch state
- Branch:
claude/phase-b5-pickupin worktree.claude/worktrees/investigate-npc-click. - Main HEAD at start:
e7842e0— Merge B.4c. - Existing commits on branch:
86440ff— the B.5 handoff doc (docs/research/2026-05-13-b5-pickup-handoff.md).
Wire format (verified against ACE source)
references/ACE/Source/ACE.Server/Network/GameAction/Actions/GameActionPutItemInContainer.cs:
var itemGuid = message.Payload.ReadUInt32();
var containerGuid = message.Payload.ReadUInt32();
var placement = message.Payload.ReadInt32();
references/ACE/Source/ACE.Server/Network/GameAction/GameActionType.cs:13:
PutItemInContainer = 0x0019,
Therefore the full 24-byte GameAction body is:
| Offset | Field | Bytes |
|---|---|---|
| 0 | 0xF7B1 (GameAction envelope) |
4 |
| 4 | gameActionSequence |
4 |
| 8 | 0x0019 (PutItemInContainer subopcode) |
4 |
| 12 | itemGuid (u32, the server guid of the ground item) |
4 |
| 16 | containerGuid (u32, the player's server guid) |
4 |
| 20 | placement (i32, 0 = let server choose slot) |
4 |
NB: The handoff doc (2026-05-13-b5-pickup-handoff.md) said "20-byte total body." That was an arithmetic error in the handoff — corrected here.
File structure (which files touched)
- Modify:
src/AcDream.Core.Net/Messages/InteractRequests.cs— addPutItemInContainerOpcodeconstant +BuildPickUp(seq, itemGuid, containerGuid, placement)builder. - Modify:
tests/AcDream.Core.Net.Tests/Messages/InteractRequestsTests.cs— add a unit test forBuildPickUpcovering byte layout + opcode. - Modify:
src/AcDream.App/Rendering/GameWindow.cs— add privateSendPickUp(uint itemGuid)helper next toSendUse; addcase InputAction.SelectionPickUpin theOnInputActionswitch.
No new files. No tests for the GameWindow helper (it's a thin pass-through wrapper around _liveSession.SendGameAction mirroring SendUse, which itself has no unit test for the same reason).
Task 1: TDD — InteractRequests.BuildPickUp
Files:
-
Modify:
tests/AcDream.Core.Net.Tests/Messages/InteractRequestsTests.cs -
Modify:
src/AcDream.Core.Net/Messages/InteractRequests.cs -
Step 1: Write the failing test. Append this new
[Fact]immediately afterBuildUseWithTarget_WritesBothGuidsintests/AcDream.Core.Net.Tests/Messages/InteractRequestsTests.cs:
[Fact]
public void BuildPickUp_WritesOpcode0x0019AndPayload()
{
byte[] body = InteractRequests.BuildPickUp(
gameActionSequence: 5,
itemGuid: 0xABCDu,
containerGuid: 0x5000000Au,
placement: 0);
Assert.Equal(24, body.Length);
Assert.Equal(InteractRequests.GameActionEnvelope,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(0)));
Assert.Equal(5u,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4)));
Assert.Equal(InteractRequests.PutItemInContainerOpcode,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8)));
Assert.Equal(0xABCDu,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12)));
Assert.Equal(0x5000000Au,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(16)));
Assert.Equal(0,
BinaryPrimitives.ReadInt32LittleEndian(body.AsSpan(20)));
}
- Step 2: Run test to verify it fails.
dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj `
--filter "FullyQualifiedName~InteractRequestsTests.BuildPickUp"
Expected: build fails with CS0117: 'InteractRequests' does not contain a definition for 'BuildPickUp' (and a second error for PutItemInContainerOpcode).
- Step 3: Add the constant + builder. Edit
src/AcDream.Core.Net/Messages/InteractRequests.cs. Add this opcode constant immediately after the existingTeleToLifestoneOpcodedeclaration (~line 31):
public const uint PutItemInContainerOpcode = 0x0019u;
Then append the new builder method immediately after BuildTeleToLifestone (~line 75, just before the closing } of the class). Use the same XmlDoc + BinaryPrimitives style as the existing builders:
/// <summary>
/// Pick up a ground item or move an item between containers. The
/// server places the item in <paramref name="containerGuid"/> at
/// the given <paramref name="placement"/> slot (pass 0 to let the
/// server choose). For F-key ground-pickup, pass the player's own
/// server guid as <paramref name="containerGuid"/>.
///
/// <para>
/// Wire layout (ACE GameActionPutItemInContainer.Handle):
/// <code>
/// u32 0xF7B1
/// u32 gameActionSequence
/// u32 0x0019 // PutItemInContainer
/// u32 itemGuid // server guid of the item
/// u32 containerGuid // destination container (player or bag)
/// i32 placement // 0 = server picks slot
/// </code>
/// </para>
/// </summary>
public static byte[] BuildPickUp(
uint gameActionSequence, uint itemGuid, uint containerGuid, int placement)
{
byte[] body = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), PutItemInContainerOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), itemGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), containerGuid);
BinaryPrimitives.WriteInt32LittleEndian (body.AsSpan(20), placement);
return body;
}
- Step 4: Run test to verify it passes.
dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj `
--filter "FullyQualifiedName~InteractRequestsTests.BuildPickUp"
Expected: 1 passing, 0 failing.
- Step 5: Commit.
git add src/AcDream.Core.Net/Messages/InteractRequests.cs `
tests/AcDream.Core.Net.Tests/Messages/InteractRequestsTests.cs
git commit -m "feat(B.5): InteractRequests.BuildPickUp — PutItemInContainer 0x0019"
Task 2: GameWindow integration — SendPickUp + OnInputAction case
Files:
- Modify:
src/AcDream.App/Rendering/GameWindow.cs
This task does NOT include new tests. SendPickUp is a 6-line passthrough that gates on InWorld state and routes to _liveSession.SendGameAction. It mirrors SendUse (also untested by unit tests) and is verified end-to-end via the in-world visual check in Task 3.
- Step 1: Add the
SendPickUphelper. LocateSendUse(currently around line 8870 insrc/AcDream.App/Rendering/GameWindow.cs). Insert this new helper immediately afterSendUse's closing brace:
private void SendPickUp(uint itemGuid)
{
if (_liveSession is null
|| _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld)
{
_debugVm?.AddToast("Not in world");
return;
}
var seq = _liveSession.NextGameActionSequence();
var body = AcDream.Core.Net.Messages.InteractRequests.BuildPickUp(
seq, itemGuid, _playerServerGuid, placement: 0);
_liveSession.SendGameAction(body);
Console.WriteLine($"[B.5] pickup item=0x{itemGuid:X8} container=0x{_playerServerGuid:X8} seq={seq}");
}
- Step 2: Wire the F-key action. Locate the
OnInputActionswitch'scase InputAction.UseSelected(currently around line 8745). Insert a new case immediately after it:
case AcDream.UI.Abstractions.Input.InputAction.SelectionPickUp:
if (_selectedGuid is uint pickupTarget)
SendPickUp(pickupTarget);
else
_debugVm?.AddToast("Nothing selected");
break;
- Step 3: Build the whole solution.
dotnet build -c Debug
Expected: build succeeds with zero errors. (Existing warnings unchanged.)
- Step 4: Run the full test suite.
dotnet test -c Debug --nologo
Expected: 1047 passing, 8 failing (8 pre-existing baseline failures from main HEAD; same count as before B.5). The new BuildPickUp_WritesOpcode0x0019AndPayload test contributes +1 passing.
- Step 5: Commit.
git add src/AcDream.App/Rendering/GameWindow.cs
git commit -m "feat(B.5): SendPickUp helper + F-key SelectionPickUp wiring"
Task 3: Visual verification in live client
Not a code task — user-driven acceptance test. Run the launch recipe, drop a test item, click-then-F.
- Step 1: Kill stale client + wait for ACE session cleanup.
Get-Process -Name AcDream.App -ErrorAction SilentlyContinue | Stop-Process -Force
Start-Sleep -Seconds 20
- Step 2: Launch the client (background).
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE = "1"
$env:ACDREAM_TEST_HOST = "127.0.0.1"
$env:ACDREAM_TEST_PORT = "9000"
$env:ACDREAM_TEST_USER = "testaccount"
$env:ACDREAM_TEST_PASS = "testpassword"
$env:ACDREAM_DEVTOOLS = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug 2>&1 |
Tee-Object -FilePath "launch-b5.log"
-
Step 3: User-driven test scenario. Hand off to user for visual verification:
- ACE drops a test item near
+Acdream(server/dropslash command, or whatever ACE supports for the testaccount). Specify what item type was dropped in the verification report. - Single-click the item —
[B.4b] pick guid=0x<ITEM>should appear in the log. The selection toast should show the item name. - Press F —
[B.5] pickup item=0x<ITEM> container=0x5000000A seq=<N>should appear in the log. - Item should disappear from the ground (ACE acks →
RemoveObject→ existing despawn path removes it from view). - No regressions on door interaction: double-click the inn door, observe it swings open as in B.4c.
- Bonus: NPC chat check. Click an NPC, observe the chat panel. If NPC dialogue appears → M1 demo target 3 confirmed met. If silent → file an issue.
- ACE drops a test item near
-
Step 4: Grep the log for evidence.
Select-String -Path launch-b5.log -Pattern "\[B\.5\] pickup|\[B\.4b\] pick|UseDone|InventoryPutObjInContainer|RemoveObject"
Expected: at least one [B.5] pickup line and a subsequent RemoveObject for the same guid.
Task 4: Ship handoff + docs + merge
-
Step 1: Write the ship handoff doc at
docs/research/2026-05-14-b5-shipped-handoff.md. Follow the B.4c handoff structure: TL;DR, three-commit table (TDD builder + GameWindow integration + handoff itself), wire-format evidence, visual-verification evidence (with launch log excerpt), open issues carried forward (#61 #62 from B.4c), what shipped, what was left for later. -
Step 2: Update
docs/plans/2026-04-11-roadmap.md— move Phase B.5 from "Next phase candidates" into the shipped-table with the merge SHA placeholder + link to the handoff doc. -
Step 3: Update
CLAUDE.md— update the "Currently in Phase L.2" paragraph's M1 demo status from "3 of 4 met" to "4 of 4 met", reference the B.5 handoff, and add a fresh "Next phase candidates" list (chronic-issue triage, Phase C visual fidelity, N.6 slice 2, etc.). -
Step 4: Update
docs/ISSUES.md— if any new issues surfaced during visual verification, file them. If the click-NPC bonus check succeeded, note it in the recent-progress section. -
Step 5: Commit docs.
git add docs/research/2026-05-14-b5-shipped-handoff.md `
docs/plans/2026-04-11-roadmap.md `
CLAUDE.md `
docs/ISSUES.md
git commit -m "docs(B.5): ship handoff + roadmap/CLAUDE update + M1 4/4 met"
- Step 6: Merge to main.
git checkout main
git merge --no-ff claude/phase-b5-pickup -m "Merge branch 'claude/phase-b5-pickup' — Phase B.5 pickup"
- Step 7: Optional worktree cleanup. (Per B.4c precedent, submodules block
git worktree remove; dogit worktree pruneafter manually deleting the directory if disk pressure warrants. Otherwise skip — the directory is small.)
Acceptance criteria summary
dotnet build -c Debuggreen.dotnet test -c Debugshows +1 new passing (theBuildPickUp_WritesOpcode0x0019AndPayloadtest).- Total pass count = baseline + 1; failure count unchanged (8 pre-existing).
- Visual: click ground item → F → log shows
[B.5] pickup ...→ item disappears. - No regression on B.4c door interaction (double-click inn door still swings).
- Bonus: click NPC → chat appears in chat panel (or filed as a follow-up issue).
- Branch merged into main with non-fast-forward merge commit.
Carry-overs from B.4c (do not lose track)
- #61 — AnimationSequencer link→cycle frame-0 flash. Low severity. Not blocking M1 demo.
- #62 — PARTSDIAG null-guard. Latent (not reachable for doors currently). One-line fix.
Neither blocks B.5. Address before recording the M1 demo video if the door-swing flap is distracting on tape.