docs(plan): Slice 5 vendor-browse contract — research doc + the eight decisions + ordered 5.0-5.5 work
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -554,3 +554,80 @@ already published per frame to `EntityEffectPoseRegistry` (`PublishChildPose`,
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- Existing architectural divergence, unchanged by this slice: retail re-arms
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the pick every frame for hover/tooltips (`sr_MouseOver`); acdream picks on
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demand per click against the last published frame, with an identity recheck.
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## Slice 5 — vendor browse lifecycle (contract authored 2026-08-08)
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**Research foundation:**
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`docs/research/2026-08-08-slice5-vendor-browse-research.md` (all wire,
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retail-symbol, and seam citations live there — this contract only records
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DECISIONS and ordered work). Browse only; every buy/sell/accept concern is
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Slice 6 (see the research doc's §D fence).
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### Decisions on the research doc's eight open questions
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1. `VendorState` lives in `AcDream.Core.Items`, a sibling of
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`ExternalContainerState`.
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2. The shared `PublicWeenieDesc`-body parser IS extracted from
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`CreateObject.TryParse` FIRST, as its own behavior-preserving commit
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(5.0). Existing CreateObject wire tests must pass unchanged; the
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extraction adds no parsing behavior.
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3. `ShopSystem::BuyPrice`/`SellPrice` (0x006B6120/0x006B6180,
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byte-identical to ACE's `GetBuyCost`/`GetSellCost`) are ported NOW as
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pure Core functions with golden-value conformance tests — the browse
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list shows retail-correct prices from day one.
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4. No request-correlation token in Slice 5: the panel always opens on the
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browse/Buy tab. Slice 6 adds the sell-initiated correlation.
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5. `VendorProfile::InqAcceptability` (which player items the vendor would
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accept) is deferred to Slice 6 with the sell UI it gates.
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6. Category/type filter tabs are IN SCOPE for retail parity. The
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implementer's D0 reads `VendorItemsUI::AddTypeFilter` /
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`ListContainsType` (around 0x004C05C0/0x004C0D90) into a pseudocode
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note before any UI work; if that read reveals a mechanism too large
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for this slice, STOP and report (fallback — flat list + register row —
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requires explicit approval, not implementer discretion).
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7. The vendor panel's top-level LayoutDesc id is NOT yet known: the UI
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piece budgets a LayoutImporter discovery pass (the exact process that
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found the examination window's 0x2100006B), cross-checked by the two
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known tab-control ids (0x100000B9 Buy / 0x100000BB Sell) resolving
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under the candidate root.
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8. AP-110 is narrowed in the SAME COMMIT that lands the panel: "vendor"
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leaves the absent-panels list; whatever sub-scope remains absent after
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this slice gets its own precise row.
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### Ordered work (each lands separately, bisectable)
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- **5.0** — extract the shared `PublicWeenieDesc`-body parser
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(behavior-preserving; wire tests unchanged; no vendor code).
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- **5.1** — `ApproachVendor` (GameEvent 0x0062) inbound parser:
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`VendorProfile` + the full-desc item list, against the research doc's
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byte-verified field table; Core.Net tests with golden byte fixtures.
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- **5.2** — `VendorState` in Core.Items + the BuyPrice/SellPrice pure
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port + conformance tests.
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- **5.3** — Runtime ownership: `RuntimeInventoryState` owns the vendor
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session per the J4.2 pattern (generation-gated, torn down on
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reset/portal/logout); the 0x0062 route opens it; close is CLIENT-LOCAL
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(nothing sent on the wire) via the retail distance-watcher semantics;
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`ItemInteractionController._activeVendorId` /
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`ItemInteractionPolicy.ActiveVendorId` finally receive the real id.
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- **5.4** — the authored vendor panel: layout-id discovery, LayoutDesc
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import via the Slice-3 examination-window pattern (foreground stacking,
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authored extent), browse list reusing Slice-1's retained list/scrollbar
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+ DAT icon resolution, category tabs per the D0 read, prices via 5.2.
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- **5.5** — register narrowing (decision 8) rides the 5.4 landing commit.
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### Trap list (binding)
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Do not touch: the J5.2 strict use gate's semantics (the vendor open rides
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the EXISTING use transaction — no second gate, per the J4.5 invariant);
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`CreateObject.TryParse` behavior (5.0 is extraction only); anything in the
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Slice 6 fence (no buy/sell wire, no currency mutation, no
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InqAcceptability). New event handling follows the newest existing
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GameEvent handler's registration pattern, not a bespoke route.
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### Gates
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Per landing: build + full suite green (clean-room before each landing
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commit). Slice gate (user, connected, ~3 min): approach a Holtburg
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vendor, use them, the authored panel opens on the browse tab with
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retail-correct items/icons/prices; category tabs filter; walking out of
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range closes the panel by itself; nothing is purchasable anywhere.
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703
docs/research/2026-08-08-slice5-vendor-browse-research.md
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docs/research/2026-08-08-slice5-vendor-browse-research.md
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# Slice 5 research — vendor browse lifecycle
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**Date:** 2026-08-08
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**Scope:** Slice 5 of `docs/plans/2026-07-23-world-interaction-completion.md` —
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"Vendor use opens the authored vendor surface, publishes its inventory, and
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supports retail selection/browsing." Buy/sell transactions, quantities, and
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authoritative reconciliation are Slice 6 and explicitly fenced out below
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(Section D).
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**Verified starting point:** repo HEAD at research time was `fa0c053e`
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("docs(physics): #347 closed WITHOUT a code change..."), which is at/after
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the required `fa0c053e` gate. This document makes no code changes; it is a
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research foundation only.
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**Reference hierarchy used** (per `CLAUDE.md`): named-retail decomp
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(`docs/research/named-retail/acclient_2013_pseudo_c.txt` +
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`symbols.json`) is the top oracle for client behavior. ACE
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(`references/ACE/`) is authoritative for what the server sends/validates.
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holtburger (`references/holtburger/`) is authoritative for what a real
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client actually sends and how a full client models the state. Chorizite.ACProtocol
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(`references/Chorizite.ACProtocol/`) is a clean-room field-order cross-check.
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Where two sources could plausibly disagree, this document says which one the
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project's hierarchy prefers — in every case investigated here they agreed
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byte-for-byte.
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---
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## A. The wire (browse only)
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### A.1 — What the client sends to open a vendor
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There is **no vendor-specific open message**. Opening a vendor rides the
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ordinary **`GameAction 0x36 — UseItem`** (`Use`) action — the exact same
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opcode already used for every other "double-click to use" interaction
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(containers, doors, levers, Slice 4's equipped-child picking, etc.).
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- ACE: `GameActionType.Use = 0x0036` —
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`references/ACE/Source/ACE.Server/Network/GameAction/GameActionType.cs:28`.
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Handler: `GameActionUseItem.Handle` →
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`session.Player.HandleActionUseItem(itemGuid)` —
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`references/ACE/Source/ACE.Server/Network/GameAction/Actions/GameActionUseItem.cs:5-16`.
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`HandleActionUseItem` resolves the guid, optionally walks the player to it,
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then calls `TryUseItem(item)` →
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`references/ACE/Source/ACE.Server/WorldObjects/Player_Use.cs:176-241`.
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`TryUseItem` calls `item.OnActivate(this)`, which (for a `Vendor`, whose
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`ActivationResponse` includes `Use`) dispatches virtually to
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`Vendor.ActOnUse` —
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`references/ACE/Source/ACE.Server/WorldObjects/Vendor.cs:229-266`.
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- holtburger: `AppAction::OpenShop { vendor }` →
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`result.commands.push(ClientCommand::Use(vendor))` —
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`references/holtburger/apps/holtburger-cli/src/pages/game/domains/trade_vendor.rs:40-49`.
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Confirms a real client also just sends the ordinary Use command; there is
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no `ClientCommand::OpenVendor`.
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- acdream already sends this opcode today:
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`InteractRequests.UseOpcode = 0x0036` —
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`src/AcDream.Core.Net/Messages/InteractRequests.cs:29`. **No new outbound
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message is needed for Slice 5.**
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- The retail client's own use-classification policy already special-cases
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vendors: `PublicWeenieFlags.Vendor = 0x00000200` (retail
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`PublicWeenieDesc::BitfieldIndex`, `acclient.h:6431`, verified at binary
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`0x005884B6`/`0x00588752`) —
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`src/AcDream.Core/Items/ItemInteractionPolicy.cs:21`. A vendor NPC's
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`Useability` marks it `IsUseable`, so `ItemInteractionPolicy.DecideUse`
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falls into the plain `SendUse` + `IncrementBusy` branch
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(`src/AcDream.Core/Items/ItemInteractionPolicy.cs:267-288`) — the exact
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same path already exercised by every other useable NPC/object.
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### A.2 — What the server sends back: `ApproachVendor` (GameEvent `0x0062`)
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`GameEventType.ApproachVendor = 0x0062` —
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`references/ACE/Source/ACE.Server/Network/GameEvent/GameEventType.cs:16`;
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already declared in acdream at
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`src/AcDream.Core.Net/Messages/GameEventType.cs:26` (currently unhandled —
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`GameEventDispatcher` will count it in `UnhandledCounts` until Slice 5 wires
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a handler).
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Full field-by-field wire layout, cross-verified across **three independent
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sources** (ACE's writer, retail's `VendorProfile::UnPack`/`ItemProfile::UnPack`
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decompiled reader, and Chorizite's generated reader/writer) with **zero
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disagreement**:
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| # | Field | Type | ACE source | Retail source | Chorizite name |
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|---|---|---|---|---|---|
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| 1 | Vendor's own guid | `u32` | `GameEventApproachVendor.cs:14` | `Handle_VendorInfo` `edi = *(u32*)eax` (`pc:370614`) | `Vendor_VendorInfo.ObjectId` |
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| 2 | `MerchandiseItemTypes` (categories the vendor buys) | `u32` (`ItemType`) | `:17` | `VendorProfile::UnPack` `item_types` (`pc:484940`) | `VendorProfile.Categories` |
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| 3 | `MerchandiseMinValue` | `u32` | `:18` | `min_value` (`pc:484943`) | `VendorProfile.MinValue` |
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| 4 | `MerchandiseMaxValue` | `u32` | `:19` | `max_value` (`pc:484946`) | `VendorProfile.MaxValue` |
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| 5 | `DealMagicalItems` | `u32` (0/1) | `:21` `Convert.ToUInt32` | `magic` (`pc:484949`) | `VendorProfile.DealsMagic` (bool) |
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| 6 | `BuyPrice` (rate applied when the vendor **buys from** the player — i.e. what the player receives when selling) | `float` | `:23` | `buy_price` (`pc:484952`) | `VendorProfile.BuyPrice` |
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| 7 | `SellPrice` (rate applied when the vendor **sells to** the player — i.e. what the player pays when buying) | `float` | `:24` | `sell_price` (`pc:484955`) | `VendorProfile.SellPrice` |
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| 8 | Alternate-currency wcid (`AlternateCurrency ?? 0`) | `u32` (dat id) | `:27` | `trade_id.id` (`pc:484960`) | `VendorProfile.CurrencyId` |
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| 9 | Player's current holding of that currency + amount just spent (0 if pyreal vendor) | `u32` | `:37,44` | `trade_num` (`pc:484961`) | `VendorProfile.CurrencyAmount` |
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| 10 | Alt-currency plural name (empty string if pyreal vendor) | `String16L` | `:40,45` | `trade_name` (`PStringBase<char>::UnPack`, `pc:484963`) | `VendorProfile.CurrencyName` |
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| 11 | Item count | `u32` (`vendor.DefaultItemsForSale.Count + UniqueItemsForSale.Count`) | `:50` | `PackableList<ItemProfile>::UnPack` count prefix (`pc:370625`) | `Vendor_VendorInfo.Items` (list length prefix) |
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| 12..N | Per-item entries (see below) | — | `:52-61` | — | `List<ItemProfile>` |
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**Field-name naming trap (worth flagging loudly for the contract):**
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retail's client-side `VendorProfile::VendorSellPrice(profile, pwd, stack)`
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computes what **you pay to buy** an item — it uses the `sell_price` field
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(field 7 above), i.e. "the price at which the vendor is selling." ACE's
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server-side `Vendor.GetSellCost` (`Vendor.cs:577-585`) is the same
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computation and uses `SellPrice` (same field). Conversely
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`VendorBuyPrice`/`GetBuyCost` (what the vendor pays when **you sell to it**)
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uses `buy_price`/`BuyPrice`. The names read backwards from an English-first
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intuition ("BuyPrice" sounds like "price I pay to buy," but it's actually
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"price the vendor pays when buying from you"). Any pricing helper in
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acdream should carry an explicit doc comment quoting this inversion.
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**Per-item encoding** — confirmed to be the **full CreateObject-style
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weenie description**, not a compact profile. Retail's `ItemProfile::UnPack`
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(`pc:484668-484742`, symbol `0x005D1910`):
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1. Packed `u32`: low 24 bits = stack size (sign-extended; `0xFFFFFF` ⇒ `-1`
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⇒ unlimited supply), high 8 bits = `pwdType` (`-1` = new
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`PublicWeenieDesc`, `1` = legacy `OldPublicWeenieDesc`, always `-1` in
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practice). Matches ACE's writer exactly:
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`Writer.Write(stackSize & 0xFFFFFF | -1 << 24)` —
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`GameEventApproachVendor.cs:58`.
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2. `u32` item guid (`iid`) — read **before** the desc body, i.e. it is a
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distinct field from whatever the desc-body parser reads.
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3. The desc body itself: `pwd->vtable->UnPack(arg2, arg3)` — this is the
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**same `PublicWeenieDesc` unpack used by ordinary `CreateObject`**, minus
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model/physics data. ACE confirms: `obj.SerializeGameDataOnly(writer)` →
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`SerializeCreateObject(writer, gamedataonly: true, ...)` —
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`references/ACE/Source/ACE.Server/WorldObjects/WorldObject_Networking.cs:39-58`.
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`SerializeCreateObject` writes `Guid` first (matching step 2 above, since
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`gamedataonly` still writes the guid, just skips `SerializeModelData` +
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`SerializePhysicsData`), then the `weenieFlags`/name/wcid/icon/itemType/
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`objDescriptionFlags` fixed prefix and the same conditional tail fields
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(`PluralName`, `ItemsCapacity`, `Value`, `Useability`, `StackSize`,
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`WielderId`, `ValidSlots`, etc.) that every `CreateObject` carries.
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Chorizite's `PublicWeenieDesc.generated.cs` (`Read`/`Write`, lines
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226-480) is the exact field-by-field cross-check and matches
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`WorldObject_Networking.cs:56-130` bit-for-bit.
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4. Retail's `gmVendorUI::OpenVendor` (`pc:203650`, `0x004C4BA0`) then
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materializes **each list item as a full `CWeenieObject`** via
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`CFactory::MakeCWeenieObject` and registers it in
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`ClientObjMaintSystem`/`CObjectMaint` — the same object table every other
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spawned entity lives in (`pc:203720-203748`). Vendor items are not a
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separate lightweight vendor-item record in retail; they are ordinary
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client objects with no spatial presence. **Recommendation:** acdream's
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`ClientObjectTable` should host vendor items the same way (see C.2/C.5).
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`decode_vendor_item_supply` in holtburger confirms the sign-extension
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handling for the packed stack-size field independently:
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`references/holtburger/crates/holtburger-world/src/hydration.rs:33-40`
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(`(packed << 8) as i32 >> 8`, negative ⇒ unlimited), with tests at
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`hydration.rs:320-330`.
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### A.3 — How browsing stays current; what closes it server-side
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**The list is a full snapshot, not incrementally updated.** Each
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`ApproachVendor` is a complete replace (whole `VendorProfile` + whole item
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list); there is no delta/patch opcode for vendor contents in ACE or the
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retail decomp. A fresh `ApproachVendor` arrives on: initial open
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(`Vendor.ActOnUse` → `ApproachVendor(player, VendorType.Open)`,
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`Vendor.cs:246-266`), after a successful buy
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(`FinalizeBuyTransaction` → `vendor.ApproachVendor(this, VendorType.Buy, ...)`,
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`Player_Commerce.cs:112`), and after a successful sell
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(`ProcessItemsForPurchase` → `ApproachVendor(player, VendorType.Sell)`,
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`Vendor.cs:661`). All three are Slice 6 triggers (buy/sell); Slice 5 only
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needs to handle the initial-open case, but the parser/state owner should be
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built expecting **replace semantics** (mirroring how
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`ExternalContainerState`/`ViewContents` already model "authoritative full
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replace," see C.2).
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**Server-side close is polling, not a push.** `Vendor.CheckClose` runs
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every `closeInterval = 1.5f` seconds
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(`references/ACE/Source/ACE.Server/WorldObjects/Vendor.cs:322-367`) and, if
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the last-interacting player has moved beyond `UseRadius`, calls
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`EmoteManager.DoVendorEmote(VendorType.Close, ...)` — this is a **cosmetic
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emote broadcast** (goodbye animation/chat text via
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`EmoteManager.DoVendorEmote` →
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`references/ACE/Source/ACE.Server/WorldObjects/Managers/EmoteManager.cs:1763-1770`),
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**not a distinct wire opcode that tells the client to close its panel.**
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There is no server→client "vendor closed" GameEvent.
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Retail's own client independently tracks distance and closes locally: on
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open, `gmVendorUI::OpenVendor` registers a range watcher —
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`CPlayerSystem::RegisterObjectRangeHandler(..., eax->id, eax->pwd._useRadius, ...)`
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(`pc:203677`, `0x004C4C34`) — and `gmVendorUI::OnObjectRangeExit`
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(`pc:199486`, `0x004C02F0`) calls `gmVendorUI::CloseVendor` when that
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handler fires. `gmVendorUI::CloseVendor` (`pc:202080`, `0x004C3020`) clears
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the buy/sell/items sub-UI, calls
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`CPlayerSystem::UnregisterObjectRangeHandler`, and resets shop state. This
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confirms **the client, not the server, owns the close decision** — retail's
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client independently watches distance client-side (belt-and-suspenders with
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ACE's server-side emote, which is purely cosmetic).
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Also: reopening the *same* vendor id while already open does **not** tear
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down the sub-UIs — `gmVendorUI::OpenVendor` only calls `CloseVendor(true)`
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(same-vendor flag) when `shopVendorID` was already set and matches, which
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skips the sub-UI clear (`pc:203664-203668`). Reopening a *different* vendor
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while one is open closes the old one first. This matters for the reset
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lifecycle contract (C.2): "reset on any new `ApproachVendor` for a different
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guid; refresh-in-place on a same-guid `ApproachVendor`."
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### A.4 — What the client sends when the panel closes
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**Nothing.** Closing the vendor panel is entirely client-local UI state with
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no outbound wire message. Confirmed in two independent places:
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- holtburger: `AppAction::ClearVendor => { state.view.vendor = None; }` —
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`references/holtburger/apps/holtburger-cli/src/pages/game/domains/trade_vendor.rs:95-98`.
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No command is pushed to the outbound queue.
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- ACE has no `HandleAction*CloseVendor*` handler anywhere in
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`references/ACE/Source/ACE.Server/WorldObjects/` (only
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`HandleActionBuyItem`/`HandleActionSellItem` exist —
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`Player_Commerce.cs:22`, `126`).
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- Retail's `gmVendorUI::CloseVendor` (`pc:202080`) is a pure UI-teardown
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function; it does not build or send a message.
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There is one indirect trigger: holtburger clears the vendor view when a
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*trade* (player-to-player) starts (`ClientViewEvent::TradeStateUpdated`,
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`trade_vendor.rs:134-137`), which is a local UX choice (only one modal
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commerce surface at a time), not a protocol requirement.
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---
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## B. Retail client mechanism (named-retail decomp)
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685 lines in `acclient_2013_pseudo_c.txt` reference "Vendor." The full
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symbol family (`docs/research/named-retail/symbols.json`), with addresses:
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| Symbol | Address | Role |
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|---|---|---|
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| `ClientUISystem::Handle_VendorInfo` | `0x00565D10` | Entry point for the inbound `ApproachVendor` message; unpacks `VendorProfile` + item list, then fans out via `CM_Vendor::SendNotice_OpenVendor` |
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| `VendorProfile::UnPack` / `::VendorProfile` | `0x005D1D20` / `0x005D1BE0` | Wire unpack for the profile header (field table above) |
|
||||
| `ItemProfile::UnPack` / `::Pack` | `0x005D1910` / `0x005D1890` | Wire unpack for each shop item |
|
||||
| `VendorProfile::VendorSellPrice` / `::VendorBuyPrice` | `0x005D1B00` / `0x005D1B70` | Client-local price computation (see B.1) |
|
||||
| `VendorProfile::InqAcceptability` / `::IsAcceptable` | `0x005D1A90` / `0x005D1B50` | Sell-eligibility filter (item type/value/magic) — Slice 6 territory but touches the browse UI (see D) |
|
||||
| `ShopSystem::BuyPrice` / `::SellPrice` | `0x006B6120` / `0x006B6180` | The actual rounding formula (see B.1) |
|
||||
| `gmVendorUI::Create` | `0x004C26A0` | Panel factory (`LayoutDesc`-driven `UIElement` construction) |
|
||||
| `gmVendorUI::OpenVendor` | `0x004C4BA0` | Panel-level open handler — receives the already-unpacked profile+list |
|
||||
| `gmVendorUI::CloseVendor` | `0x004C3020` | Panel-level close/reset |
|
||||
| `gmVendorUI::ResetShopState` | `0x004C26D0` | Full shop-state reset (buy list, sell list, filters) |
|
||||
| `gmVendorUI::OpenTab` | `0x004C0390` | Switches the Buy/Sell tab |
|
||||
| `gmVendorUI::OnObjectRangeExit` | `0x004C02F0` | Client-side distance-close trigger (see A.3) |
|
||||
| `VendorItemsUI::OpenVendor` / `::UpdateItemsList` / `::UpdateItemsUI` / `::AddTypeFilter` / `::ListContainsType` | `0x004C16D0` / `0x004C1EA0` / `0x004C38E0` / `0x004C05C0` / `0x004C0D90` | The item-list sub-panel: population, category-tab filtering |
|
||||
| `VendorBuyUI::OpenVendor` / `::UpdateBuyUI` / `::UpdateTotalValue` / `::UpdateTransactionValue` | `0x004C49D0` / `0x004C0E10` / `0x004C33D0` / `0x004C3150` | Buy-side sub-panel (Slice 6, but shares the item list — see D) |
|
||||
| `VendorSellUI::OpenVendor` / `::AddItemToSell` / `::DragItemAcceptable` | `0x004C2FB0` / ... | Sell-side sub-panel (Slice 6) |
|
||||
| `CM_Vendor::SendNotice_OpenVendor` / `::SendNotice_CloseVendor` / `::SendNotice_AddItemToSell` | `0x0055F...`-family | Internal (non-network) client notice-bus fanout from the wire handler to the UI listeners |
|
||||
| `CM_Vendor::Event_Buy` / `::Event_Sell` | `0x006AA0F0` / `0x006AA000` | Outbound buy/sell message builders (Slice 6) |
|
||||
|
||||
### B.1 — Panel open/close, list population, tabs, price display
|
||||
|
||||
`ClientUISystem::Handle_VendorInfo` (`pc:370610-370649`) is the routing
|
||||
entry point: reads the vendor guid, unpacks `VendorProfile`, unpacks the
|
||||
`PackableList<ItemProfile>`, then calls
|
||||
`CM_Vendor::SendNotice_OpenVendor(vendorGuid, &profile, &itemList, mode)`
|
||||
where `mode` is `2` (Open/Buy tab) or `3` (Sell tab), chosen by whether this
|
||||
reply correlates to the client's own tracked `attemptOpenVendorID` (a
|
||||
client-side request-correlation token, analogous to acdream's
|
||||
`RuntimeInteractionTransactionState` request tracking — see C.1). If a
|
||||
pending sell-item id (`attemptSaleObjectID`) is also armed, a second
|
||||
internal notice (`SendNotice_AddItemToSell`) fires. **For Slice 5's browse
|
||||
scope, the practical rule is: opening a vendor via ordinary Use always
|
||||
yields mode 2 (Buy/browse tab), since `attemptOpenVendorID` is only armed by
|
||||
a sell-drag action (Slice 6).**
|
||||
|
||||
`gmVendorUI::OpenVendor(vendorId, profile, itemList, mode)`
|
||||
(`pc:203650-...`) is the panel controller reached via that notice:
|
||||
|
||||
1. If a *different* vendor is currently open, it force-closes the old one
|
||||
first (`CloseVendor(false)`); reopening the *same* vendor id refreshes
|
||||
in place (`CloseVendor(true)`, skipping sub-UI teardown).
|
||||
2. Registers a distance watcher: `CPlayerSystem::RegisterObjectRangeHandler`
|
||||
keyed to the vendor's own `UseRadius` (`pwd._useRadius`) — this is what
|
||||
drives the client-local auto-close (A.3).
|
||||
3. Copies the profile and item list into panel-owned storage
|
||||
(`VendorProfile::operator=`, `PackableList<ItemProfile>::operator=`).
|
||||
4. Materializes every list item as a full `CWeenieObject` in
|
||||
`ClientObjMaintSystem` (already covered in A.2 point 4) — items you have
|
||||
never seen a `CreateObject` for still get a real client object, since the
|
||||
`PublicWeenieDesc` in the `ItemProfile` is sufficient to construct one.
|
||||
5. Opens a tab by authored control id: **`UIElement_Panel::OpenTab(panel, 0x100000B9)`**
|
||||
for mode 2 (Buy/browse) or **`0x100000BB`** for mode 3 (Sell) —
|
||||
`pc:203791`/`203801`. These are concrete DAT UI-element ids baked into
|
||||
the executable; they are strong candidates for the browse panel's own
|
||||
tab-control ids once the panel's own `LayoutDesc` is dat-extracted (see
|
||||
B.3 — the numeric neighborhood matches other already-confirmed vendor-
|
||||
adjacent ids like the examination window's `0x100000B5/B6/71/72`).
|
||||
|
||||
**Category/type filtering** happens in `VendorItemsUI` — `AddTypeFilter`
|
||||
(`0x004C05C0`) and `ListContainsType` (`0x004C0D90`) drive the tab-per-
|
||||
item-type UI (weapons/armor/misc tabs seen in retail vendor windows), fed
|
||||
by `UpdateItemsList`/`UpdateItemsUI` (`0x004C1EA0`/`0x004C38E0`). This is
|
||||
squarely "supports retail selection/browsing" (in Slice 5's stated scope)
|
||||
but has not been read in exhaustive detail here — flagged as an open
|
||||
question (see bottom).
|
||||
|
||||
**Price display is computed client-side, not sent pre-computed.** Neither
|
||||
`VendorProfile` nor `ItemProfile`/`PublicWeenieDesc` carries a "displayed
|
||||
price" field — only the item's raw `Value` and the vendor's `buy_price`/
|
||||
`sell_price` rates. The client computes the number shown in the list
|
||||
itself:
|
||||
|
||||
- `VendorProfile::VendorSellPrice(profile, pwd, stackCount)` (`pc:484801-484813`,
|
||||
`0x005D1B00`) — "price to buy this from the vendor" — calls
|
||||
`ShopSystem::SellPrice(perUnitValue, itemType, sell_price, stackCount)`.
|
||||
- `ShopSystem::SellPrice` (`pc:702107-702128`, `0x006B6180`):
|
||||
`max(1, ceil(rate * value * stackCount - 0.1))`, where
|
||||
`rate = 1.15` if `itemType == PromissoryNote` else `sell_price`.
|
||||
- `ShopSystem::BuyPrice` (`pc:702082-702103`, `0x006B6120`):
|
||||
`max(1, floor(rate * value * stackCount + 0.1))`, where
|
||||
`rate = 1.0` if `PromissoryNote` else `buy_price`.
|
||||
|
||||
These are **byte-identical** to ACE's server-side `Vendor.GetSellCost`/
|
||||
`GetBuyCost` (`Vendor.cs:573-599`:
|
||||
`Math.Max(1, (uint)Math.Ceiling((sellRate * value) - 0.1))` and
|
||||
`Math.Max(1, (int)Math.Floor((buyRate * value) + 0.1))`). Three-way
|
||||
cross-check (retail decomp, ACE server formula, and the fact that ACE's
|
||||
formula is what actually determines the transaction) with zero
|
||||
disagreement. **Recommendation:** port `ShopSystem::BuyPrice`/`SellPrice`
|
||||
as a small pure `Core` function (e.g. `VendorPricing.SellPrice`/`BuyPrice`)
|
||||
so Slice 5's item-list rows can show the retail-correct number, with the
|
||||
naming-inversion warning from A.2 called out in the doc comment.
|
||||
|
||||
### B.2 — How retail reacts to the approach-vendor event; teardown
|
||||
|
||||
Already covered in A.3/B.1: `ClientUISystem::Handle_VendorInfo` is the sole
|
||||
routing entry (there is no separate "OpenVendor" opcode — everything comes
|
||||
through the one `ApproachVendor`/`0x0062` GameEvent), it fans out via the
|
||||
internal `CM_Vendor::SendNotice_OpenVendor` notice bus to
|
||||
`gmVendorUI::RecvNotice_OpenVendor` (a listener registration, symbol present
|
||||
in `symbols.json` but not read in detail here), and `gmVendorUI` is the
|
||||
state object that owns `shopVendorID`, `shopVendorProfile`,
|
||||
`shopItemProfileList`, and the sub-UI panels. Teardown is
|
||||
`gmVendorUI::CloseVendor` (client-local, distance-triggered or
|
||||
different-vendor-triggered — never server-pushed).
|
||||
|
||||
### B.3 — LayoutDesc/DAT identity
|
||||
|
||||
`docs/research/retail-ui/UI-DATAIDS.md:229-236` explicitly states the
|
||||
vendor panel (along with Trade/Allegiance/Fellowship/Combat/Tooltip) is
|
||||
**"confirmed to exist... but their per-panel sprite IDs live entirely
|
||||
inside their LayoutDesc records... [and] will populate this section after
|
||||
the first dat-extraction pass."** The vendor panel's own top-level
|
||||
`LayoutDesc` id (the `0x210000xx`-range analog of the examination window's
|
||||
`0x2100006B`) has **not yet been dat-extracted or recorded anywhere in the
|
||||
repo.** Slice 5 will need to find it via the same import-and-search
|
||||
mechanism Slice 3 used (see C.3), not a pre-existing citation.
|
||||
|
||||
What **is** already a concrete, retail-sourced constant: the two tab
|
||||
control ids opened by `gmVendorUI::OpenVendor` — `0x100000B9` (Buy/browse
|
||||
tab) and `0x100000BB` (Sell tab) — both baked directly into the executable
|
||||
at `pc:203791`/`203801`. These sit in the same numeric neighborhood as
|
||||
other already-confirmed vendor-adjacent/list-UI ids:
|
||||
`AppraisalUiController`'s scrollbar/list ids
|
||||
(`0x100000B5` horizontal scrollbar, `0x100000B6` item list, `0x10000071`/
|
||||
`0x10000072` decrement/increment buttons —
|
||||
`docs/plans/2026-07-23-world-interaction-completion.md:286-289`). This is
|
||||
circumstantial but suggestive: Turbine's UI designers assigned these ids in
|
||||
a contiguous block, so the vendor panel's root/child ids likely live nearby
|
||||
and should turn up quickly once `LayoutImporter` is pointed at a plausible
|
||||
`client_local_English.dat` `LayoutDesc` range (the same brute-force/known-
|
||||
neighbor search Slice 3 used to locate `0x2100006B`/`0x100005F2` — see the
|
||||
git history / research notes for that discovery if a more exact recipe is
|
||||
needed; it was not separately re-derived here since the concrete outcome
|
||||
[`AppraisalUiController.LayoutId`/`RootId`] is what matters as the
|
||||
precedent).
|
||||
|
||||
**Precedent citation for "how Slice 3 found its layout id":**
|
||||
`AppraisalUiController` (`src/AcDream.App/UI/Layout/AppraisalUiController.cs:17-44`)
|
||||
declares `LayoutId = 0x2100006Bu`, `RootId = 0x100005F2u`, and every other
|
||||
authored control as `public const uint` fields resolved by
|
||||
`layout.FindElement(id)` after `LayoutImporter.Import(dats, LayoutId,
|
||||
RootId, ...)` succeeds. The wiring site
|
||||
(`src/AcDream.App/UI/RetailUiRuntime.cs:970-1068`, `MountAppraisal()`) is
|
||||
the exact template to replicate for a `MountVendor()` method (see C.3).
|
||||
|
||||
---
|
||||
|
||||
## C. Existing acdream seams (read-only — nothing here was modified)
|
||||
|
||||
### C.1 — The use/interaction path a vendor-open rides on
|
||||
|
||||
Confirmed: vendor-open is not a new interaction path — it rides the
|
||||
**exact same** `ItemInteractionController` → `ItemInteractionPolicy.DecideUse`
|
||||
→ `SendUse` → `_requestUse` reservation → J5.2's
|
||||
`RuntimeInteractionTransactionState` strict-use-gate path already used by
|
||||
Slice 4 (equipped-child picking) and every other useable object:
|
||||
|
||||
- `src/AcDream.App/UI/ItemInteractionController.cs:877-924`
|
||||
(`ExecuteUseActions`, case `ItemPolicyActionKind.SendUse`) routes through
|
||||
`_requestUse(action.ObjectId, reservation)` when a `requestUse` delegate
|
||||
is supplied (it always is in production wiring), which is the J5.2
|
||||
strict-use-gate reservation described in
|
||||
`docs/research/2026-07-26-slice-j5-2-interaction-transactions.md`.
|
||||
- **The vendor-specific hook already exists but is unwired**:
|
||||
`ItemInteractionController` has a `Func<uint> _activeVendorId` parameter
|
||||
(`ItemInteractionController.cs:48`, `85`, `120`) that defaults to
|
||||
`() => 0u` and is **never given a real value anywhere in the codebase**
|
||||
(`grep` for `activeVendorId`/`ActiveVendorId` across `src/` turns up only
|
||||
the declaration and the one policy consumer). `ItemInteractionPolicy`
|
||||
already uses it: `if (input.ActiveVendorId != 0 && source.ContainerId ==
|
||||
input.ActiveVendorId) return Consumed();` (`ItemInteractionPolicy.cs:227-228`)
|
||||
— i.e. "using" an item that's inside the currently-open vendor's shop
|
||||
(browsing/clicking a shop-list row) is swallowed as a no-op rather than
|
||||
sent as an ordinary Use, matching retail's `UseObject` short-circuit for
|
||||
items already inside an open shop window. **This is the concrete branch
|
||||
point question C.1 asked about**: Slice 5 needs to (a) build the vendor
|
||||
state owner, (b) wire its "currently open vendor guid" into
|
||||
`activeVendorId` at the `ItemInteractionController` construction site
|
||||
(currently defaulted everywhere), closing a gap that has existed since
|
||||
before this research.
|
||||
- `PublicWeenieFlags.Vendor = 0x00000200` (`ItemInteractionPolicy.cs:21`)
|
||||
is already ported and already used for the drag-to-sell branch
|
||||
(`SellToVendor` action, `DecidePlacement`,
|
||||
`ItemInteractionPolicy.cs:357-363`) — that's Slice 6 territory (dragging
|
||||
a player item onto the vendor NPC), but confirms the flag itself is
|
||||
already correctly decoded from `PublicWeenieDesc` for any vendor NPC's
|
||||
`CreateObject`.
|
||||
|
||||
### C.2 — Where vendor session state should live (Runtime ownership)
|
||||
|
||||
**Recommendation: a new `VendorState` Core class, owned as a new child of
|
||||
`RuntimeInventoryState`, following the `ExternalContainerState` shape.**
|
||||
|
||||
Reasoning, grounded in the two closeout docs:
|
||||
|
||||
- `docs/research/2026-07-26-slice-j4-2-inventory-state.md`: `RuntimeInventoryState`
|
||||
(`src/AcDream.Runtime/Gameplay/RuntimeInventoryState.cs`) is the
|
||||
"single presentation-independent owner for the live external-container
|
||||
state, item-mana state, shortcut assignments, desired spell-component
|
||||
counts, and the retail one-inventory-request-at-a-time transaction gate."
|
||||
It borrows J3's `ClientObjectTable`
|
||||
(`RuntimeInventoryState.cs:54`, `Objects => _entityObjects.Objects`) and
|
||||
exposes each child as a property (`ExternalContainers`, `ItemMana`,
|
||||
`Shortcuts`, `Transactions`) plus a `RuntimeInventoryOwnershipSnapshot`
|
||||
used for reset/teardown convergence checks
|
||||
(`RuntimeInventoryState.cs:6-31`, `62-74`) and a `Dispose()` that resets
|
||||
every child in a fixed order (`137-161`). A `VendorState` slots in exactly
|
||||
the same way: a new property, a new line in
|
||||
`RuntimeInventoryOwnershipSnapshot`, a new `Try(...)` call in `Dispose()`,
|
||||
and (per A.3's "reset on portal/reconnect" requirement) a new
|
||||
`ResetVendor()` method called from wherever `ResetExternalContainer()`/
|
||||
`ResetTransactions()` are called today (session reset, portal-out,
|
||||
disconnect — the generation/lifecycle contract every other J4/J5 child
|
||||
follows).
|
||||
- **Shape to copy**: `ExternalContainerState`
|
||||
(`src/AcDream.Core/Items/ExternalContainerState.cs`) is the closest
|
||||
existing analog — "an authoritative server-driven full-replace view keyed
|
||||
by a requested/current id, with a `Changed` event for presentation
|
||||
observers." A vendor session is conceptually identical: request-open
|
||||
(fires on the Use action), apply-open (fires on `ApproachVendor`
|
||||
matching the requested id), apply-close (client-local distance/switch
|
||||
trigger, A.3), reset (portal/disconnect). The main structural
|
||||
difference from `ExternalContainerState` is that a vendor session also
|
||||
carries a **profile** (rates/currency/categories) and an **item list**,
|
||||
not just a container id — so `VendorState` is a slightly richer sibling,
|
||||
not a literal subclass.
|
||||
- **Naming precedent**: holtburger's own full-client implementation
|
||||
independently arrived at the exact name `VendorState`
|
||||
(`references/holtburger/crates/holtburger-world/src/vendor.rs:98-108`,
|
||||
fields: `vendor_guid`, `items: Vec<CoreVendorItem>`, `buy_multiplier`,
|
||||
`sell_multiplier`, `merchandise_item_types`, `alternate_currency_wcid`,
|
||||
`alternate_currency_amount`, `alternate_currency_name`) — a strong
|
||||
independent signal that this is the natural shape/name, not an
|
||||
acdream-specific invention.
|
||||
- J5.2's `RuntimeInteractionTransactionState`
|
||||
(`docs/research/2026-07-26-slice-j5-2-interaction-transactions.md`)
|
||||
is the natural home for **request correlation** if Slice 5 wants to
|
||||
faithfully port retail's `attemptOpenVendorID` token (B.1) — it already
|
||||
owns "last ordinary or targeted-use source/target identity" and the
|
||||
typed Activate/Use/Pickup FIFO. For Slice 5's browse-only scope this is
|
||||
optional polish (the mode-2-vs-3 tab distinction only matters once
|
||||
sell-drag exists in Slice 6); flagged as an open question below.
|
||||
|
||||
### C.3 — Authored-panel infrastructure (Slice 3's precedent, to replicate)
|
||||
|
||||
Complete, concrete template, read end-to-end:
|
||||
|
||||
1. **Controller** (`src/AcDream.App/UI/Layout/AppraisalUiController.cs`):
|
||||
implements `IRetainedPanelController`
|
||||
(`src/AcDream.App/UI/IRetainedPanelController.cs` — `OnShown`/`OnHidden`/
|
||||
`OnDescendantFocusChanged`, all default no-ops; "the window manager owns
|
||||
visibility, focus, capture, geometry, and teardown ordering"). Declares
|
||||
every authored control id as a `public const uint` resolved later via
|
||||
`layout.FindElement(id)`. Exposes a static `Bind(...)` factory that takes
|
||||
the `ImportedLayout` plus every Core dependency the controller needs
|
||||
(object table, interaction controller, selection state, etc.) and a
|
||||
`show`/`close` action pair, returning `null` if a required authored
|
||||
control is missing from the imported layout (defensive — the panel
|
||||
simply doesn't mount rather than crash).
|
||||
2. **Wiring site** (`src/AcDream.App/UI/RetailUiRuntime.cs:970-1068`,
|
||||
`MountAppraisal()`):
|
||||
- `LayoutImporter.Import(dats, LayoutId, RootId, resolveSprite,
|
||||
defaultFont, resolveFont)` → `ImportedLayout?` (null if the
|
||||
`LayoutDesc`/root id pair isn't found in the dats — logged and
|
||||
bailed).
|
||||
- Any per-panel asset factories (row templates, name resolvers) loaded
|
||||
from the same dat lock.
|
||||
- `XxxController.Bind(layout, ...dependencies..., show: () =>
|
||||
Host.ShowWindow(WindowNames.X), close: () => CloseWindow(WindowNames.X),
|
||||
...)`.
|
||||
- `RetailWindowFrame.Mount(Host.Root, layout.Root, resolveSprite, new
|
||||
RetailWindowFrame.Options { WindowName, Chrome =
|
||||
RetailWindowChrome.Imported, Left/Top/ContentWidth/ContentHeight =
|
||||
root's authored geometry, AuthoredGeometryRevision = 1, Visible =
|
||||
false, ResizeX/Y, MinWidth/MinHeight, ConstrainDragToParent/Resize,
|
||||
ContentClickThrough, Controller = controller })` → `RetailWindowHandle`.
|
||||
This is what gives Slice 3's window its "independent movable/resizable
|
||||
retail floaty" behavior and its foreground-stacking — all owned by
|
||||
`RetailWindowFrame`/`Host`, not by the controller.
|
||||
- Window name registered in `src/AcDream.App/UI/WindowNames.cs` (e.g.
|
||||
`public const string Examination = "examination";` at line 24) —
|
||||
Slice 5 needs a new `WindowNames.Vendor` (or similar) constant.
|
||||
3. **Foreground stacking / show-close semantics**: `Host.ShowWindow(name)` /
|
||||
`CloseWindow(name)` are the only calls the controller needs; the window
|
||||
manager (`Host`) handles z-order, focus, and drag/resize bounds
|
||||
uniformly across every retained window. Slice 5 does not need to
|
||||
reinvent any of this — it needs a `MountVendor()` sibling to
|
||||
`MountAppraisal()`.
|
||||
|
||||
### C.4 — Inbound-message routing (where a new `0x0062` handler registers)
|
||||
|
||||
ACE `GameEvent`s enter through `WorldSession`'s decode path (`GameEvents`
|
||||
property, `GameEventDispatcher`, `src/AcDream.Core.Net/WorldSession.cs:567`)
|
||||
and get routed by `GameEventDispatcher.Dispatch(envelope)`
|
||||
(`src/AcDream.Core.Net/Messages/GameEventDispatcher.cs:95-117`) to whatever
|
||||
handler was registered for that `GameEventType`. The single central
|
||||
registration point for every handler is
|
||||
`src/AcDream.Core.Net/GameEventWiring.cs` — `GameEventWiring.WireAll(...)`
|
||||
(a big static method, one `registrar.Register(GameEventType.X, e => {
|
||||
parse; apply to state; })` call per opcode, grouped by domain with comment
|
||||
banners `// ── Chat ──`, `// ── Combat ──`, `// ── Spells ──`, `// ──
|
||||
Inventory ──`, `// ── Player ──`).
|
||||
|
||||
**Most recently added handler (the concrete pattern to copy):**
|
||||
`GameEventType.HouseUpdateRestrictions` (`0x0248`) —
|
||||
`GameEventWiring.cs:365-376`, added for AP-129 (Campaign P Slice P4,
|
||||
2026-07-30):
|
||||
|
||||
```csharp
|
||||
registrar.Register(GameEventType.HouseUpdateRestrictions, e =>
|
||||
{
|
||||
var p = GameEvents.ParseHouseUpdateRestrictions(e.Payload.Span);
|
||||
if (p is null) return;
|
||||
items.UpdateHouseRestrictions(p.Value.SenderId, p.Value.Restrictions);
|
||||
});
|
||||
```
|
||||
|
||||
A new `GameEventType.ApproachVendor` handler follows the same shape: parse
|
||||
the payload with a new `VendorApproach.TryParse` (or similar,
|
||||
`src/AcDream.Core.Net/Messages/`), and apply it to the new `VendorState`
|
||||
owner (C.2). `GameEventWiring.WireAll` would need a new optional parameter
|
||||
(`VendorState? vendor = null`) matching the existing pattern used for
|
||||
`itemMana`, `friends`, `squelch`, `externalContainers`, etc.
|
||||
(`GameEventWiring.cs:77-86`).
|
||||
|
||||
### C.5 — Icon/tooltip/item-row rendering reuse
|
||||
|
||||
`SpellbookWindowController` (Slice 1's spell list,
|
||||
`src/AcDream.App/UI/Layout/SpellbookWindowController.cs`) is the concrete
|
||||
precedent for a scrollable authored list with icons:
|
||||
|
||||
- `UiScrollbar` (`src/AcDream.App/UI/UiScrollbar.cs`) is a shared,
|
||||
panel-agnostic primitive bound to an authored control id via
|
||||
`layout.FindElement(scrollbarId) is UiScrollbar scrollbar`
|
||||
(`SpellbookWindowController.cs:237`, `246`).
|
||||
- Row icons come from a `Func<uint, uint> resolveXxxIcon` delegate injected
|
||||
at construction (`resolveSpellIcon`, `resolveComponentIcon` —
|
||||
`SpellbookWindowController.cs:53-54`, `89-90`), used as
|
||||
`CatalogIconTexture = _resolveSpellIcon(spellId)`
|
||||
(`SpellbookWindowController.cs:291`) against a `_rowStyle`
|
||||
(`SpellbookRowStyle`) describing icon geometry (`IconLeft`/`Top`/
|
||||
`Width`/`Height`, `SpellbookWindowController.cs:299-302`).
|
||||
- Since retail materializes each vendor item as a full weenie object with a
|
||||
real `PublicWeenieDesc` (icon dat id included — A.2 point 4), a vendor
|
||||
item row can resolve its icon exactly the way the **inventory panel**
|
||||
resolves any ordinary item's icon (by the item's own `IconId` field,
|
||||
already parsed by the shared `CreateObject`/`PublicWeenieDesc` body
|
||||
parser — see the note in the next paragraph), not by a spell-specific
|
||||
resolver. This is a materially easier reuse case than the spell list,
|
||||
since vendor items are ordinary items once parsed.
|
||||
|
||||
**One structural gap worth flagging as a contract decision, not just
|
||||
reuse**: `src/AcDream.Core.Net/Messages/CreateObject.cs` (`TryParse`,
|
||||
line 512 onward) parses the entire `WeenieHeader` body inline as one large
|
||||
method (opcode → guid → model data → physics data → weenie-header fixed
|
||||
prefix at `~line 781` → weenie-header optional tail at `~line 834` onward,
|
||||
using the same bit flags as Chorizite's `PublicWeenieDesc.generated.cs`).
|
||||
It is **not currently factored into a reusable standalone function** callable
|
||||
from a new vendor-item parser. Since A.2 established that each `ItemProfile`
|
||||
entry uses the *exact same* `PublicWeenieDesc` body (just without the
|
||||
preceding model/physics data), the clean move is to extract the
|
||||
weenie-header-body parsing logic (`~CreateObject.cs:781` to the end of
|
||||
`TryParse`) into a shared static helper both `CreateObject.TryParse` and
|
||||
the new vendor-item parser call, rather than re-deriving/duplicating ~300
|
||||
lines of conditional-field parsing. This is flagged explicitly as an open
|
||||
question for the contract (below) since it's a nontrivial refactor
|
||||
decision, not a pure research finding.
|
||||
|
||||
---
|
||||
|
||||
## D. Out-of-scope fence — what Slice 6 owns
|
||||
|
||||
Per `docs/plans/2026-07-23-world-interaction-completion.md:56-57`:
|
||||
|
||||
> | 6 | Vendor transactions | server-authoritative buy/sell command and
|
||||
> reconciliation owner |
|
||||
>
|
||||
> "Vendor buy/sell transactions, quantities, pending-state ownership, and
|
||||
> authoritative inventory reconciliation complete the loop."
|
||||
|
||||
Concretely, Slice 6 (not Slice 5) owns:
|
||||
|
||||
- **Outbound buy/sell wire messages.** ACE: `HandleActionBuyItem`
|
||||
(`Player_Commerce.cs:22-52`) / `HandleActionSellItem`
|
||||
(`Player_Commerce.cs:126-226`), each taking a `List<ItemProfile>`
|
||||
(quantities + guids). Retail: `CM_Vendor::Event_Buy` (`0x006AA0F0`) /
|
||||
`::Event_Sell` (`0x006AA000`).
|
||||
- **Quantity/stack-split selection UI** (`VendorBuyUI`/`VendorSellUI`
|
||||
sub-panels, stack-slider interaction —
|
||||
`gmVendorUI::RecvNotice_StackSliderChanged` in the symbol table).
|
||||
- **Drag-to-sell** — dragging a player inventory item onto the vendor NPC
|
||||
(`ItemInteractionPolicy.ItemPolicyActionKind.SellToVendor`,
|
||||
`ItemInteractionPolicy.cs:357-363`, already ported but its dispatch/UI
|
||||
consumption is Slice 6's to wire).
|
||||
- **`VendorProfile::InqAcceptability`/`IsAcceptable`** (sell-eligibility
|
||||
filtering by item type/value/magic — `pc:484768-484797`) — this is a
|
||||
judgment call flagged below, since "does my inventory show which items
|
||||
this vendor will buy" arguably touches Slice 5's "supports retail
|
||||
selection/browsing" language too.
|
||||
- **Currency/pyreal math validation**, `Vendor.GetSellCost`/`GetBuyCost`
|
||||
**as an authoritative transaction input** (Slice 5 only needs the
|
||||
*display* computation — see B.1 — not the transaction-time application).
|
||||
- **Pending-sale correlation** (`attemptOpenVendorID`/`attemptSaleObjectID`,
|
||||
the mode-2-vs-3 tab-switch nuance from B.1) — Slice 5's browse-only scope
|
||||
can default to always opening the Buy/browse tab and defer full request
|
||||
correlation to Slice 6, since the correlation token only matters once a
|
||||
sell-drag exists.
|
||||
- **`ApproachVendor` refreshes triggered by `FinalizeBuyTransaction`
|
||||
(`Player_Commerce.cs:112`) and `ProcessItemsForPurchase` (`Vendor.cs:661`)**
|
||||
— Slice 5's parser/state owner should be built to handle repeat
|
||||
`ApproachVendor` events correctly (A.3, full-replace semantics), but the
|
||||
actual *triggers* for those repeats are Slice 6 actions.
|
||||
- **Authoritative inventory reconciliation** after a purchase/sale lands
|
||||
(new items appearing in the player's pack, coins deducted/added) — this
|
||||
is standard `InventoryPutObjInContainer`/`ViewContents`/property-update
|
||||
plumbing already owned by existing Slice 4/J4.2 machinery, but *triggered*
|
||||
by Slice 6's buy/sell actions.
|
||||
|
||||
---
|
||||
|
||||
## Open questions for the contract
|
||||
|
||||
1. **Does `VendorState` live in `AcDream.Core.Items` (next to
|
||||
`ExternalContainerState`) or a new `AcDream.Core.Commerce`/`Vendor`
|
||||
namespace?** Recommendation: `AcDream.Core.Items` — it's small, it
|
||||
directly parallels `ExternalContainerState`, and it avoids a
|
||||
near-empty new namespace for one class family. Weak preference; either
|
||||
is defensible.
|
||||
2. **Should the shared `PublicWeenieDesc`-body parser be extracted from
|
||||
`CreateObject.TryParse` into a standalone reusable method before Slice 5
|
||||
writes the vendor-item parser, or should Slice 5 duplicate/adapt a
|
||||
subset first and defer the refactor?** Recommendation: extract first —
|
||||
duplicating ~300 lines of conditional-flag parsing for the second time
|
||||
this project has needed it is exactly the kind of drift the project's
|
||||
"grep named → decompile → verify → port" discipline exists to prevent,
|
||||
and a parser bug fixed in one copy but not the other is a classic
|
||||
two-owners bug.
|
||||
3. **Does Slice 5 port `ShopSystem::BuyPrice`/`SellPrice` as a pure Core
|
||||
function now (needed to show a display price in the browse list), or is
|
||||
showing raw item value acceptable for a browse-only slice with actual
|
||||
price math deferred to Slice 6?** Recommendation: port it now — it's a
|
||||
~10-line pure function with a byte-verified formula (B.1), and a vendor
|
||||
list that shows the wrong price (or no price) is a visibly broken browse
|
||||
experience even before Buy is wired up.
|
||||
4. **Does Slice 5 wire the `attemptOpenVendorID`-style request-correlation
|
||||
token (mode 2 vs 3 tab selection), or hardcode "always open on the
|
||||
Buy/browse tab" and let Slice 6 add correlation when sell-drag lands?**
|
||||
Recommendation: hardcode Buy/browse tab for Slice 5; the correlation
|
||||
only has externally-visible effect once a sell-initiated open exists.
|
||||
5. **Does "supports retail selection/browsing" (the Slice 5 charter
|
||||
language) include showing which of the *player's own inventory* items
|
||||
this vendor would accept (via `VendorProfile::InqAcceptability`), or is
|
||||
that squarely Slice 6 since it's meaningless without the sell action
|
||||
attached?** Recommendation: defer to Slice 6 — `InqAcceptability` has no
|
||||
purpose without a sell UI to gate, and pulling it into Slice 5 would mean
|
||||
touching the sell sub-panel's territory for a browse-only slice.
|
||||
6. **Category/type filter tabs** (`VendorItemsUI::AddTypeFilter`/
|
||||
`ListContainsType`) were located but not read in full decompiled detail
|
||||
in this pass (time-boxed). If the Slice 5 contract wants exact retail
|
||||
parity for tab filtering (vs. a single flat browsable list for a first
|
||||
cut), a follow-up grep-and-read pass on `pc:` lines around
|
||||
`0x004C05C0`/`0x004C0D90` is needed before implementation.
|
||||
7. **The vendor panel's own top-level `LayoutDesc` id is not yet
|
||||
dat-extracted anywhere in the repo.** The contract should budget time
|
||||
for a `LayoutImporter.Import` discovery pass (the same process that
|
||||
found `0x2100006B` for the examination window) rather than assuming the
|
||||
id is already known. The two concrete tab-control ids (`0x100000B9`
|
||||
Buy, `0x100000BB` Sell) are known and can serve as a cross-check once a
|
||||
candidate root/LayoutDesc id is found (their `FindElement` should
|
||||
succeed under the correct root).
|
||||
8. **`docs/architecture/retail-divergence-register.md` row `AP-110`**
|
||||
currently lists "vendor/trade/salvage/tinkering" together as absent
|
||||
panels. Per the project's binding divergence-register rule, Slice 5's
|
||||
landing commit must narrow AP-110 to drop "vendor" from the absent list
|
||||
(or add a precise successor row describing what remains absent — e.g.
|
||||
category filter tabs if #6 above is deferred) in the **same commit**
|
||||
that lands vendor browsing.
|
||||
Loading…
Add table
Add a link
Reference in a new issue