docs(D.5): sub-phase ledger + item-model cold-start prompt
Roadmap: refresh the D.5.2 entry to its final shipped state (per-pixel gradient surface overload 0x004415b0; AP-43/AP-44 retired by visual verification; range 419c3ac..fb288ad). Add an explicit D.5 sub-phase ledger: D.5.4 client object/item data model (foundation, NEXT) -> D.5.3 selected-object + spell shortcuts -> window manager -> D.5.5+ core panels. Handoff doc gains a paste-ready new-session prompt. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -89,5 +89,32 @@ NOTE the user's standing constraint for this phase: *"No quick fixes — needs t
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architecturally solid and thought through."* Do not band-aid `EnrichItem` to add new items;
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design the model properly.
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## 6. New-session prompt (paste into a fresh session)
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> Design and build acdream's **client object/item data model** — the foundation under the D.5
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> core panels (inventory, equipment/paperdoll, vendor, trade). This is roadmap **D.5.4** and it
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> blocks D.5.5+. **Read this handoff first: `docs/research/2026-06-18-item-object-model-handoff.md`**,
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> then `docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md` and
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> `docs/research/2026-06-16-inventory-deep-dive.md`.
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>
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> The problem (confirmed live on Coldeve, character Barris): acdream's item model is
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> **enrich-existing-only** — `ItemRepository.EnrichItem` only fills items pre-seeded as stubs
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> from `PlayerDescription`, and DROPS `CreateObject`s for anything else, so most hotbar/pack
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> items render no icon (4 of 6 hotbar slots were blank). Port retail's `ClientObjMaintSystem`:
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> **`CreateObject` is the canonical object create/update**, `PlayerDescription`/`ViewContents`/
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> shortcuts become references, and the UI resolves items by guid. This is NOT a D.5.2 icon bug
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> (the composite is correct for every item that reaches it).
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>
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> **Do this as a proper design — the user's standing constraint is "architecturally solid, no
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> quick fixes" (do NOT band-aid `EnrichItem` to add new items).** Use the full
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> brainstorm → spec → plan → subagent-driven-development flow. **Open the brainstorm by settling
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> the crux FIRST (§2): unify acdream's two object tracks — the `WorldEntity` 3D system (fed by
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> `GameWindow.OnLiveEntitySpawned`) and `ItemRepository` — into ONE object table like retail, or
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> keep them separate with a shared ingestion seam?** Then the ingestion lifecycle (§3 wire
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> surface) and how the toolbar/inventory/paperdoll bind by guid. Follow the mandatory
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> grep-named→cross-ref→pseudocode→port workflow for any AC-specific wire format; conformance
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> tests throughout. Work continues on branch `claude/hopeful-maxwell-214a12` (kept, unmerged;
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> D.5.2 = `52306d9..fb288ad`).
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**MEMORY.md index line:**
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- [Handoff: client object/item data model (2026-06-18)](research/2026-06-18-item-object-model-handoff.md) — next phase after D.5.2. Root cause of the live-Coldeve "4/6 hotbar items missing": acdream's item model is enrich-existing-only (drops CreateObjects without a pre-seeded stub). Fix = port retail's `ClientObjMaintSystem` (CreateObject = canonical ingestion; UI resolves by guid). CRUX to settle first: unify the WorldEntity + ItemRepository tracks into one object table, or keep separate w/ shared ingestion? Grounding research + ingestion surface listed. User constraint: architecturally solid, no quick fixes.
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