feat(D.2b): PaperdollController — equip slots bind + wield drag handler (Slice 1)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-22 22:24:52 +02:00
parent f8799489c2
commit 9f187c3e31
3 changed files with 283 additions and 0 deletions

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@ -160,6 +160,9 @@ accepted-divergence entries (#96, #49, #50).
| AP-59 | The per-cell container **capacity bar** (retail `UIElement_UIItem::UpdateCapacityDisplay 0x004e16e0`, element `0x10000347`) is drawn as a **procedural `UiItemSlot` overlay** (track `0x06004D22` full + fill `0x06004D23` clipped bottom-up to `GetContents(guid).Count / ItemsCapacity`), not via a real dat `UIElement_Meter` child. **Right-anchored flush** (the dat rect X=26 in a 36px cell sat ~5px off the edge — flush per the visual gate) and **bottom-up fill assumed** (the dat `m_eDirection` 0x6f isn't read, cf. AP-50). A CLOSED side bag reads empty until opened (its contents aren't indexed until `ViewContents`) — faithful to retail's known-children count, divergent if retail pre-loads. | `src/AcDream.App/UI/UiItemSlot.cs` (`CapacityFill` draw); `src/AcDream.App/UI/Layout/InventoryController.cs` (`SetCapacityBar`) | UiItemSlot is a behavioral leaf that paints overlays procedurally (cf. AP-57); the meter sprites + fill formula are the faithful port. Right-anchor + bottom-up were visual-gate calls. Further visual polish is deferred — ISSUES #146. | Fill direction / exact bar rect could differ from retail's `m_eDirection` + dat X; closed-bag bars read empty if retail pre-loads container counts. | `UIElement_UIItem::UpdateCapacityDisplay` 0x004e16e0; element `0x10000347` (back `0x06004D22` / front `0x06004D23`); `GetNumContainedItems` |
| AP-60 | Inventory drag **`OnDragLift` is a no-op** + the source cell is **not dimmed**: retail dims the lifted item's source cell (`RecvNotice_ItemListBeginDrag`); acdream leaves the item in place during the drag + the floating ghost. | `src/AcDream.App/UI/Layout/InventoryController.cs` | Cosmetic only — the dragged item is still unambiguously identifiable; dimming the source requires tracking the source cell reference across drag events, deferred to a polish pass. | A drag in progress doesn't visually mark its origin — cosmetic only, no functional effect. | `RecvNotice_ItemListBeginDrag` acclient_2013_pseudo_c.txt |
| AP-61 | Drop on a **CLOSED side bag is advisory-accept**: the client can't know a closed bag's item count (contents aren't indexed until opened), so `OnDragOver` shows green + relies on the server's `InventoryServerSaveFailed` reject + the rollback; retail knows the count when loaded. | `src/AcDream.App/UI/Layout/InventoryController.cs` (`IsContainerFull`) | A drop into a closed-but-full bag shows green then snaps back (a flicker) instead of pre-showing red. Faithful only when the bag has been opened (then `GetContents` is populated). The server's `0x00A0` + optimistic rollback is the authoritative safety net. | A drop into a closed-but-full bag shows green → brief flicker → snap-back instead of retail's pre-emptive red circle. | `UIElement_ItemList::InqDropIconInfo 0x004e26f0` |
| AP-62 | **MissileAmmo slot mask LIKELY**`0x100001E0 → MissileAmmo 0x800000` is inferred; the decomp immediate at `GetLocationInfoFromElementID` 173676 is corrupted to a string pointer, so the mapping was not directly confirmed from the named-retail source. | `src/AcDream.App/UI/Layout/PaperdollController.cs` (`SlotMap`) | Dropping ammo onto that slot wields to the wrong location if the mapping is wrong. Gate-verify via dat dump + cdb. | Ammo wields to the wrong equip location — functional gap if wrong. | `GetLocationInfoFromElementID` decomp 173676; `acclient.h:3193` INVENTORY_LOC |
| AP-63 | **Dual-wield-into-shield-slot special not implemented** — retail `OnItemListDragOver` (decomp 174302) lets a melee-capable item also drop on the Shield slot; acdream's `wieldMask = ValidLocations & slotMask` rejects it. | `src/AcDream.App/UI/Layout/PaperdollController.cs` (`HandleDropRelease`) | A dual-wielder cannot off-hand a melee weapon via the doll. | Dual-wield via drag-onto-shield-slot is blocked — functional gap for dual-wield characters. | `gmPaperDollUI::OnItemListDragOver` decomp 174302 |
| AP-64 | **Wield-reject rollback assumes `InventoryServerSaveFailed 0x00A0`** — an optimistic wield rolls back only if ACE emits `0x00A0` for a `GetAndWieldItem` rejection; otherwise corrected by the next authoritative message. Gate-verify via WireMCP. | `src/AcDream.Core.Net/GameEventWiring.cs` (0x00A0 handler) | If ACE uses a different reject opcode for wield, the optimistic state is left dangling until the next full update. | Rejected wield briefly shows the item as equipped in the doll — cosmetic flicker or stuck state if `0x00A0` is not the rejection path. | `InventoryServerSaveFailed 0x00A0`; WireMCP gate-verify |
---

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using System;
using System.Collections.Generic;
using AcDream.App.UI;
using AcDream.Core.Items;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Binds the ~21 equip slots mounted under the paperdoll (gmPaperDollUI 0x21000024, nested in the
/// inventory frame 0x21000023) to live equipped-item data and makes them drag-drop WIELD targets.
/// The acdream analogue of gmPaperDollUI::PostInit + GetLocationInfoFromElementID (named-retail decomp
/// 175480 / 173620). Slice 1: equip slots only — no 3D doll viewport (that's Slice 2).
/// Unwield is handled by InventoryController (dragging an equipped item onto the pack grid).
/// </summary>
public sealed class PaperdollController : IItemListDragHandler
{
// WEAPON_READY_SLOT_LOC (acclient.h:3235): the weapon-hand doll slot accepts any wieldable weapon.
private const EquipMask WeaponSlotMask =
EquipMask.MeleeWeapon | EquipMask.MissileWeapon | EquipMask.Held | EquipMask.TwoHanded;
// element-id → EquipMask (verified: dump paperdoll-0x21000024.txt ↔ deep-dive §3a ↔ acclient.h:3193).
// The 3 Aetheria sigil slots (0x10000595/96/97) are SetVisible(0) in retail — skipped (Slice 1 scope).
private static readonly (uint Element, EquipMask Mask)[] SlotMap =
{
(0x100005ABu, EquipMask.HeadWear), // 0x1
(0x100001E2u, EquipMask.ChestWear), // 0x2
(0x100001E3u, EquipMask.UpperLegWear), // 0x40
(0x100005B0u, EquipMask.HandWear), // 0x20
(0x100005B3u, EquipMask.FootWear), // 0x100
(0x100005ACu, EquipMask.ChestArmor), // 0x200
(0x100005ADu, EquipMask.AbdomenArmor), // 0x400
(0x100005AEu, EquipMask.UpperArmArmor), // 0x800
(0x100005AFu, EquipMask.LowerArmArmor), // 0x1000
(0x100005B1u, EquipMask.UpperLegArmor), // 0x2000
(0x100005B2u, EquipMask.LowerLegArmor), // 0x4000
(0x100001DAu, EquipMask.NeckWear), // 0x8000
(0x100001DBu, EquipMask.WristWearLeft), // 0x10000
(0x100001DDu, EquipMask.WristWearRight), // 0x20000
(0x100001DCu, EquipMask.FingerWearLeft), // 0x40000
(0x100001DEu, EquipMask.FingerWearRight), // 0x80000
(0x100001E1u, EquipMask.Shield), // 0x200000
(0x100001E0u, EquipMask.MissileAmmo), // 0x800000 (LIKELY — gate-verify, AP row)
(0x100001DFu, WeaponSlotMask), // 0x3500000 composite
(0x1000058Eu, EquipMask.TrinketOne), // 0x4000000
(0x100005E9u, EquipMask.Cloak), // 0x8000000
};
private readonly ClientObjectTable _objects;
private readonly Func<uint> _playerGuid;
private readonly Func<ItemType, uint, uint, uint, uint, uint> _iconIds;
private readonly Action<uint, uint>? _sendWield; // (itemGuid, equipMask) → GetAndWieldItem 0x001A
private readonly List<(EquipMask Mask, UiItemList List)> _slots = new();
private PaperdollController(
ImportedLayout layout, ClientObjectTable objects, Func<uint> playerGuid,
Func<ItemType, uint, uint, uint, uint, uint> iconIds, Action<uint, uint>? sendWield)
{
_objects = objects; _playerGuid = playerGuid; _iconIds = iconIds; _sendWield = sendWield;
int index = 0;
foreach (var (element, mask) in SlotMap)
{
if (layout.FindElement(element) is not UiItemList list) { index++; continue; }
list.RegisterDragHandler(this);
list.Cell.SourceKind = ItemDragSource.Equipment;
list.Cell.SlotIndex = index++; // a stable per-slot index (routing uses the list, not this)
list.Cell.EmptySprite = 0u; // TRANSPARENT empty slot (brainstorm decision; no doll behind it)
_slots.Add((mask, list));
}
_objects.ObjectAdded += OnObjectChanged;
_objects.ObjectMoved += OnObjectMoved;
_objects.ObjectRemoved += OnObjectChanged;
_objects.ObjectUpdated += OnObjectChanged;
Populate();
}
public static PaperdollController Bind(
ImportedLayout layout, ClientObjectTable objects, Func<uint> playerGuid,
Func<ItemType, uint, uint, uint, uint, uint> iconIds, Action<uint, uint>? sendWield = null)
=> new PaperdollController(layout, objects, playerGuid, iconIds, sendWield);
private void OnObjectChanged(ClientObject o) { if (Concerns(o)) Populate(); }
private void OnObjectMoved(ClientObject o, uint from, uint to)
{ if (Concerns(o) || from == _playerGuid() || to == _playerGuid()) Populate(); }
/// <summary>The object is (or just became / ceased to be) the player's equipped gear.</summary>
private bool Concerns(ClientObject o)
{
uint p = _playerGuid();
return o.CurrentlyEquippedLocation != EquipMask.None || o.WielderId == p || o.ContainerId == p;
}
public void Populate()
{
uint p = _playerGuid();
// The player's equipped gear (one pass). Scoped to the player so a vendor's/NPC's wielded item
// (which can also carry CurrentWieldedLocation) can't leak into the doll.
var equipped = new List<ClientObject>();
foreach (var o in _objects.Objects)
if (o.CurrentlyEquippedLocation != EquipMask.None && (o.WielderId == p || o.ContainerId == p))
equipped.Add(o);
foreach (var (mask, list) in _slots)
{
ClientObject? worn = null;
foreach (var o in equipped)
if ((o.CurrentlyEquippedLocation & mask) != EquipMask.None) { worn = o; break; }
if (worn is null) { list.Cell.Clear(); continue; }
uint tex = _iconIds(worn.Type, worn.IconId, worn.IconUnderlayId, worn.IconOverlayId, worn.Effects);
list.Cell.SetItem(worn.ObjectId, tex);
}
}
private EquipMask MaskFor(UiItemList list)
{
foreach (var (mask, l) in _slots) if (ReferenceEquals(l, list)) return mask;
return EquipMask.None;
}
// ── IItemListDragHandler ──────────────────────────────────────────────────────────────────────
/// <summary>No-op: a wielded item stays put until the server confirms (same as the inventory grid,
/// unlike the toolbar's remove-on-lift). Unwield happens on DROP onto the pack grid — InventoryController.</summary>
public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload) { }
/// <summary>Accept iff the dragged item can be worn here (its ValidLocations intersects the slot mask).
/// Retail: gmPaperDollUI::OnItemListDragOver (decomp 174302).</summary>
public bool OnDragOver(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload)
{
var item = _objects.Get(payload.ObjId);
if (item is null) return false;
return (item.ValidLocations & MaskFor(targetList)) != EquipMask.None;
}
/// <summary>Wield the dropped item: optimistic local equip (instant) + GetAndWieldItem 0x001A.
/// wieldMask = ValidLocations & slotMask resolves the specific bit (the composite weapon slot, the
/// chosen finger). Retail: gmPaperDollUI HandleDropRelease → GetAndWieldItem.</summary>
public void HandleDropRelease(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload)
{
var item = _objects.Get(payload.ObjId);
if (item is null) return;
EquipMask wieldMask = item.ValidLocations & MaskFor(targetList);
if (wieldMask == EquipMask.None) return; // not wieldable here (defensive; OnDragOver already rejected)
_objects.WieldItemOptimistic(payload.ObjId, _playerGuid(), wieldMask);
_sendWield?.Invoke(payload.ObjId, (uint)wieldMask);
}
/// <summary>Detach event handlers (idempotent).</summary>
public void Dispose()
{
_objects.ObjectAdded -= OnObjectChanged;
_objects.ObjectMoved -= OnObjectMoved;
_objects.ObjectRemoved -= OnObjectChanged;
_objects.ObjectUpdated -= OnObjectChanged;
}
}

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using System.Collections.Generic;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Items;
using Xunit;
namespace AcDream.App.Tests.UI.Layout;
public class PaperdollControllerTests
{
private const uint Player = 0x50000001u;
private const uint Pack = 0x40000005u;
private const uint HeadSlot = 0x100005ABu; // HeadWear 0x1
private const uint ShieldSlot = 0x100001E1u; // Shield 0x200000
private const uint WeaponSlot = 0x100001DFu; // composite 0x3500000
private const uint FingerLSlot= 0x100001DCu; // FingerWearLeft 0x40000
private sealed class RootElement : UiElement { }
private static (ImportedLayout layout, Dictionary<uint, UiItemList> lists) BuildLayout()
{
var ids = new[] { HeadSlot, ShieldSlot, WeaponSlot, FingerLSlot };
var lists = new Dictionary<uint, UiItemList>();
var byId = new Dictionary<uint, UiElement>();
var root = new RootElement { Width = 224, Height = 214 };
foreach (var id in ids)
{
var list = new UiItemList { Width = 32, Height = 32 };
lists[id] = list; byId[id] = list; root.AddChild(list);
}
return (new ImportedLayout(root, byId), lists);
}
private static PaperdollController Bind(ImportedLayout layout, ClientObjectTable objects,
List<(uint item, uint mask)>? wields = null)
=> PaperdollController.Bind(layout, objects, () => Player,
iconIds: (_, _, _, _, _) => 0x1234u,
sendWield: wields is null ? null : (i, m) => wields.Add((i, m)));
private static void SeedEquipped(ClientObjectTable t, uint guid, EquipMask loc)
{
t.AddOrUpdate(new ClientObject { ObjectId = guid, WielderId = Player });
t.MoveItem(guid, Player, newSlot: -1, newEquipLocation: loc);
}
private static void SeedPackItem(ClientObjectTable t, uint guid, EquipMask validLocations)
{
t.AddOrUpdate(new ClientObject { ObjectId = guid, ValidLocations = validLocations });
t.MoveItem(guid, Pack, newSlot: 0);
}
[Fact]
public void Populate_shows_equipped_item_in_its_slot()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
Bind(layout, objects);
Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId); // helm in the head slot
Assert.Equal(0u, lists[ShieldSlot].Cell.ItemId); // shield slot empty
}
[Fact]
public void Populate_matches_a_weapon_into_the_composite_slot()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xB01u, EquipMask.MeleeWeapon); // a sword's actual equip loc
Bind(layout, objects);
Assert.Equal(0xB01u, lists[WeaponSlot].Cell.ItemId); // matched via (loc & composite) != 0
}
[Fact]
public void OnDragOver_accepts_only_valid_locations()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xC01u, EquipMask.HeadWear); // a helm in the pack
var ctrl = Bind(layout, objects);
var payload = new ItemDragPayload(0xC01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
Assert.True(ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload)); // helm → head OK
Assert.False(ctrl.OnDragOver(lists[ShieldSlot], lists[ShieldSlot].Cell, payload)); // helm → shield NO
}
[Fact]
public void HandleDropRelease_wields_optimistically_and_sends_wire()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xD01u, EquipMask.HeadWear);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xD01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
ctrl.HandleDropRelease(lists[HeadSlot], lists[HeadSlot].Cell, payload);
Assert.Equal(EquipMask.HeadWear, objects.Get(0xD01u)!.CurrentlyEquippedLocation); // equipped instantly
Assert.Equal(Player, objects.Get(0xD01u)!.ContainerId); // contained-by-wielder (the optimistic wield is ContainerId-based; it does NOT write WielderId)
Assert.Single(wields);
Assert.Equal((0xD01u, (uint)EquipMask.HeadWear), wields[0]); // GetAndWieldItem wire
}
[Fact]
public void HandleDropRelease_resolves_the_finger_bit_for_a_dual_finger_ring()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xE01u, EquipMask.FingerWearLeft | EquipMask.FingerWearRight);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xE01u, ItemDragSource.Inventory, 0, lists[FingerLSlot].Cell);
ctrl.HandleDropRelease(lists[FingerLSlot], lists[FingerLSlot].Cell, payload);
Assert.Equal((uint)EquipMask.FingerWearLeft, wields[0].mask); // ValidLocations & slotMask = left finger only
}
[Fact]
public void Empty_equip_slot_is_transparent() // EmptySprite=0 ⇒ nothing drawn (no doll behind it in Slice 1)
{
var (layout, lists) = BuildLayout();
Bind(layout, new ClientObjectTable());
Assert.Equal(0u, lists[HeadSlot].Cell.EmptySprite);
}
}