docs(D.2b): implementation plan — inventory empty-slot art via cell-template resolution
5-task TDD plan for the OPEN empty-slot-art issue: ItemListCellTemplate resolver (ports UIElement_ItemList::InternalCreateItem's 0x1000000e -> 0x21000037 lookup), UiItemList.CellEmptySprite, InventoryController + GameWindow wiring, divergence rows AP-55/AP-56, ISSUES close + visual gate. Each task is test-first with exact code; Task 1 pins the exact retail sprites from the live dat. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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docs/superpowers/plans/2026-06-22-d2b-empty-slot-art.md
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docs/superpowers/plans/2026-06-22-d2b-empty-slot-art.md
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# D.2b Inventory empty-slot art — Implementation Plan
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Make the inventory contents grid, side-bag column, and main-pack cell render their correct per-list empty-slot background — resolved from the dat exactly as retail does — instead of the hardcoded generic toolbar square.
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**Architecture:** Port retail's `UIElement_ItemList::InternalCreateItem` resolver into a small static helper (`ItemListCellTemplate.ResolveEmptySprite`): read attribute `0x1000000e` off the list's ElementDesc → a cell-template element id → look it up in catalog LayoutDesc `0x21000037` → take that prototype's empty-slot media. A new `UiItemList.CellEmptySprite` carries the resolved sprite to the cells; `InventoryController` sets it for the three lists; `GameWindow` resolves and passes the three values (mirroring the existing `0x21000037` digit-array read + `ToolbarController.Bind`). `UiItemSlot` and the toolbar are untouched.
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**Tech Stack:** C# / .NET 10, xUnit, `DatReaderWriter` (dat reader), the existing `AcDream.App.UI.Layout` importer.
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**Spec:** `docs/superpowers/specs/2026-06-22-d2b-empty-slot-art-design.md`.
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---
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## File Structure
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| File | Create/Modify | Responsibility |
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|---|---|---|
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| `src/AcDream.App/UI/Layout/ItemListCellTemplate.cs` | **Create** | The pure dat→sprite resolver (port of `InternalCreateItem`'s template lookup). |
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| `tests/AcDream.App.Tests/UI/Layout/ItemListCellTemplateTests.cs` | **Create** | Real-dat smoke + the "pin the exact asset" printout (skips without the dat). |
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| `src/AcDream.App/UI/UiItemList.cs` | Modify | Add `CellEmptySprite` (stamps cells). |
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| `tests/AcDream.App.Tests/UI/UiItemListTests.cs` | Modify | Unit test for `CellEmptySprite` (no dat). |
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| `src/AcDream.App/UI/Layout/InventoryController.cs` | Modify | `Bind`/ctor gain the three sprites; apply to the three lists. |
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| `tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs` | Modify | Test the three lists receive the sprites. |
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| `src/AcDream.App/Rendering/GameWindow.cs` | Modify (near `:2217`) | Resolve the three sprites; pass into `InventoryController.Bind`. |
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| `docs/architecture/retail-divergence-register.md` | Modify | Two AP rows (toolbar hardcode; flat-cell approximation). |
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| `docs/ISSUES.md` | Modify | Move the empty-slot-art issue to *Recently closed* (inventory portion). |
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`UiItemSlot.cs` is **not** modified — its `0x060074CF` default stays (correct for the toolbar); cells receive the per-list value via `UiItemList.CellEmptySprite`.
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---
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### Task 1: The resolver + real-dat pinning test
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**Files:**
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- Create: `src/AcDream.App/UI/Layout/ItemListCellTemplate.cs`
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- Test: `tests/AcDream.App.Tests/UI/Layout/ItemListCellTemplateTests.cs`
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- [ ] **Step 1: Write the failing real-dat test**
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Create `tests/AcDream.App.Tests/UI/Layout/ItemListCellTemplateTests.cs`:
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```csharp
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using System;
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using System.IO;
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using AcDream.App.UI.Layout;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using Xunit;
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using Xunit.Abstractions;
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namespace AcDream.App.Tests.UI.Layout;
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/// <summary>
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/// Real-dat test for <see cref="ItemListCellTemplate.ResolveEmptySprite"/>: the inventory
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/// item-lists must resolve their empty-slot sprite from the dat cell template (attribute
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/// 0x1000000e -> catalog 0x21000037 prototype's ItemSlot_Empty), NOT the generic toolbar
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/// square 0x060074CF. Also PRINTS the resolved ids — the "pin the exact asset" record.
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/// Skips when the live dat directory is absent (CI).
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/// </summary>
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public class ItemListCellTemplateTests
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{
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private const uint Generic = 0x060074CFu; // generic toolbar-shortcut empty square (the bug)
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private const uint ContentsLayout = 0x21000021u; private const uint ContentsGrid = 0x100001C6u;
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private const uint BackpackLayout = 0x21000022u; private const uint SideBag = 0x100001CAu;
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private const uint MainPack = 0x100001C9u;
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private readonly ITestOutputHelper _out;
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public ItemListCellTemplateTests(ITestOutputHelper o) => _out = o;
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private static string? DatDir()
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{
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var d = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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return Directory.Exists(d) ? d : null;
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}
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[Fact]
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public void Inventory_lists_resolve_a_real_nongeneric_empty_sprite()
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{
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var datDir = DatDir();
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if (datDir is null) return; // CI: no live dat — skip (smoke test)
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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foreach (var (name, layout, elem) in new[]
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{
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("contents", ContentsLayout, ContentsGrid),
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("side-bag", BackpackLayout, SideBag),
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("main-pack", BackpackLayout, MainPack),
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})
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{
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uint sprite = ItemListCellTemplate.ResolveEmptySprite(dats, layout, elem);
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_out.WriteLine($"{name}: list 0x{elem:X8} (layout 0x{layout:X8}) -> empty sprite 0x{sprite:X8}");
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Assert.True(sprite != 0u, $"{name}: resolved 0 (no 0x1000000e attr / prototype / media)");
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Assert.True(sprite != Generic, $"{name}: resolved the generic 0x060074CF — the bug, not the fix");
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Assert.True((sprite & 0xFF000000u) == 0x06000000u, $"{name}: 0x{sprite:X8} is not a 0x06 RenderSurface id");
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}
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}
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}
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```
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- [ ] **Step 2: Run the test to verify it fails**
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Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ItemListCellTemplateTests"`
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Expected: **compile error** — `ItemListCellTemplate` does not exist.
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- [ ] **Step 3: Implement the resolver**
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Create `src/AcDream.App/UI/Layout/ItemListCellTemplate.cs`:
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```csharp
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Resolves the empty-slot background sprite for a UIElement_ItemList's cells the way retail
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/// does. Retail ref: UIElement_ItemList::InternalCreateItem (acclient_2013_pseudo_c.txt:231486 /
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/// 0x004e3570): GetAttribute_Enum(this, 0x1000000e, &id) -> GetByEnum(0x10000038,5,0x23) [the
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/// shared UIItem catalog LayoutDesc, = 0x21000037] -> CreateChildElement(catalog, id); the cloned
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/// prototype's ItemSlot_Empty (state 0x1000001c) media is the empty-cell background.
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/// </summary>
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public static class ItemListCellTemplate
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{
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/// <summary>The shared UIItem cell-template catalog. Hardcoded: retail resolves it via
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/// GetByEnum(0x10000038,5,0x23) through a master enum-map DAT object (no code literal);
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/// 0x21000037 is the only LayoutDesc that is a catalog of standalone UIItem (0x10000032)
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/// prototypes. Validated by the real-dat test (the resolved sprite must be a real 0x06 surface).</summary>
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public const uint CatalogLayoutId = 0x21000037u;
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private const uint CellTemplateAttr = 0x1000000eu; // UIElement attribute: cell-template element id
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private const uint IconChildId = 0x1000033Bu; // m_elem_Icon sub-element (carries ItemSlot_Empty)
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private const string ItemSlotEmpty = "ItemSlot_Empty"; // UIStateId.ToString() for state 0x1000001c
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/// <summary>
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/// Resolve the empty-slot sprite (a 0x06xxxxxx RenderSurface id) for the cells of item-list
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/// element <paramref name="listElementId"/> in LayoutDesc <paramref name="listLayoutId"/>.
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/// Returns 0 when the layout/element/attribute/prototype/media is absent (the caller keeps
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/// the <see cref="UiItemSlot"/> default).
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/// </summary>
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public static uint ResolveEmptySprite(DatCollection dats, uint listLayoutId, uint listElementId)
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{
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var listLd = dats.Get<LayoutDesc>(listLayoutId);
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if (listLd is null) return 0;
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var listElem = FindDesc(listLd, listElementId);
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if (listElem is null) return 0;
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uint protoId = ReadCellTemplateId(listElem); // attr 0x1000000e
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if (protoId == 0) return 0;
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var catalog = dats.Get<LayoutDesc>(CatalogLayoutId);
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if (catalog is null) return 0;
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var proto = FindDesc(catalog, protoId);
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if (proto is null) return 0;
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// Priority: a child's DirectState background frame (the 36x36 backpack cell's recessed
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// border, e.g. 0x06005D9C); else the m_elem_Icon child's ItemSlot_Empty media (the 32x32
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// contents cell, e.g. 0x06004D20). See the spec's explicit single-sprite contract.
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uint frame = FirstChildDirectStateImage(proto);
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return frame != 0 ? frame : IconChildEmptyImage(proto);
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}
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// ── attribute 0x1000000e (read like the font DID 0x1A: bare DataIdBaseProperty or an array) ──
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private static uint ReadCellTemplateId(ElementDesc elem)
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{
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uint id = ReadIdFromState(elem.StateDesc);
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if (id != 0) return id;
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foreach (var s in elem.States)
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{
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id = ReadIdFromState(s.Value);
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if (id != 0) return id;
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}
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return 0;
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}
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private static uint ReadIdFromState(StateDesc? sd)
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{
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if (sd?.Properties is null) return 0;
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return sd.Properties.TryGetValue(CellTemplateAttr, out var raw) ? ReadId(raw) : 0;
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}
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private static uint ReadId(BaseProperty raw)
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{
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if (raw is ArrayBaseProperty arr && arr.Value.Count > 0) return ReadId(arr.Value[0]);
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if (raw is DataIdBaseProperty did) return did.Value;
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return 0;
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}
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// ── prototype media ──
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private static uint FirstChildDirectStateImage(ElementDesc proto)
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{
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foreach (var kv in proto.Children)
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{
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uint f = DirectStateImage(kv.Value);
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if (f != 0) return f;
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}
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return 0;
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}
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private static uint IconChildEmptyImage(ElementDesc proto)
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{
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var icon = FindDescIn(proto, IconChildId); // recursive: handles inner wrappers (e.g. 0x10000340)
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if (icon is null) return 0;
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foreach (var s in icon.States)
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if (s.Key.ToString() == ItemSlotEmpty)
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{
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uint f = StateImage(s.Value);
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if (f != 0) return f;
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}
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return DirectStateImage(icon); // some prototypes carry empty media on the DirectState
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}
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private static uint DirectStateImage(ElementDesc d)
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=> d.StateDesc is null ? 0u : StateImage(d.StateDesc);
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private static uint StateImage(StateDesc sd)
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{
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foreach (var m in sd.Media)
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if (m is MediaDescImage img && img.File != 0) return img.File;
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return 0;
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}
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// ── depth-first element search by id (LayoutImporter.FindDesc is private there) ──
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private static ElementDesc? FindDesc(LayoutDesc ld, uint id)
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{
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foreach (var kv in ld.Elements)
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{
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var f = FindDescIn(kv.Value, id);
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if (f is not null) return f;
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}
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return null;
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}
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private static ElementDesc? FindDescIn(ElementDesc d, uint id)
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{
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if (d.ElementId == id) return d;
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foreach (var kv in d.Children)
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{
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var f = FindDescIn(kv.Value, id);
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if (f is not null) return f;
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}
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return null;
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}
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}
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```
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- [ ] **Step 4: Run the test to verify it passes (and PIN the values)**
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Run (this machine has the live dat at `~/Documents/Asheron's Call`):
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`dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ItemListCellTemplateTests" -v n`
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Expected: **PASS**. In the test output, **record the three printed sprite ids** (the "pin the exact asset" deliverable), e.g. `contents: ... -> empty sprite 0x06004D20`. If any line prints `0x00000000` or fails the `!= Generic` assert, the `0x1000000e` attribute was not found where expected — fall back to the cdb route in the spec §6 (break at `InternalCreateItem` `004e3616`, read arg4 + the catalog DID) and extend `ReadId`/the priority before continuing.
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- [ ] **Step 5: Commit**
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```bash
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git add src/AcDream.App/UI/Layout/ItemListCellTemplate.cs tests/AcDream.App.Tests/UI/Layout/ItemListCellTemplateTests.cs
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git commit -m "feat(ui): D.2b empty-slot art — ItemListCellTemplate resolver (0x1000000e -> 0x21000037)
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
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```
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---
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### Task 2: `UiItemList.CellEmptySprite`
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**Files:**
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- Modify: `src/AcDream.App/UI/UiItemList.cs`
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- Test: `tests/AcDream.App.Tests/UI/UiItemListTests.cs`
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- [ ] **Step 1: Write the failing unit test**
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Add to `tests/AcDream.App.Tests/UI/UiItemListTests.cs` (inside the existing test class):
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```csharp
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[Fact]
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public void CellEmptySprite_stamps_existing_and_future_cells()
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{
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var list = new UiItemList(); // ctor adds one default cell
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Assert.Equal(0x060074CFu, list.GetItem(0)!.EmptySprite); // UiItemSlot default before set
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list.CellEmptySprite = 0x06004D20u; // a pack-slot sprite
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Assert.Equal(0x06004D20u, list.GetItem(0)!.EmptySprite); // existing cell re-stamped
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list.AddItem(new UiItemSlot());
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Assert.Equal(0x06004D20u, list.GetItem(1)!.EmptySprite); // new cell stamped
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}
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[Fact]
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public void CellEmptySprite_zero_leaves_the_UiItemSlot_default()
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{
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var list = new UiItemList();
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list.CellEmptySprite = 0u;
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Assert.Equal(0x060074CFu, list.GetItem(0)!.EmptySprite); // unchanged default
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}
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```
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- [ ] **Step 2: Run the test to verify it fails**
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Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~UiItemListTests.CellEmptySprite"`
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Expected: **compile error** — `UiItemList` has no `CellEmptySprite`.
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- [ ] **Step 3: Implement `CellEmptySprite`**
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In `src/AcDream.App/UI/UiItemList.cs`, add the property after the `SpriteResolve` property (around line 29):
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```csharp
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private uint _cellEmptySprite;
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/// <summary>Empty-slot sprite for THIS list's cells, resolved from the dat cell template
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/// (retail attribute 0x1000000e -> catalog 0x21000037 prototype's ItemSlot_Empty; see
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/// <see cref="Layout.ItemListCellTemplate.ResolveEmptySprite"/>). 0 = leave the
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/// <see cref="UiItemSlot.EmptySprite"/> default (0x060074CF). Applied to every existing
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/// AND future cell.</summary>
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public uint CellEmptySprite
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{
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get => _cellEmptySprite;
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set
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{
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_cellEmptySprite = value;
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if (value != 0)
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foreach (var c in _cells) c.EmptySprite = value;
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}
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}
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```
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In `AddItem`, after the existing `cell.SpriteResolve ??= SpriteResolve;` line, add:
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```csharp
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if (_cellEmptySprite != 0) cell.EmptySprite = _cellEmptySprite;
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```
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- [ ] **Step 4: Run the test to verify it passes**
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Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~UiItemListTests.CellEmptySprite"`
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Expected: **PASS** (both tests).
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- [ ] **Step 5: Commit**
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```bash
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git add src/AcDream.App/UI/UiItemList.cs tests/AcDream.App.Tests/UI/UiItemListTests.cs
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git commit -m "feat(ui): D.2b empty-slot art — UiItemList.CellEmptySprite stamps cells
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
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```
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---
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### Task 3: `InventoryController` applies the three sprites
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**Files:**
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- Modify: `src/AcDream.App/UI/Layout/InventoryController.cs`
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- Test: `tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs`
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- [ ] **Step 1: Write the failing test**
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Add to `tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs`:
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```csharp
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[Fact]
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public void Empty_sprites_are_applied_to_the_three_lists()
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{
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var (layout, grid, containers, top, _, _, _, _) = BuildLayout();
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InventoryController.Bind(layout, new ClientObjectTable(), () => Player,
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iconIds: (_, _, _, _, _) => 0u, strength: () => 100, datFont: null,
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contentsEmptySprite: 0x06004D20u, sideBagEmptySprite: 0x06005D9Cu, mainPackEmptySprite: 0x06005D9Cu);
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Assert.Equal(0x06004D20u, grid.GetItem(0)!.EmptySprite); // a padded empty contents cell
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Assert.Equal(0x06005D9Cu, containers.GetItem(0)!.EmptySprite); // a padded empty side-bag cell
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Assert.Equal(0x06005D9Cu, top.GetItem(0)!.EmptySprite); // the main-pack cell
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}
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```
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- [ ] **Step 2: Run the test to verify it fails**
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Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~InventoryControllerTests.Empty_sprites"`
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Expected: **compile error** — `Bind` has no `contentsEmptySprite`/`sideBagEmptySprite`/`mainPackEmptySprite` parameters.
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|
||||
- [ ] **Step 3: Add the parameters and apply them**
|
||||
|
||||
In `src/AcDream.App/UI/Layout/InventoryController.cs`:
|
||||
|
||||
(a) Add three parameters to the **private constructor** signature (after `UiDatFont? datFont`):
|
||||
|
||||
```csharp
|
||||
UiDatFont? datFont,
|
||||
uint contentsEmptySprite,
|
||||
uint sideBagEmptySprite,
|
||||
uint mainPackEmptySprite)
|
||||
```
|
||||
|
||||
(b) Inside the constructor, after the existing `if (_containerList is not null) { ... }` block that sets `Columns`/`CellWidth`/`CellHeight` (and before the burden-meter block), add:
|
||||
|
||||
```csharp
|
||||
// Per-list empty-slot art, resolved from the dat cell template (retail attr 0x1000000e
|
||||
// -> catalog 0x21000037 prototype's ItemSlot_Empty). 0 = leave the UiItemSlot default.
|
||||
if (_contentsGrid is not null) _contentsGrid.CellEmptySprite = contentsEmptySprite;
|
||||
if (_containerList is not null) _containerList.CellEmptySprite = sideBagEmptySprite;
|
||||
if (_topContainer is not null) _topContainer.CellEmptySprite = mainPackEmptySprite;
|
||||
```
|
||||
|
||||
(c) Update the public **`Bind`** factory to take + forward the three values (defaulted to 0 so every existing caller and test still compiles):
|
||||
|
||||
```csharp
|
||||
public static InventoryController Bind(
|
||||
ImportedLayout layout,
|
||||
ClientObjectTable objects,
|
||||
Func<uint> playerGuid,
|
||||
Func<ItemType, uint, uint, uint, uint, uint> iconIds,
|
||||
Func<int?> strength,
|
||||
UiDatFont? datFont,
|
||||
uint contentsEmptySprite = 0u,
|
||||
uint sideBagEmptySprite = 0u,
|
||||
uint mainPackEmptySprite = 0u)
|
||||
=> new InventoryController(layout, objects, playerGuid, iconIds, strength, datFont,
|
||||
contentsEmptySprite, sideBagEmptySprite, mainPackEmptySprite);
|
||||
```
|
||||
|
||||
- [ ] **Step 4: Run the test to verify it passes**
|
||||
|
||||
Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~InventoryControllerTests"`
|
||||
Expected: **PASS** (the new test + all existing `InventoryControllerTests` — the defaults keep them green).
|
||||
|
||||
- [ ] **Step 5: Commit**
|
||||
|
||||
```bash
|
||||
git add src/AcDream.App/UI/Layout/InventoryController.cs tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs
|
||||
git commit -m "feat(ui): D.2b empty-slot art — InventoryController applies per-list empty sprites
|
||||
|
||||
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 4: GameWindow wiring + divergence rows
|
||||
|
||||
**Files:**
|
||||
- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (around the `InventoryController.Bind` call, `:2217`)
|
||||
- Modify: `docs/architecture/retail-divergence-register.md`
|
||||
|
||||
- [ ] **Step 1: Resolve the three sprites and pass them into `Bind`**
|
||||
|
||||
In `src/AcDream.App/Rendering/GameWindow.cs`, immediately **before** the `_inventoryController = AcDream.App.UI.Layout.InventoryController.Bind(` call (currently at ~line 2217), insert:
|
||||
|
||||
```csharp
|
||||
// Resolve each inventory list's empty-slot art from the dat cell template
|
||||
// (retail UIElement_ItemList::InternalCreateItem 0x004e3570: attr 0x1000000e ->
|
||||
// catalog 0x21000037 prototype's ItemSlot_Empty). The contents grid lives in
|
||||
// gm3DItemsUI (0x21000021); the side-bag + main-pack in gmBackpackUI (0x21000022).
|
||||
uint contentsEmpty, sideBagEmpty, mainPackEmpty;
|
||||
lock (_datLock)
|
||||
{
|
||||
contentsEmpty = AcDream.App.UI.Layout.ItemListCellTemplate.ResolveEmptySprite(_dats!, 0x21000021u, 0x100001C6u);
|
||||
sideBagEmpty = AcDream.App.UI.Layout.ItemListCellTemplate.ResolveEmptySprite(_dats!, 0x21000022u, 0x100001CAu);
|
||||
mainPackEmpty = AcDream.App.UI.Layout.ItemListCellTemplate.ResolveEmptySprite(_dats!, 0x21000022u, 0x100001C9u);
|
||||
}
|
||||
Console.WriteLine($"[D.2b empty-slot] contents=0x{contentsEmpty:X8} sideBag=0x{sideBagEmpty:X8} mainPack=0x{mainPackEmpty:X8}");
|
||||
```
|
||||
|
||||
Then extend the existing `Bind(...)` call's argument list — after `datFont: vitalsDatFont` (the current last argument, line ~2224) change the trailing `);` so the call ends:
|
||||
|
||||
```csharp
|
||||
datFont: vitalsDatFont,
|
||||
contentsEmptySprite: contentsEmpty,
|
||||
sideBagEmptySprite: sideBagEmpty,
|
||||
mainPackEmptySprite: mainPackEmpty);
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Add the two divergence-register rows**
|
||||
|
||||
In `docs/architecture/retail-divergence-register.md`, in the AP (Approximation/Adaptation) table (after the `AP-54` row, line ~156), add two rows (renumber if `AP-55`/`AP-56` are taken — use the next free ids):
|
||||
|
||||
```markdown
|
||||
| AP-55 | The toolbar's item slots keep the hardcoded `UiItemSlot.EmptySprite = 0x060074CF` rather than resolving their cell template via attribute `0x1000000e`. Correct in outcome (the toolbar's `0x1000000e` resolves to a generic prototype whose empty media is `0x060074CF`) but not dat-resolved. | `src/AcDream.App/UI/UiItemSlot.cs` (`EmptySprite` default); `src/AcDream.App/UI/Layout/ToolbarController.cs` | The inventory lists now port the retail resolver (`ItemListCellTemplate`); the toolbar was left on its hardcoded default to avoid regressing frozen, working art. Retire when the toolbar is routed through `ItemListCellTemplate`. | If a future toolbar layout's `0x1000000e` points at a non-generic prototype, the toolbar would show stale art. | `UIElement_ItemList::InternalCreateItem` 0x004e3570; catalog `0x21000037` |
|
||||
| AP-56 | `UiItemSlot` is a flat single-sprite cell; for a prototype with both a frame child and an inner icon (the 36×36 backpack prototype `0x1000033F`: frame `0x06005D9C` + inner `0x06000F6E`), only the dominant background (the frame) is drawn. Retail clones the full prototype subtree (frame + inner layered). | `src/AcDream.App/UI/UiItemSlot.cs`; `src/AcDream.App/UI/Layout/ItemListCellTemplate.cs` (`ResolveEmptySprite` single-sprite contract) | acdream's cell draws one empty sprite; replicating retail's multi-layer prototype needs a layered cell or a subtree clone. Frame-first chosen as the dominant visible art. Revisit at the visual gate / build a layered cell if the backpack slots read wrong. | The 36×36 backpack cells may lack the inner placeholder layer vs retail. | `UIElement_ItemList::InternalCreateItem` 0x004e3570; prototype `0x1000033F` |
|
||||
```
|
||||
|
||||
- [ ] **Step 3: Build and run the full inventory test slice**
|
||||
|
||||
Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug`
|
||||
Expected: **build succeeds**.
|
||||
|
||||
Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~InventoryControllerTests|FullyQualifiedName~ItemListCellTemplateTests|FullyQualifiedName~UiItemListTests"`
|
||||
Expected: **PASS**.
|
||||
|
||||
- [ ] **Step 4: Commit**
|
||||
|
||||
```bash
|
||||
git add src/AcDream.App/Rendering/GameWindow.cs docs/architecture/retail-divergence-register.md
|
||||
git commit -m "feat(ui): D.2b empty-slot art — GameWindow resolves + wires per-list empty sprites
|
||||
|
||||
Inventory contents grid / side-bag / main-pack cells now render the retail
|
||||
pack-slot empty art (dat cell template via ItemListCellTemplate) instead of the
|
||||
generic toolbar square. Divergence rows AP-55 (toolbar still hardcoded) + AP-56
|
||||
(flat single-sprite cell vs retail's layered prototype).
|
||||
|
||||
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 5: Full verification, ISSUES, and the visual gate
|
||||
|
||||
**Files:**
|
||||
- Modify: `docs/ISSUES.md`
|
||||
|
||||
- [ ] **Step 1: Run the FULL test suite (all four projects)**
|
||||
|
||||
Run: `dotnet test`
|
||||
Expected: **0 failures** across Core.Net / App / UI / Core. (Run the full suite — a filtered batch hid a cross-file regression during B-Wire.)
|
||||
|
||||
- [ ] **Step 2: Move the ISSUES entry to *Recently closed* (inventory portion)**
|
||||
|
||||
In `docs/ISSUES.md`, find the OPEN issue *"Inventory + equipment slots show the wrong empty-slot background art"*. Edit it so the inventory portion is closed and only the paperdoll equip-slot silhouettes remain (Sub-phase C):
|
||||
|
||||
- Change its status line to: `**Status:** PARTIALLY CLOSED — inventory contents grid + side-bag + main-pack empty art now resolved from the dat cell template (`ItemListCellTemplate`), commit <Task-4 SHA>. REMAINING: paperdoll equip-slot silhouettes (Sub-phase C — needs the 0x10000032 UiItemSlot registration + UiViewport).`
|
||||
- If the repo convention is to fully close + open a follow-up, instead move the whole entry to *Recently closed* with the SHA and add a one-line OPEN issue *"Paperdoll equip slots show a generic blue border, not per-slot silhouettes (Sub-phase C)"*. Match whichever pattern the surrounding ISSUES entries use.
|
||||
|
||||
- [ ] **Step 3: Commit the ISSUES update**
|
||||
|
||||
```bash
|
||||
git add docs/ISSUES.md
|
||||
git commit -m "docs: D.2b empty-slot art — close inventory portion of the empty-slot-art issue
|
||||
|
||||
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
|
||||
```
|
||||
|
||||
- [ ] **Step 4: STOP — visual gate (user)**
|
||||
|
||||
This is the acceptance test and requires the user's eyes. Launch the client (plain `dotnet run --no-build`, **do not auto-kill** a running client — ask the user to close it if a rebuild is locked), open the inventory (F12, `ACDREAM_RETAIL_UI=1`), and have the user confirm:
|
||||
- The contents-grid empty cells show the retail pack-slot background (not the generic toolbar square).
|
||||
- The side-bag column empty cells show the correct backpack-slot art.
|
||||
|
||||
If the 36×36 backpack cells read wrong (frame-only vs retail's frame+inner), that is AP-56 — escalate to a layered `UiItemSlot` empty (out of this plan's scope) or flip the `ResolveEmptySprite` priority to icon-first; confirm with the user before changing.
|
||||
|
||||
---
|
||||
|
||||
## Self-Review
|
||||
|
||||
**Spec coverage:**
|
||||
- §2 retail mechanism → Task 1 resolver (ports `InternalCreateItem`'s `0x1000000e` → catalog → `ItemSlot_Empty`). ✓
|
||||
- §4.1 components (helper, `CellEmptySprite`, controller, GameWindow) → Tasks 1–4. ✓
|
||||
- §4.2 `CellEmptySprite` (stamps existing + future cells) → Task 2. ✓
|
||||
- §4.3 resolver contract (frame-first → icon-empty) → Task 1 `ResolveEmptySprite`. ✓
|
||||
- §4.4 data flow (per-list resolution from `0x21000021`/`0x21000022` → `Bind` → cells) → Tasks 3–4. ✓
|
||||
- §5 divergence rows (toolbar hardcode + flat-cell) → Task 4 Step 2. ✓
|
||||
- §6 step-1 validation (pin `0x1000000e` values) → Task 1 Step 4 (the test prints them). ✓
|
||||
- §7 testing (resolver smoke non-zero/≠generic/0x06; `CellEmptySprite` unit; controller applies; `DefaultEmptySprite_isToolbarBorder` untouched) → Tasks 1–3 + Task 5 full suite. ✓
|
||||
- §8 acceptance (build+test green; rows + ISSUES; visual gate) → Tasks 4–5. ✓
|
||||
|
||||
**Placeholder scan:** No "TBD"/"TODO"/"implement later". The recorded `0x1000000e` values (Task 1 Step 4) are an output to capture at run time, not a code placeholder — the resolver is value-agnostic; the test asserts structural properties (non-zero, ≠ generic, 0x06-prefixed), so no magic literal is required for the suite to pass. The `0x06004D20`/`0x06005D9C` literals in the Task 2/3 *unit* tests are illustrative pack-slot ids (any non-zero values exercise the stamping logic); they are not asserted against the dat.
|
||||
|
||||
**Type consistency:** `ResolveEmptySprite(DatCollection, uint, uint) → uint` is used identically in Task 1 (test), Task 4 (GameWindow). `UiItemList.CellEmptySprite` (uint) set in Task 3, defined in Task 2. `InventoryController.Bind(..., uint contentsEmptySprite=0, uint sideBagEmptySprite=0, uint mainPackEmptySprite=0)` defined in Task 3, called with named args in Task 4. `UiItemSlot.EmptySprite` (existing, uint) read in Tasks 2–3 tests. Consistent throughout.
|
||||
Loading…
Add table
Add a link
Reference in a new issue