fix(ui): preserve retail item titles and spacing

Carry PublicWeenieDesc material type into the live object model so examination titles use the DAT-authored material prefix. Preserve retail AddItemInfo empty appends and embedded armor separator, restoring the deliberate blank rows between appraisal sections.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-24 05:21:01 +02:00
parent d78d09cfbc
commit 6718ee45a0
19 changed files with 341 additions and 46 deletions

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@ -132,6 +132,16 @@ AP-110 retains only item preview, live player/localization projections,
character detail, and creature FontInfo state; the connected item visual is
the remaining acceptance gate.
The next connected boots comparison exposed two final shared-path omissions.
CreateObject walked past `PublicWeenieDesc.MaterialType`, so
`ACCWeenieObject::GetObjectName(NAME_APPROPRIATE)` could not decorate the
authored base name, and the retained report builder discarded empty strings
even though retail `AddItemInfo` still appends their separator. Material type
now survives CreateObject -> EntitySpawn -> WeenieData -> ClientObject and the
DAT resolver prefixes it exactly once. Empty append fragments now preserve
retail's intentional blank section rows, including the blank after
Workmanship and the literal leading newline before Armor Level.
**Files:** `src/AcDream.Core.Net/Messages/AppraiseInfoParser.cs`;
`src/AcDream.App/UI/RetailUiRuntime.cs`;
`src/AcDream.App/UI/Layout/AppraisalUiController.cs`;

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@ -205,7 +205,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| ~~AP-107~~ | **RETIRED 2026-07-11 (Wave 3.3 / #197)** — typed `OfferPrimaryClick` returns `NotActive`, `ConsumedSuccess`, or `ConsumedRejected`; every retained item surface plus radar/world offers active target mode before local selection/open/use fallback. Rejections are consumed and cannot drift selection. | `src/AcDream.App/UI/ItemInteractionController.cs`; inventory/paperdoll/toolbar/radar/world call sites | — | — | `UIElement_ItemList::HandleTargetedUseLeftClick @ 0x004E24D0` |
| AP-108 | Paperdoll/AutoWield still omit the remaining missile/held restrictions and corrupt-mask branch of full `AutoWieldIsLegal`, dual-wield/off-hand rules, double-click examine/drag from the doll, body-part selection lighting, and retail's synchronous `" - cannot unwield the %s"` failure suffix (the current send seam reports rejection asynchronously). **AutoWear legality retired from this row 2026-07-23:** inventory activation and paperdoll drops now apply the retail clothing-priority/location blocker lookup and exact `"You must remove your %s to wear that"` system notice. **Primary replacement retired 2026-07-14; Aetheria retired 2026-07-13.** | `src/AcDream.App/UI/Layout/PaperdollController.cs`; `src/AcDream.App/UI/AutoWieldController.cs` | Basic equip slots, Aetheria, live doll, AutoWear conflict reporting, and primary weapon/incompatible shield/mismatched ammo blocker sequencing work in peace and war | Remaining illegal/off-hand cases, asynchronous dequip rejection wording, doll examine/drag, and selection lighting still differ functionally | `CPlayerSystem::AutoWieldIsLegal @ 0x0055ED60`; `CPlayerSystem::AutoWearIsLegal @ 0x0055EF40`; `CPlayerSystem::AutoWield @ 0x00560A60`; `gmPaperDollUI @ 0x004A3590..0x004A5F90` |
| AP-109 | Character Titles page is inert and live displayed-title/luminance state is absent | `src/AcDream.App/UI/Layout/CharacterStatController.cs`; `CharacterSheetProvider.cs` | Attributes/skills core output is user-accepted | Titles cannot be selected/displayed and level-200 luminance fields are missing | `gmCharacterTitleUI @ 0x0049A610`; `gmStatManagementUI::UpdateExperience @ 0x004F0A70` |
| AP-110 | Remaining retained gameplay panels and world HUD are absent: advanced-combat powerbar, residual social/floating chat, quests/map/options/smartbox, vendor/trade/salvage/tinkering, mini-game gameplay, Link Status NAK/retransmission packet-loss averaging, and D.6 nameplates/floaters. Examination has its independent authored floaty layout, inscription transaction, retail creature stat/rating/animated-preview presentation, default selection-follow, and the full EoR item-report dispatch: appraisal-only unknowns; exact equipment-set/rating/tinkering/weapon/armor/caster/requirement/XP/healer/rare prose; ordinary/enchantment DAT spell descriptions; DAT material and creature names; expiry, decorated material/gem descriptions; and portal/PK restrictions with authored item colors. It still lacks item-object preview, player-dependent effective shield projection, live cooldown-remaining projection, localized augmentation-cost `StringInfo`, exhaustive character detail regions, and exact creature appraisal FontInfo-list selection. | `src/AcDream.App/UI/RetailUiRuntime.cs`; `src/AcDream.App/UI/Layout/AppraisalUiController.cs`; `src/AcDream.App/UI/Layout/ItemAppraisalTextFormatter.cs`; `src/AcDream.App/UI/Layout/RetailAppraisalNameResolver.cs`; `src/AcDream.App/UI/Layout/CreatureAppraisalRows.cs`; `src/AcDream.App/Rendering/CreatureAppraisalPresentation.cs`; `src/AcDream.Core.Net/LinkStatusSnapshot.cs`; D.5/D.6 roadmap | Basic combat, M3 magic/Link/Vitae surfaces, and the core examination request/presentation/inscription/creature-preview/item-report loop cover the active loops; the residual examination mechanisms require live player/enchantment/localization state or object-preview ownership rather than fabricated content | Item assessments omit only the listed live/localized/preview projections; enchanted/incomplete creature appraisal rows use the normal authored font until the exact FontInfo list is bound; other absent panels remain unavailable; real packet loss is displayed as 0.00% instead of retail's moving average | `BasicCreatureExamineUI::Init @ 0x004AB9C0`; `CreatureExamineUI::SetAppraiseInfo @ 0x004B3FF0`; `gmExaminationUI::RecvNotice_SelectionChanged @ 0x004AB3D0`; `AttributeInfoRegion::Update @ 0x004F1D90`; `gmExaminationUI::SetAppraiseInfo @ 0x004ADAE0`; `ItemExamineUI::SetAppraiseInfo @ 0x004B72B0`; `ItemExamineUI::AddItemInfo @ 0x004AC050`; `ItemExamineUI::Appraisal_ShowCapacity @ 0x004B2680`; `ItemExamineUI::Appraisal_ShowSpecialProperties @ 0x004B0140`; `ItemExamineUI::Appraisal_ShowWeaponAndArmorData @ 0x004B10E0`; `ItemExamineUI::Appraisal_ShowMagicInfo @ 0x004B2E10`; `ItemExamineUI::Appraisal_ShowDescription @ 0x004B6990`; `MaterialTypeEnumMapper::MaterialTypeToString @ 0x005CD500`; `ItemExamineUI::SetInscription @ 0x004AE2F0`; `CM_Writing::Event_SetInscription @ 0x006A98B0`; `CLinkStatusAverages::GetAveragePacketLoss @ 0x00546610`; LayoutDesc catalog |
| AP-110 | Remaining retained gameplay panels and world HUD are absent: advanced-combat powerbar, residual social/floating chat, quests/map/options/smartbox, vendor/trade/salvage/tinkering, mini-game gameplay, Link Status NAK/retransmission packet-loss averaging, and D.6 nameplates/floaters. Examination has its independent authored floaty layout, inscription transaction, retail creature stat/rating/animated-preview presentation, default selection-follow, and the full EoR item-report dispatch: appraisal-only unknowns; exact equipment-set/rating/tinkering/weapon/armor/caster/requirement/XP/healer/rare prose and intentional blank section rows; ordinary/enchantment DAT spell descriptions; live material-decorated appropriate titles plus DAT material and creature names; expiry, decorated material/gem descriptions; and portal/PK restrictions with authored item colors. It still lacks item-object preview, player-dependent effective shield projection, live cooldown-remaining projection, localized augmentation-cost `StringInfo`, exhaustive character detail regions, and exact creature appraisal FontInfo-list selection. | `src/AcDream.App/UI/RetailUiRuntime.cs`; `src/AcDream.App/UI/Layout/AppraisalUiController.cs`; `src/AcDream.App/UI/Layout/ItemAppraisalTextFormatter.cs`; `src/AcDream.App/UI/Layout/RetailAppraisalNameResolver.cs`; `src/AcDream.App/UI/Layout/CreatureAppraisalRows.cs`; `src/AcDream.App/Rendering/CreatureAppraisalPresentation.cs`; `src/AcDream.Core.Net/LinkStatusSnapshot.cs`; D.5/D.6 roadmap | Basic combat, M3 magic/Link/Vitae surfaces, and the core examination request/presentation/inscription/creature-preview/item-report loop cover the active loops; the residual examination mechanisms require live player/enchantment/localization state or object-preview ownership rather than fabricated content | Item assessments omit only the listed live/localized/preview projections; enchanted/incomplete creature appraisal rows use the normal authored font until the exact FontInfo list is bound; other absent panels remain unavailable; real packet loss is displayed as 0.00% instead of retail's moving average | `BasicCreatureExamineUI::Init @ 0x004AB9C0`; `CreatureExamineUI::SetAppraiseInfo @ 0x004B3FF0`; `gmExaminationUI::RecvNotice_SelectionChanged @ 0x004AB3D0`; `AttributeInfoRegion::Update @ 0x004F1D90`; `gmExaminationUI::SetAppraiseInfo @ 0x004ADAE0`; `ACCWeenieObject::GetObjectName @ 0x0058E6E0`; `ItemExamineUI::SetAppraiseInfo @ 0x004B72B0`; `ItemExamineUI::AddItemInfo @ 0x004AC050`; `ItemExamineUI::Appraisal_ShowCapacity @ 0x004B2680`; `ItemExamineUI::Appraisal_ShowSpecialProperties @ 0x004B0140`; `ItemExamineUI::Appraisal_ShowWeaponAndArmorData @ 0x004B10E0`; `ItemExamineUI::Appraisal_ShowMagicInfo @ 0x004B2E10`; `ItemExamineUI::Appraisal_ShowDescription @ 0x004B6990`; `MaterialTypeEnumMapper::MaterialTypeToString @ 0x005CD500`; `ItemExamineUI::SetInscription @ 0x004AE2F0`; `CM_Writing::Event_SetInscription @ 0x006A98B0`; `CLinkStatusAverages::GetAveragePacketLoss @ 0x00546610`; LayoutDesc catalog |
| ~~AP-111~~ | **RETIRED 2026-07-11 (M2 held-object parenting)** — equipped hand items are no longer omitted from the render world. CreateObject now preserves Placement/Parent/position timestamp bootstrap; live `0xF749` ParentEvent is parsed with retail sequence freshness; a focused render controller resolves `Setup.HoldingLocations`, applies the child's placement frame, and recomposes the separate child entity after every parent animation tick. Pickup retains the weenie's visual metadata for a later wield. | `src/AcDream.Core.Net/Messages/{CreateObject,ParentEvent}.cs`; `src/AcDream.Core/Meshing/EquippedChildAttachment.cs`; `src/AcDream.App/Rendering/EquippedChildRenderController.cs` | — | — | `ClientCombatSystem::GetDefaultCombatMode @ 0x0056B310`; `SmartBox::HandleParentEvent @ 0x004535D0`; `CPhysicsObj::set_parent @ 0x00515A90`; `CPhysicsObj::UpdateChild @ 0x00512D50` |
| AP-112 | The basic combat bar ports visibility, height selection, desired-power slider, exact 1.0/0.8-second charge, ready-stance gating, request/release, `MaybeStopCompletely`, server-response queueing, and auto-repeat, but still omits `StartAttackRequest`'s `FinishJump` call and exact trained-Recklessness visibility semantics (IA-20 keeps the dark range as the accepted baseline) | `src/AcDream.App/Combat/CombatAttackController.cs`; `src/AcDream.App/UI/Layout/CombatUiController.cs` | The shared player movement owner now performs retail's server-control-gated full stop and movement report before an attack build; the remaining seams require the jump owner and a distinct Recklessness treatment | Starting an attack while charging a jump may not finish that jump exactly when retail does; trained/untrained Recklessness presentation is identical | `ClientCombatSystem::StartAttackRequest @ 0x0056C040`; `CommandInterpreter::MaybeStopCompletely @ 0x006B3B90`; `gmCombatUI::ListenToElementMessage @ 0x004CC430` |
| AP-113 | Invalid lifestone-command arguments display the local text `Usage: /lifestone`; retail definitely emits a local usage/error line but Binary Ninja misidentifies the referenced wide-string address, so its exact wording is not yet recovered | `src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs`; `RetailClientCommandCatalog.cs` | The behavior boundary is exact (handled locally, no chat and no game action); only a low-impact diagnostic sentence differs | `/ls now` can show different wording/color from retail while still refusing the invalid request correctly | `ClientCommunicationSystem::DoLifestone @ 0x0056FC70` |

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@ -213,6 +213,19 @@ The focused item formatter suite passes 21/21, App Release passes 3,531 tests /
3 skips, and the complete Release solution passes 7,952 tests / 5 skips. The
connected item-report comparison is the remaining Slice 3 gate.
The material-title and section-boundary correction carries
`PublicWeenieDesc.MaterialType` from CreateObject through the canonical object
table and resolves `ACCWeenieObject::GetObjectName(NAME_APPROPRIATE)` through
the installed DAT material map. Examination titles now produce names such as
`Reed Shark Hide Steel Toed Boots` without duplicating a material already
present in the authored base name. Empty `AddItemInfo` calls are retained as
real report fragments, restoring retail's intentional blank rows after
workmanship, before armor level, around rating/special-property blocks, and at
the later use/item-level boundaries. Focused wire, projection, object-table,
title, and boots-layout fixtures protect the full path. The Release solution
build and 3,533 App tests / 3 skips plus 7,956 complete-solution tests /
5 skips pass; the connected boots comparison is the remaining visual gate.
## Slice 1 — spell-bar overflow arrows
### Retail oracle

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@ -181,6 +181,23 @@ SetAppraiseInfo(guid, profile):
show examination window
```
`ACCWeenieObject::GetObjectName @ 0x0058E6E0` does more than pluralize:
```text
baseName = singular or plural name selected for the live stack size
if PublicWeenieDesc.MaterialType > 0:
material = AppraisalSystem.InqMaterialName(MaterialType)
remove material from baseName when it is already authored there
trim the remaining baseName
baseName = material + " " + remaining baseName
return baseName
```
The title therefore uses the live CreateObject material field. For example,
an authored `Steel Toed Boots` object whose material is `Reed Shark Hide`
is titled `Reed Shark Hide Steel Toed Boots`; appraisal property 131 is for
description decoration and is not a substitute for this live name field.
Only the first response to an explicit request forces the window visible.
Background refreshes update the current object without reopening a closed
window.
@ -348,6 +365,9 @@ AddItemInfo(text, fontColorIndex, sameParagraph):
append sameParagraph ? "\n" : "\n\n"
append text with font-list index 0 and the requested color-list index
# Empty text is meaningful. The separator is still appended, so
# AddItemInfo("", ..., true) preserves an intentional blank row.
ShowValueAndBurden(profile):
if profile contains int 19:
append "Value: <grouped value>"
@ -537,6 +557,7 @@ ShowTinkering:
"Workmanship: <adjective of rounded average> (<average, two decimals>)"
blank line
"Salvaged from %d items."
append an empty same-paragraph entry unconditionally
ShowSet:
EquipmentSetId (265) selects the literal EoR set-name table.
@ -550,6 +571,9 @@ ShowRatings:
render as "Ratings: Dam 3, Crit 2" (there is no plus sign)
positive Vitality (379) is a separate
"This item adds %d Vitality."
if any rating or Vitality was emitted:
append an empty same-paragraph entry
SetAppraiseInfo appends one more empty entry when Set or Ratings emitted
ShowWeaponAndArmorData:
only interpret WeaponProfile inside weapon/shield valid-location bits
@ -559,6 +583,16 @@ ShowWeaponAndArmorData:
Upper Legs, Lower Legs, Feet"
selecting the names from ClothingPriority bits in that exact order
ShowArmorModsData:
the first "Armor Level" string itself begins with "\n"
AddItemInfo also contributes its ordinary separator, leaving one blank
row between clothing coverage and Armor Level
ShowSpecialProperties:
begin with an empty same-paragraph entry
carry-limit text has another empty entry before it
shared cooldown metadata and cleave have their retail trailing empty entry
ShowShortMagic:
list only ordinary spell ids (high bit clear)
a failed appraisal prints "Spells: unknown."
@ -583,6 +617,7 @@ ShowItemLevel:
nextThreshold = ItemLevelToTotalXP(min(currentLevel + 1, maxLevel), ...)
"Item Level: <displayedLevel> / <maxLevel>"
"Item XP: <grouped total> / <grouped nextThreshold>"
append an empty same-paragraph entry after Item XP
ItemLevelToTotalXP(level, base, max, style):
clamp level to [0, max]