fix(ui): retail-faithful use-target compat gate + paperdoll doll self-target
Visual gate on the item-interaction slice found two target-use bugs: the valid-target bullseye showed over inventory ITEMS (a coat is not a valid healing-kit target) while the paperdoll doll showed blocked (it should mean SELF). - TargetCompatible is now a faithful port of ItemHolder::IsTargetCompatibleWithTargetingObject (0x00588070): a location constraint applies only when the least-limited target-use bit (ItemUses::GetLeastLimitedTargetUse 0x004fcd50, new ItemUseability.LeastLimitedTargetUse) is Contained/Wielded; the player as target requires the Self bit (IsUseable_SelfTarget 0x004fcd30); and EVERY target passes retail's kind gate source._targetType & target->InqType(). The previous hand-rolled arms (Remote => accept anything, invented Viewed/Contained accepts, self path skipping the kind gate) were the yellow-over-items bug. Retail's tradeState refusal is skipped (no trade state yet). - The paperdoll doll viewport now carries UseTargetGuidProvider = player and Clicked -> AcquireSelfTarget (UiViewport gains an opt-in Clicked handler), so hovering the doll resolves the self cursor and clicking it applies the armed kit to yourself. - AcquireTarget logs one [use-target] line (wire useability, TargetType mask, target kind, decision) so live refusals are diagnosable from the launch log. - Test fixtures updated from the guessed kit useability 0x000A0008 to the real USEABLE_SOURCE_CONTAINED_TARGET_REMOTE_OR_SELF (0x00220008, ACE Usable.SourceContainedTargetRemoteOrSelf) + TargetType masks; new coverage pins the kind gate, the Self-bit requirement, the missing-mask-matches-nothing shape, and the Contained location rule. Full suite green (3,294). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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8 changed files with 190 additions and 21 deletions
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@ -125,6 +125,15 @@ public sealed class PaperdollController : IItemListDragHandler
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if (layout.FindElement(id) is UiItemList armor) _armorSlots.Add(armor);
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_dollViewport = layout.FindElement(0x100001D5u); // doll viewport (may be null until Slice 3)
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if (_dollViewport is not null)
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{
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// The doll IS the player: hovering it during target-use resolves the
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// valid/invalid cursor for SELF (retail: the SmartBox target is your
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// own creature), and clicking it self-targets like the equip cells.
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_dollViewport.UseTargetGuidProvider = _playerGuid;
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if (_dollViewport is UiViewport doll)
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doll.Clicked = () => { _itemInteraction?.AcquireSelfTarget(); };
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}
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var slotsBtnEl = layout.FindElement(0x100005BEu);
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if (slotsBtnEl is UiButton slotsBtn)
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