acdream/src/AcDream.Core.Net/Messages/InteractRequests.cs
Erik e8a20f26c7 feat(B.5): InteractRequests.BuildPickUp — PutItemInContainer 0x0019
TDD: failing test first (CS0117 on BuildPickUp + PutItemInContainerOpcode),
then implementation. Wire layout matches ACE GameActionPutItemInContainer:
0xF7B1 envelope + seq + 0x0019 opcode + itemGuid + containerGuid + placement
(24 bytes). For F-key ground-pickup, caller passes player's server guid as
containerGuid; Task 2 (GameWindow wiring) will handle that dispatch.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 15:01:24 +02:00

109 lines
4.5 KiB
C#

using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Outbound interaction GameActions. Each carries a single uint32
/// target guid (plus a second guid for <c>UseWithTarget</c>) inside the
/// standard <c>0xF7B1</c> GameAction envelope.
///
/// <para>
/// Wire layout (r08 §3 rows 0x0035/0x0036):
/// <code>
/// u32 0xF7B1
/// u32 gameActionSequence
/// u32 subOpcode
/// u32 targetGuid // e.g. door, NPC, lifestone, corpse, item
/// u32 sourceGuid // only for UseWithTarget (the item you're using)
/// </code>
/// </para>
///
/// <para>
/// Server reply is <c>GameEventType.UseDone</c> (0x01C7) carrying a
/// <c>WeenieError</c>; 0 = success.
/// </para>
/// </summary>
public static class InteractRequests
{
public const uint GameActionEnvelope = 0xF7B1u;
public const uint UseOpcode = 0x0036u;
public const uint UseWithTargetOpcode = 0x0035u;
public const uint TeleToLifestoneOpcode = 0x0063u;
public const uint PutItemInContainerOpcode = 0x0019u;
/// <summary>
/// Use an object: click a door, loot a corpse, talk to an NPC,
/// activate a lifestone, step onto a portal.
/// </summary>
public static byte[] BuildUse(uint gameActionSequence, uint targetGuid)
{
byte[] body = new byte[16];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), UseOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
return body;
}
/// <summary>
/// Use source item on target: e.g. key on locked door, key on
/// chest, scroll on yourself, salvage tool on an item.
/// </summary>
public static byte[] BuildUseWithTarget(
uint gameActionSequence, uint sourceGuid, uint targetGuid)
{
byte[] body = new byte[20];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), UseWithTargetOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), sourceGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), targetGuid);
return body;
}
/// <summary>
/// Teleport to your lifestone. No target guid — just tells the
/// server "recall me." Fails if you haven't tied to a lifestone
/// (server responds with a WeenieError).
/// </summary>
public static byte[] BuildTeleToLifestone(uint gameActionSequence)
{
byte[] body = new byte[12];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), TeleToLifestoneOpcode);
return body;
}
/// <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;
}
}