feat: regen buffs, wand aura, spellbook assess, indicator press flash

Four reports from one gate round. Three were mine; the fourth I first
mis-explained, and the correction is the useful part.

**The vital regeneration rates were never cast.** Regeneration (health),
Rejuvenation (stamina) and Mana Renewal (mana) all landed in the catch-all
Other bucket, which is off by default. Retail words each of the three
differently and two of the six phrasings do not begin with "Increases the
caster's" at all:

    Increase caster's natural healing rate by 10%.                 <- and note "Increase"
    Increases your Health Regeneration Rate by 50%.                (Empyrean)
    Increases the rate at which the caster regains Stamina by 10%.
    Increases the caster's natural mana rate by 10%.

They are matched per vital, on by default, and ranked at the very tail of the
Life group so they finish the pass. The mana line had to be checked BEFORE the
generic "Increases the caster's X by N" match, which would otherwise read it as
a buff to a stat named "natural mana rate".

**Aura of Hermetic Link was the sixth aura line and the only one missed.**
"a magic casting implement's" is reached by none of the other alternatives, so
the wand's mana-conversion buff was silently in Other too.

**Right-clicking a spell in the spellbook did nothing.** I claimed this had
never worked; the user said it used to, and they were right -- I had checked
one file's history and concluded from it. The regression is 3e31b0ac, which
gave UiCatalogSlot its own RightClick case returning true unconditionally. On
any list that had not wired the examine seam -- the spellbook among them -- the
event was reported handled and UiRoot stopped bubbling. Two fixes: the row now
reports an unwired right-click UNHANDLED so bubbling continues, and the
spellbook wires the seam to the same appraisal window the spell bar uses.

Retail does this generically in the list rather than per window
(UIElement_ItemList::ListenToElementMessage @ 0x004E4F1F -> ExamineSpell
@ 0x00564A70), which is exactly why a per-controller seam could be forgotten
for one window and not another.

**No green flash when pressing an indicator.** Every indicator button authors
a full-size 0x100000F2 child whose DirectState is a draw-nothing File=0 image
and whose only other state, Normal_pressed, carries the green selector sprite
0x06004CE8 -- and the buttons author Normal_pressed with PassToChildren. But
UiButton.ConsumesDatChildren drops dat children at import, so the cascade had
nothing left to reach. The child is re-attached through the same repair the map
hotspot's rollover highlight already uses.

**tools/LayoutDump** is new, and is why the last two are diagnoses rather than
guesses: it prints an authored LayoutDesc tree -- geometry, edge modes, state
sets, PassToChildren, per-state media -- straight from the installed DATs.
"Does this button even have a pressed state?" was being answered by reading our
own importer and inferring; now it is read from the data.

Solution builds clean; 14,464 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-20 20:38:28 +02:00
parent fe1f124cd8
commit 46ce6f238c
14 changed files with 1003 additions and 18 deletions

View file

@ -30,6 +30,14 @@ public sealed class IndicatorBarController : IRetainedPanelController
public const uint LinkButtonId = 0x100000F8u;
public const uint EndCharacterSessionButtonId = 0x100000FAu;
/// <summary>
/// The press-highlight overlay every indicator button authors as its own
/// child: a full-size (20x20) Type-3 element whose DirectState carries a
/// draw-nothing File=0 image and whose only other state, Normal_pressed,
/// carries the green selector sprite 0x06004CE8.
/// </summary>
public const uint PressHighlightId = 0x100000F2u;
public const uint UnencumberedState = 14u;
public const uint EncumberedState = 15u;
public const uint HeavilyEncumberedState = 16u;
@ -64,6 +72,65 @@ public sealed class IndicatorBarController : IRetainedPanelController
Disconnected = 4,
}
/// <summary>
/// Re-attaches the green press-highlight each indicator button authors as a
/// <see cref="PressHighlightId"/> child.
/// </summary>
/// <remarks>
/// <para>
/// <see cref="UiButton.ConsumesDatChildren"/> drops a button's dat children
/// at import — correct for caption/face art, which the button draws itself,
/// but this child is neither. It is a real overlay carrying its own media,
/// so swallowing it loses the press feedback entirely: the buttons author
/// <c>Normal_pressed</c> with <c>PassToChildren</c>, and the cascade then
/// has nothing left to reach.
/// </para>
/// <para>
/// Same class of loss, and the same repair, as the map hotspot's
/// rollover-highlight child — see <see cref="MapPageController"/>'s
/// BuildTownMarkers. Attaching is safe because the child's DirectState
/// authors a File=0 draw-nothing image, so it is invisible until the
/// button's own press state cascades into it.
/// </para>
/// </remarks>
public void AttachPressHighlights(
ElementInfo layoutRoot, Func<ElementInfo, UiElement?> build)
{
foreach ((UiButton button, uint id) in Indicators())
{
if (FindInfo(layoutRoot, id) is not { } info)
continue;
foreach (ElementInfo child in info.Children)
{
if (child.Id != PressHighlightId)
continue;
if (build(child) is { } highlight)
button.AddChild(highlight);
}
}
}
private (UiButton Button, uint Id)[] Indicators() =>
[
(_link, LinkButtonId),
(_helpful, HelpfulButtonId),
(_harmful, HarmfulButtonId),
(_vitae, VitaeButtonId),
(_burden, BurdenButtonId),
(_miniGame, MiniGameButtonId),
(_endCharacterSession, EndCharacterSessionButtonId),
];
private static ElementInfo? FindInfo(ElementInfo root, uint id)
{
if (root.Id == id)
return root;
foreach (ElementInfo child in root.Children)
if (FindInfo(child, id) is { } found)
return found;
return null;
}
private IndicatorBarController(
IndicatorBarBindings bindings,
UiButton link,

View file

@ -57,6 +57,7 @@ public sealed class SpellbookWindowController : IRetainedPanelController
private readonly Action<uint> _addFavorite;
private readonly Action<uint> _sendFilter;
private readonly Action<uint> _removeSpell;
private readonly Action<uint>? _examineSpell;
private readonly Action<string, Action<bool>> _showConfirmation;
private readonly Action<uint, uint> _setDesiredComponent;
private readonly Action _close;
@ -93,6 +94,7 @@ public sealed class SpellbookWindowController : IRetainedPanelController
Action<uint> addFavorite,
Action<uint> sendFilter,
Action<uint> removeSpell,
Action<uint>? examineSpell,
Action<string, Action<bool>> showConfirmation,
Action<uint, uint> setDesiredComponent,
Action close,
@ -120,6 +122,7 @@ public sealed class SpellbookWindowController : IRetainedPanelController
_addFavorite = addFavorite;
_sendFilter = sendFilter;
_removeSpell = removeSpell;
_examineSpell = examineSpell;
_showConfirmation = showConfirmation;
_setDesiredComponent = setDesiredComponent;
_close = close;
@ -177,6 +180,7 @@ public sealed class SpellbookWindowController : IRetainedPanelController
Action<uint> addFavorite,
Action<uint> sendFilter,
Action<uint> removeSpell,
Action<uint>? examineSpell,
Action<string, Action<bool>> showConfirmation,
Action<uint, uint> setDesiredComponent,
Action close,
@ -213,7 +217,7 @@ public sealed class SpellbookWindowController : IRetainedPanelController
layout, spellbook, objects, playerGuid, components, selection,
resolveSpellIcon, resolveComponentIcon,
spellLevel, selectObject,
addFavorite, sendFilter, removeSpell, showConfirmation,
addFavorite, sendFilter, removeSpell, examineSpell, showConfirmation,
setDesiredComponent, close,
spellPage, componentPage, spellTab, componentTab, closeButton,
deleteButton, spellList, componentList, componentTemplates,
@ -231,6 +235,10 @@ public sealed class SpellbookWindowController : IRetainedPanelController
private void ConfigureSpellList(ImportedLayout layout)
{
// Right-click a spell row to assess it, into the same examination window
// an item or creature uses: retail's UIElement_ItemList right-click
// branch @ 0x004E4F1F -> ClientUISystem::ExamineSpell @ 0x00564A70.
_spellList.ExamineCatalogEntryRequested = _examineSpell;
_spellList.Columns = 1;
_spellList.CellWidth = Math.Max(1f, _spellList.Width);
_spellList.CellHeight = _rowStyle.Height;

View file

@ -1267,6 +1267,22 @@ public sealed class RetailUiRuntime : IDisposable
return windowId != 0;
}
/// <summary>
/// Builds one dat child that a behavioral widget's
/// <see cref="UiElement.ConsumesDatChildren"/> dropped at import, so a
/// controller can re-attach it. Same seam as the map hotspots' AD-108
/// icon/highlight rebuild.
/// </summary>
private UiElement? BuildSwallowedChild(ElementInfo info)
{
lock (_bindings.Assets.DatLock)
return LayoutImporter.Build(
info,
_bindings.Assets.ResolveSprite,
_bindings.Assets.DefaultFont,
_bindings.Assets.ResolveFont).Root;
}
private ImportedLayout? Import(uint layoutId)
{
lock (_bindings.Assets.DatLock)
@ -1921,6 +1937,7 @@ public sealed class RetailUiRuntime : IDisposable
spellId => SpellcastingUiController?.AddFavorite(spellId),
_bindings.Magic.SendSpellbookFilter,
_bindings.Magic.RemoveSpell,
spellId => AppraisalController?.ExamineSpell(spellId),
(message, completed) => ShowConfirmation(message, completed),
_bindings.Magic.SetDesiredComponent,
() => CloseWindow(WindowNames.Spellbook),
@ -2434,6 +2451,17 @@ public sealed class RetailUiRuntime : IDisposable
}
IndicatorBarController = controller;
// Restore the green press selector the buttons author as swallowed
// children (see IndicatorBarController.AttachPressHighlights).
lock (_bindings.Assets.DatLock)
{
ElementInfo? infos = LayoutImporter.ImportInfos(
_bindings.Assets.Dats, IndicatorBarController.LayoutId);
if (infos is not null)
controller.AttachPressHighlights(infos, BuildSwallowedChild);
}
RetailWindowFrame.Mount(
Host.Root,
layout.Root,

View file

@ -93,9 +93,18 @@ public sealed class UiCatalogSlot : UiItemSlot
DoubleClicked?.Invoke();
return true;
case UiEventType.RightClick:
if (EntryId != 0u
&& FindList() is { ExamineCatalogEntryRequested: { } examine })
examine(EntryId);
// Retail examines from the LIST, generically:
// UIElement_ItemList::ListenToElementMessage @ 0x004E4ECA takes
// the right-click branch and calls ExamineObject for a row with
// an itemID, ExamineSpell for one with a spellID.
//
// Returning true unconditionally here swallowed the event on any
// list that had not wired the seam -- the spellbook among them --
// so report it unhandled instead and let UiRoot keep bubbling.
if (EntryId == 0u
|| FindList() is not { ExamineCatalogEntryRequested: { } examine })
return false;
examine(EntryId);
return true;
case UiEventType.DragBegin:
if (e.Payload is not null) DragBegan?.Invoke(e.Payload);