using Ananta.Server.RpcTypes.Client4229938;
using SceneMethods = Ananta.Server.RpcTypes.Client4229938.Methods.GameScene;
namespace Ananta.Server.Protocol.Client4229938;
///
/// Typed factories for world/game-scene messages. The wire layout itself lives in Ananta.RpcTypes.
/// Large world/profile packets are built as RpcTypes DTOs by RuntimePayloadFactory and serialized on the fly.
///
internal static class WorldCodec
{
internal static SceneMethods.SyncLogicAgentEnter LogicAgentEnter(ulong agentId)
=> new() { agentId = agentId };
internal static SceneMethods.SyncLogicAgentLeave LogicAgentLeave(ulong agentId)
=> new() { agentId = agentId };
internal static SceneMethods.SyncManagedLogicAgent ManagedLogicAgent(ulong agentId, ulong pid, byte moveId = 0)
=> new() { agentId = agentId, pid = pid, moveId = moveId };
internal static SceneMethods.SyncPlayerCurrentSpirit CurrentSpirit()
=> CurrentSpirit(Profile.PlayerPid, Profile.InitialSpiritTemplateId, Profile.InitialUnitId);
internal static SceneMethods.SyncPlayerCurrentSpirit CurrentSpirit(ulong playerPid, uint templateId, ulong spiritId, bool isAgentSwitch = false)
=> new()
{
playerPid = playerPid,
templateId = templateId,
spiritId = spiritId,
isAgentSwitch = isAgentSwitch
};
internal static SceneMethods.SyncSwitchSpiritConfigId SwitchSpiritConfigId(
uint configId, Vec3 position, IReadOnlyCollection? spawnedAgentIds = null)
=> new()
{
configId = configId,
position = new SceneMethods.UxVector3(position.X, position.Y, position.Z),
spawnedAgentIds = spawnedAgentIds?.ToList() ?? []
};
internal static SceneMethods.SyncPreSwitchSpirit PreSwitchSpirit(uint configId, uint newTemplateId, Vec3 position)
=> new()
{
configId = configId,
newTemplateId = newTemplateId,
position = new SceneMethods.UxVector3(position.X, position.Y, position.Z)
};
internal static SceneMethods.SyncPlayerLoadRate PlayerLoadRate(double rate = 1.0)
=> new() { playerPid = Profile.PlayerPid, rate = rate };
internal static SceneMethods.SyncSceneLoadCompleted SceneLoadCompleted(ulong sceneId)
=> new() { sceneId = sceneId };
internal static SceneMethods.SyncUnitPositionAndFacing PositionAndFacing(ulong unitId, Vec3 position, float facing, byte setPositionType = 3)
=> new()
{
unitId = unitId,
position = new SceneMethods.UxVector3(position.X, position.Y, position.Z),
facing = facing,
moveId = 0,
continueMove = false,
setPositionType = setPositionType,
moveGroundInfo = null,
loadingInfo = null,
};
internal static SceneMethods.SyncUnitPositionAndFacing PositionAndFacing(Vec3 position, float facing, byte setPositionType = 3)
=> PositionAndFacing(Profile.InitialUnitId, position, facing, setPositionType);
internal static SceneMethods.SyncUnitPositionP PositionP(ulong unitId, Vec3 position, float facing, byte setPositionType = 3)
=> new()
{
unitId = unitId,
position = new SceneMethods.UxVector3(position.X, position.Y, position.Z),
facing = facing,
moveId = 0,
setPositionType = setPositionType
};
internal static SceneMethods.SyncUnitPositionP PositionP(Vec3 position, float facing, byte setPositionType = 3)
=> PositionP(Profile.InitialUnitId, position, facing, setPositionType);
internal static SceneMethods.SyncGamePause GamePause(bool pause)
=> new() { pause = pause };
internal static SceneMethods.SyncEntityActionGroup EntityActionGroup(ulong unitId, uint actionGroupId = 1u)
=> new() { unitId = unitId, actionGroupId = actionGroupId };
internal static SceneMethods.SyncAllSpiritCombatPower AllSpiritCombatPower(uint templateId, float combatPower = 1000f)
=> new() { combatPower = new Dictionary { [templateId] = combatPower } };
internal static SceneMethods.SyncAllSpiritCombatPower AllSpiritCombatPower(params uint[] templateIds)
{
var body = new SceneMethods.SyncAllSpiritCombatPower();
foreach (var templateId in templateIds)
body.combatPower[templateId] = 1000f;
return body;
}
internal static SceneMethods.SyncChangeSkill SkillBinding(ulong spiritId, uint skillId)
=> new()
{
spiritId = spiritId,
skillId = skillId,
duration = skillId == 0 ? 0f : 99999f
};
internal static SceneMethods.SyncUnitBuffList UnitBuffList(ulong unitId, IReadOnlyList buffIds, uint firstInstanceId)
{
var body = new SceneMethods.SyncUnitBuffList { entityId = unitId };
// 4229938 still evaluates ExpireTime inside several client-side BuffActions even when
// Permanent=true. ExpireTime=0 becomes a huge negative remaining time and can execute
// teardown paths immediately. Use a real far-future unix timestamp for persistent state.
var persistentExpiry = DateTimeOffset.UtcNow.ToUnixTimeSeconds() + 315_360_000d;
var instanceId = firstInstanceId;
foreach (var buffId in buffIds)
{
body.buffs.Add(new SceneMethods.BuffViewData
{
InstanceId = instanceId++,
Id = buffId,
ReleaserId = unitId,
ExpireTime = persistentExpiry,
Tier = 1,
Permanent = true,
DestructibleId = 0
});
}
return body;
}
internal static SceneMethods.SyncUnitAddBuff UnitAddBuff(ulong unitId, uint buffId, uint instanceId)
=> new()
{
entityId = unitId,
buff = new SceneMethods.BuffViewData
{
InstanceId = instanceId,
Id = buffId,
ReleaserId = unitId,
ExpireTime = DateTimeOffset.UtcNow.ToUnixTimeSeconds() + 315_360_000d,
Tier = 1,
Permanent = true,
DestructibleId = 0
}
};
internal static SceneMethods.SyncUnitRemoveBuff UnitRemoveBuff(ulong unitId, uint buffInstanceId)
=> new() { entityId = unitId, buffInstanceId = buffInstanceId };
internal static SceneMethods.SyncUnitStates UnitStates(ulong unitId, params uint[] states)
=> new() { unitId = unitId, states = states?.ToList(), effectFreezeState = 0 };
internal static SceneMethods.SyncUnitStates UnitStates(params uint[] states)
=> UnitStates(Profile.InitialUnitId, states);
internal static SceneMethods.SyncRemoveUnitState RemoveUnitState(ulong unitId, uint state)
=> new() { unitId = unitId, state = state, reason = 1, sourceId = 0 };
internal static SceneMethods.SyncRemoveUnitState RemoveUnitState(uint state)
=> RemoveUnitState(Profile.InitialUnitId, state);
}