fix(paperdoll): restore authored slot backgrounds
Port the retail UIItem catalog path so every supported equipment location resolves its exact empty-state silhouette from live DAT. Share one definition table between equip behavior and presentation, wire runtime plus UI Studio, pin all 21 prototypes and surfaces, and retire AP-66. Co-Authored-By: Codex <codex@openai.com>
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11 changed files with 335 additions and 52 deletions
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@ -36,12 +36,14 @@ public class PaperdollControllerTests
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private static PaperdollController Bind(ImportedLayout layout, ClientObjectTable objects,
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List<(uint item, uint mask)>? wields = null, uint emptySlot = 0u,
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SelectionState? selection = null)
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SelectionState? selection = null,
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IReadOnlyDictionary<uint, uint>? emptySlotSprites = null)
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=> PaperdollController.Bind(layout, objects, () => Player,
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iconIds: (_, _, _, _, _) => 0x1234u,
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sendWield: wields is null ? null : (i, m) => wields.Add((i, m)),
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emptySlotSprite: emptySlot,
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selection: selection ?? new SelectionState());
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selection: selection ?? new SelectionState(),
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emptySlotSprites: emptySlotSprites);
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private static void SeedEquipped(ClientObjectTable t, uint guid, EquipMask loc)
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{
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@ -219,6 +221,26 @@ public class PaperdollControllerTests
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Assert.Equal(0x06004D20u, lists[HeadSlot].Cell.EmptySprite);
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}
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[Fact]
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public void PerLocation_empty_sprites_override_the_generic_fallback()
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{
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var (layout, lists) = BuildLayout();
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var sprites = new Dictionary<uint, uint>
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{
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[HeadSlot] = 0x06006D7Fu,
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[ChestSlot] = 0x060032C5u,
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[ChestArmorSlot] = 0x06006D7Bu,
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[ShieldSlot] = 0x06000F6Cu,
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[WeaponSlot] = 0x06000F66u,
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[FingerLSlot] = 0x06000F5Au,
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};
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Bind(layout, new ClientObjectTable(), emptySlot: 0x06004D20u, emptySlotSprites: sprites);
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foreach (var (element, sprite) in sprites)
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Assert.Equal(sprite, lists[element].Cell.EmptySprite);
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}
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[Fact]
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public void Live_player_wield_repaints_the_slot() // event-driven: ObjectMoved → Concerns → Populate
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{
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