fix(inventory): sequence secondary wield blockers

Preserve retail AmmoType from CreateObject and port BlocksUseOfShield so bow, caster, and two-handed switches remove incompatible shields, while mismatched missile ammo is also returned to the pack. Each blocker remains server-confirmed before AutoWield re-enters.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-12 23:12:07 +02:00
parent 17b5712d53
commit 815ce0dec4
14 changed files with 206 additions and 16 deletions

View file

@ -211,7 +211,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-105 | **PARTIAL 2026-07-10 (Wave 2.2)** — inherited scrollbar media/roles now come from DAT (decrement/top `0x06004C69`, increment/bottom `0x06004C6C`). Retained chat still lacks complete tab/filter/unread, social availability, squelch, and focus-opacity behavior; a second ChatVM still loses FPS/position providers. | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs`; `ChatWindowController.cs`; chat mount in `GameWindow.cs` | Shared log/send path, wrapping, scrollbar roles, and outer maximize geometry work; Wave 5 consolidates remaining chat state | Commands degrade, tabs are no-ops, moderation/channel state is wrong, and focus visuals diverge | `gmMainChatUI @ 0x004CCCC0..0x004CE2A0`; `UIElement_Scrollbar::OnSetAttribute @ 0x004714D0`; `ChatInterface` methods |
| AP-106 | The retained UI has no external/ground-container window lifecycle, while the original owned-side-bag `NoLongerViewingContents` premise was incorrect (#196) | `src/AcDream.App/UI`; window runtime; absent external-container controller | Owned inventory navigation remains usable and must not gain an unproven `0x0195` send; Wave 2/6 adds lifecycle ownership and the separate external surface | External container replacement/close cannot notify the server exactly once; adding the packet to owned bag close would itself diverge from the named retail call graph | `ClientUISystem.groundObject`; `CM_Inventory::Event_NoLongerViewingContents @ 0x006ABC50`; `docs/research/2026-07-10-retail-panel-behavior-pseudocode.md` |
| ~~AP-107~~ | **RETIRED 2026-07-11 (Wave 3.3 / #197)** — typed `OfferPrimaryClick` returns `NotActive`, `ConsumedSuccess`, or `ConsumedRejected`; every retained item surface plus radar/world offers active target mode before local selection/open/use fallback. Rejections are consumed and cannot drift selection. | `src/AcDream.App/UI/ItemInteractionController.cs`; inventory/paperdoll/toolbar/radar/world call sites | — | — | `UIElement_ItemList::HandleTargetedUseLeftClick @ 0x004E24D0` |
| AP-108 | Paperdoll/AutoWield still omit Aetheria, full `AutoWieldIsLegal`/dual-wield rules, incompatible-shield/ammo blocker sequencing, double-click examine/drag from the doll, and body-part selection lighting | `src/AcDream.App/UI/Layout/PaperdollController.cs`; `src/AcDream.App/UI/AutoWieldController.cs` | Basic equip slots and live doll work; inventory double-click now faithfully replaces the occupied primary weapon-ready group through server-confirmed dequip→wield in both peace and war | Special slots, illegal/off-hand cases, incompatible shield/ammo auto-removal, doll examine/drag, and selection lighting still differ functionally | `CPlayerSystem::AutoWield @ 0x00560A60`; `gmPaperDollUI @ 0x004A3590..0x004A5F90`; `InventoryPlacement::DetermineHigherPriority` |
| AP-108 | Paperdoll/AutoWield still omit Aetheria, full `AutoWieldIsLegal`/dual-wield rules, double-click examine/drag from the doll, and body-part selection lighting | `src/AcDream.App/UI/Layout/PaperdollController.cs`; `src/AcDream.App/UI/AutoWieldController.cs` | Basic equip slots and live doll work; inventory double-click now faithfully sequences the primary weapon, incompatible shield, and mismatched ammo blockers through server-confirmed dequip→wield in both peace and war | Special slots, illegal/off-hand cases, doll examine/drag, and selection lighting still differ functionally | `CPlayerSystem::AutoWield @ 0x00560A60`; `ACCWeenieObject::BlocksUseOfShield @ 0x0055D3E0`; `gmPaperDollUI @ 0x004A3590..0x004A5F90` |
| AP-109 | Character Titles page is inert and live displayed-title/luminance state is absent | `src/AcDream.App/UI/Layout/CharacterStatController.cs`; `CharacterSheetProvider.cs` | Attributes/skills core output is user-accepted | Titles cannot be selected/displayed and level-200 luminance fields are missing | `gmCharacterTitleUI @ 0x0049A610`; `gmStatManagementUI::UpdateExperience @ 0x004F0A70` |
| AP-110 | Remaining retained gameplay panels and world HUD are absent: advanced-combat powerbar, spellbook/effects/favorite spell bars, residual social/examine/floating chat, quests/map/vitae/options/smartbox, vendor/trade/salvage/tinkering, and D.6 nameplates/floaters | D.5/D.6 roadmap; retained layout registration set | Basic `gmCombatUI` now covers the active M2 melee/missile loop; Wave 10 lands each remaining surface against authoritative state | Large portions of retail gameplay still have no production UI | Named `gm*UI::PostInit` methods and LayoutDesc catalog |
| ~~AP-111~~ | **RETIRED 2026-07-11 (M2 held-object parenting)** — equipped hand items are no longer omitted from the render world. CreateObject now preserves Placement/Parent/position timestamp bootstrap; live `0xF749` ParentEvent is parsed with retail sequence freshness; a focused render controller resolves `Setup.HoldingLocations`, applies the child's placement frame, and recomposes the separate child entity after every parent animation tick. Pickup retains the weenie's visual metadata for a later wield. | `src/AcDream.Core.Net/Messages/{CreateObject,ParentEvent}.cs`; `src/AcDream.Core/Meshing/EquippedChildAttachment.cs`; `src/AcDream.App/Rendering/EquippedChildRenderController.cs` | — | — | `ClientCombatSystem::GetDefaultCombatMode @ 0x0056B310`; `SmartBox::HandleParentEvent @ 0x004535D0`; `CPhysicsObj::set_parent @ 0x00515A90`; `CPhysicsObj::UpdateChild @ 0x00512D50` |