Subscribes to CombatState's DamageDealtAccepted / DamageTaken /
MissedOutgoing / EvadedIncoming / AttackDone / KillLanded events
and emits chat-line text into ChatLog.OnCombatLine, mirroring
holtburger's templates verbatim from references/holtburger/apps/
holtburger-cli/src/pages/game/panels/chat.rs:221-308.
Pieces:
- ChatLog: new ChatKind.Combat value; new CombatLineKind enum
(Info / Warning / Error) on ChatEntry; OnCombatLine(text, kind)
adapter.
- CombatChatTranslator (Core, IDisposable). Static formatters:
FormatDamageType (slashing/piercing/bludgeoning/fire/cold/acid/
electric/nether), FormatDamageLocation (head/chest/abdomen/
upper arm/lower arm/hand/upper leg/lower leg/foot), FormatPercent,
FormatAttackConditionsSuffix.
- ChatVM.RecentLinesDetailed() returns FormattedLine records with
kind metadata so panels can render combat lines colored.
- ChatPanel switches on Kind/CombatKind: combat-Info -> yellow,
combat-Warning -> red incoming-damage, combat-Error -> deep red,
all others -> existing renderer.Text path.
- GameWindow constructs translator after GameEventWiring.WireAll;
disposes in OnClosing + live-session failure path.
Templates landed:
Attacker: "You hit {def} for {dmg} {dtype} damage ({hp%}). [Crit]{suffix}"
Defender: "{atk} hit you for {dmg} {dtype} damage to your {loc} ({hp%})..."
Evade-out: "{def} evaded your attack."
Evade-in: "You evaded {atk}'s attack."
AttackErr: "Attack sequence finished with {error}."
Kill: synthesized "You killed {name}." + server PlayerKilled
death-message arrives separately via ChatLog.OnPlayerKilled.
Deviations from holtburger templates (documented in source):
- DamageDealt omits Critical-hit suffix until CombatState.DamageDealt
carries the flag (defender-side has it; attacker-side doesn't yet).
- DamageTaken omits (health%) until CombatState.DamageIncoming
parses the wire health-percent field.
- AttackConditions suffix is implemented but always empty until the
bitflag is plumbed into CombatState records.
18 new tests (12 translator + 4 ChatVMCombat + 2 ChatLog).
Solution total: 978 green (243 Core.Net + 639 Core + 96 UI).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
27 lines
1 KiB
C#
27 lines
1 KiB
C#
namespace AcDream.Core.Combat;
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/// <summary>
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/// Phase I.7: severity bucket for combat-feedback chat lines emitted by
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/// <see cref="CombatChatTranslator"/>. The values map directly onto
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/// holtburger's <c>info().combat()</c> / <c>warning().combat()</c> /
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/// <c>error().combat()</c> decorators in
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/// <c>references/holtburger/.../panels/chat.rs</c> lines 221-308.
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///
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/// <para>
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/// The translator picks the bucket from the kind of event (you-hit-them
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/// is <see cref="Info"/>; they-hit-you is <see cref="Warning"/>; an
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/// AttackDone with a non-zero WeenieError is <see cref="Error"/>). The
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/// chat panel maps each bucket to a fixed <c>TextColored</c> rgba.
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/// </para>
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/// </summary>
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public enum CombatLineKind
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{
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/// <summary>Standard outgoing-damage / target-evaded line. Yellow-ish in the panel.</summary>
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Info,
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/// <summary>Incoming-damage line. Red-ish in the panel.</summary>
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Warning,
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/// <summary>Attack failure (AttackDone with a non-zero WeenieError). Deep red in the panel.</summary>
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Error,
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}
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