fix(ui): retail target-cursor shape (pending over UI, world-object driven) + visible UseDone refusals
Visual gate round 2 (user, retail oracle): the target cursor over UI must be the 0x27 four-arrows PENDING cursor — retail's UpdateCursorState (0x00564630) keys valid/invalid solely off the SmartBox found object, i.e. the WORLD entity under the cursor. And "can't heal myself" turned out to be TWO stacked causes, both fixed: - Cursor: UI hover no longer forces TargetInvalid (that arm was a non-retail invention) and the doll/status-bar hover providers are gone (UiElement.UseTargetGuidProvider deleted). Valid/invalid now come from (a) a hovered occupied item slot's own item, or (b) the world entity under the cursor via a new worldTargetProvider — the B.4b screen-rect picker extracted into GameWindow.PickWorldGuidAtCursor and shared by click + hover. - Self-heal: the world picker always skipped the local player (skipServerGuid), so clicking your own toon in target mode could never acquire self. Target-use picks now include self (retail lets you kit-heal yourself by clicking your character); plain selection keeps the exclusion. The doll click still self-targets. - Silent refusals: the [use-target] log proved the UseWithTarget action WAS sent (kit 0x00220008 / TargetType 0x10, target self) — ACE refused with WeenieError.YouArentTrainedInHealing (0x04FC) and we never parsed UseDone (0x01C7). Now dispatched + surfaced as a chat line via WeenieErrorText (interim subset map, register AP-74, #166 ports the retail String-table lookup). Full suite green (3,295). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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10 changed files with 151 additions and 61 deletions
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@ -99,7 +99,6 @@ public sealed class PaperdollController : IItemListDragHandler
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list.Cell.SourceKind = ItemDragSource.Equipment;
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list.Cell.SlotIndex = i; // SlotMap position = this equipped item's drag-payload SourceSlot when dragged out to unwield
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list.Cell.EmptySprite = emptySlotSprite; // visible empty-slot frame so every position is seen + usable. The live
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list.Cell.UseTargetGuidProvider = _playerGuid;
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list.Cell.Clicked = () => { _itemInteraction?.AcquireSelfTarget(); };
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list.Cell.DoubleClicked = () =>
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{
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@ -125,15 +124,12 @@ public sealed class PaperdollController : IItemListDragHandler
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if (layout.FindElement(id) is UiItemList armor) _armorSlots.Add(armor);
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_dollViewport = layout.FindElement(0x100001D5u); // doll viewport (may be null until Slice 3)
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if (_dollViewport is not null)
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{
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// The doll IS the player: hovering it during target-use resolves the
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// valid/invalid cursor for SELF (retail: the SmartBox target is your
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// own creature), and clicking it self-targets like the equip cells.
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_dollViewport.UseTargetGuidProvider = _playerGuid;
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if (_dollViewport is UiViewport doll)
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doll.Clicked = () => { _itemInteraction?.AcquireSelfTarget(); };
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}
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// The doll IS the player: clicking it during target-use self-targets
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// like the equip cells do. (The CURSOR over it stays the pending
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// four-arrows — retail resolves target cursors off the SmartBox world
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// object only; UI hover is always pending. 2026-07-03 visual gate.)
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if (_dollViewport is UiViewport doll)
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doll.Clicked = () => { _itemInteraction?.AcquireSelfTarget(); };
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var slotsBtnEl = layout.FindElement(0x100005BEu);
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if (slotsBtnEl is UiButton slotsBtn)
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