feat(ui): port retail gameplay indicator bar
Promote all seven LayoutDesc 0x21000071 controls to retained buttons, drive link quality, effects, Vitae, and burden from live state, and route Character Information plus end-session confirmation through the shared UI owners. Keep network timing in WorldSession and pin retail thresholds, flash cadence, authored states, and action routing with focused conformance tests. Release build and all 5,807 tests pass with five intentional skips. Connected visual gate pending. Co-authored-by: OpenAI Codex <codex@openai.com>
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# acdream — strategic roadmap
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**Status:** Living document. Updated 2026-07-16. **M3 active; automated implementation complete, visual gates pending.** M2's connected demo loop is complete. M3 now has the retail cast-intent/component/target lifecycle, exact live enchantment wire state, scoped Magic input, retained spell bar, spellbook, component book, positive/negative effects panels, authored effect-indicator buttons, and shared `gmPanelUI` switching over the Step 9 projectile/PhysicsScript/particle/portal foundation. The remaining M3 work is the connected single-client magic-UI/casting gate and final two-client portal-out/materialization observer gate.
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**Status:** Living document. Updated 2026-07-17. **M3 active; automated implementation complete, visual gates pending.** M2's connected demo loop is complete. M3 now has the retail cast-intent/component/target lifecycle, exact live enchantment wire state, scoped Magic input, retained spell bar, spellbook, component book, positive/negative effects panels, the complete authored seven-control gameplay indicator strip, and shared `gmPanelUI` switching over the Step 9 projectile/PhysicsScript/particle/portal foundation. The remaining M3 work is the connected single-client magic-UI/casting gate and final two-client portal-out/materialization observer gate.
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**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
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---
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@ -20,8 +20,9 @@ active enchantment, then recall through the DAT-driven portal presentation.
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3,956-row CSV is no longer a production dependency.
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2. **Done (automated):** authored Magic combat page, eight favorite tabs,
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equipped caster endowment, scoped retail keys, spellbook/component book,
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positive/negative active-enchantment panels, Helpful/Harmful indicator
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buttons, and the retail one-active-main-panel lifecycle. Connected-gate
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positive/negative active-enchantment panels, the seven-control link/effect/
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Vitae/burden/mini-game/session indicator strip, and the retail
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one-active-main-panel lifecycle. Connected-gate
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correction now also pins type-12 spellbook tabs, retail zero text margins,
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and `PassToChildren` Closed/Open chrome through real-DAT fixtures.
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3. **Pending user visual gate:** connected projectile/self-buff casts plus the
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@ -706,7 +706,11 @@ targeted/untargeted messages. Live enchantment add/remove/dispel/purge state is
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fully parsed with layer identity and client-clock normalization. The authored
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Magic combat page, eight favorite tabs, caster endowment, spellbook/component
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book, scoped keys, positive/negative effects windows, and the authored
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Helpful/Harmful indicators are mounted in the retained runtime. Main-panel
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seven-control gameplay indicator strip are mounted in the retained runtime.
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The strip now uses retail DAT states for link quality, Helpful/Harmful effects,
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Vitae, burden, mini-game availability, and end-character-session; live link
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age, player load, and enchantment registries drive their retail thresholds and
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the burden/effect/logout actions use the shared panel/dialog owners. Main-panel
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visibility now flows through retail's one-active `gmPanelUI` owner. M3 remains
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active only for the connected single-client magic
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UI/casting visual gate and the final two-client portal observer gate.
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