fix(ui): D.2b-B — address phase-boundary review (burden % saturation + equipped filter)
Opus phase-boundary review findings:
- I1 (faithfulness): LoadToPercent now computes from the CLAMPED fill
(floor(LoadToFill(load)*300)), so the burden % SATURATES at 300% like retail
(decomp 176544-176576 clamps arg2 to [0,1] BEFORE the *300). The old
floor(load*100) over-read to 400% at 4x capacity. Golden test corrected.
- I2 (partition): exclude equipped items (CurrentlyEquippedLocation != None) from
the contents grid + selector — a mid-session self-wield routes them through
MoveItem(item, WielderGuid=player) into GetContents(player); retail's gm3DItemsUI
shows pack contents only. New conformance test.
- N1: drop dead 'using System.Collections.Generic' (left after the 383e8b7 cleanup).
- N3: AP-48 risk wording (drift can be low OR high vs server EncumbranceVal).
Build green; BurdenMath 17, InventoryController/UiMeter 10 tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -1,5 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Items;
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@ -137,6 +136,11 @@ public sealed class InventoryController
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{
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var item = _objects.Get(guid);
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if (item is null) continue;
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// Equipped items belong on the paperdoll (Sub-phase C), never in the pack grid or
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// the side-bag list. A mid-session self-wield routes an item through
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// MoveItem(item, WielderGuid=player), so it transiently lands in GetContents(player);
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// retail's gm3DItemsUI shows pack contents only, gated on the wielded location.
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if (item.CurrentlyEquippedLocation != EquipMask.None) continue;
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bool isBag = item.Type.HasFlag(ItemType.Container) || item.ItemsCapacity > 0;
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var list = isBag ? _containerList : _contentsGrid;
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if (list is null) continue;
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