roadmap: add F.5a — visible-at-login dev panels (consumes #13)

Sub-phase under existing F.5 (Core panels) capturing the immediate
follow-up to ISSUES.md #13: now that PlayerDescriptionParser surfaces
the full trailer (Inventory / Equipped / Shortcuts / HotbarSpells /
DesiredComps / Options1+2 / SpellbookFilters) and GameEventWiring
populates ItemRepository at login, F.5a wires that data into minimal
ImGui dev panels under ACDREAM_DEVTOOLS=1 so it's observable in-game.

Establishes the binding pattern (AcDream.UI.Abstractions ViewModels →
ImGui renderer) that the eventual D.2b retail-skinned F.5 panels
reuse. Spec to brainstorm before code.
This commit is contained in:
Erik 2026-05-10 10:06:30 +02:00
parent 95aaa6c92e
commit 68d6898339

View file

@ -201,6 +201,7 @@ Research: R1 + R2 + R6 + R8 + UI slices 04/05.
- **F.3 — Combat math + damage flow.** Damage formula, per-body-part AL, crit, hit-chance sigmoid. Server broadcasts damage events; client displays + HP bar. See `r02-combat-system.md` + `src/AcDream.Core/Combat/`. - **F.3 — Combat math + damage flow.** Damage formula, per-body-part AL, crit, hit-chance sigmoid. Server broadcasts damage events; client displays + HP bar. See `r02-combat-system.md` + `src/AcDream.Core/Combat/`.
- **F.4 — Spell cast state machine.** `SpellCastStateMachine` + active buff tracking. Buffs + recalls first, projectile spells later. Fizzle sigmoid + mana conversion. See `r01-spell-system.md` + `src/AcDream.Core/Spells/`. - **F.4 — Spell cast state machine.** `SpellCastStateMachine` + active buff tracking. Buffs + recalls first, projectile spells later. Fizzle sigmoid + mana conversion. See `r01-spell-system.md` + `src/AcDream.Core/Spells/`.
- **F.5 — Core panels.** Attributes / Skills / Paperdoll / Inventory / Spellbook — using the retail-ui framework from Phase D.2. See `05-panels.md` under retail-ui. **(Targets `AcDream.UI.Abstractions`; unblocked by D.2a — ships with ImGui widgets — and reskinned when D.2b lands.)** - **F.5 — Core panels.** Attributes / Skills / Paperdoll / Inventory / Spellbook — using the retail-ui framework from Phase D.2. See `05-panels.md` under retail-ui. **(Targets `AcDream.UI.Abstractions`; unblocked by D.2a — ships with ImGui widgets — and reskinned when D.2b lands.)**
- **F.5a — Visible-at-login dev panels.** First deliverable on top of #13 (PD trailer parser shipped 2026-05-10): wire `PlayerDescriptionParser.Parsed.{Inventory, Equipped, Shortcuts, HotbarSpells, DesiredComps, Options1, Options2, SpellbookFilters}` and `ItemRepository.Items` into minimal ImGui dev panels under `ACDREAM_DEVTOOLS=1` so the parsed data is observable in-game without a real retail-skin panel. Establishes the binding pattern (`AcDream.UI.Abstractions` ViewModels → ImGui renderer) the eventual D.2b retail-skinned panels reuse. Acceptance: log in, open dev overlay, see your inventory list / hotbars / shortcuts / character-options bitfields populated from the live PD message. **Targets:** `src/AcDream.UI.Abstractions/` (ViewModels) + `src/AcDream.App/UI/ImGui/` (panels). Spec to brainstorm before code.
**Acceptance:** equip a weapon, swing at a monster, see damage numbers, buff yourself, recall to the lifestone. **Acceptance:** equip a weapon, swing at a monster, see damage numbers, buff yourself, recall to the lifestone.