feat(ui): D.2b item interaction + retail cursors + live character sheet
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02 UI architecture review mandated before commit: - ItemInteractionController: single owner of double-click use/equip/ container-open, targeted-use mode (health kits), drag-out drop; toolbar shortcut drags don't drop the real item. ItemEquipRules for multi-slot (coat) coverage via equip masks. - Cursor phase: CursorFeedbackController (semantic priority chain: drag > resize > window-move > target-mode > text) + RetailCursorCatalog (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState 0x00564630) resolved through the portal EnumIDMap chain by RetailCursorResolver; RetailCursorManager applies dat cursor art to the OS cursor. Register row AP-72 covers the OS standard-cursor fallback. - Character window goes live: CharacterSheetProvider owns sheet assembly, XP-curve/raise-cost math and the raise flow — extracted out of GameWindow per Code Structure Rule 1 instead of committing the ~430-line feature body there. Optimistic XP/credit debits go through eventful store APIs (new ClientObjectTable.UpdateInt64Property + LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw property-dictionary writes; register row AP-73 covers the still-missing raise ledger (#163). - RetailWindowFrame: the shared nine-slice window mount recipe; the character window uses it, remaining windows migrate via #164. - Status-bar buttons toggle inventory/character windows; retail row-major backpack ordering; WorldSession.SendUseWithTarget + raise/train sends. GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the sheet/raise logic is unit-tested in CharacterSheetProviderTests instead of trapped in the god object. Build green; full suite 3,286 tests pass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
e3fc7ac5ba
commit
b7dc91a053
74 changed files with 6669 additions and 238 deletions
|
|
@ -41,7 +41,9 @@ public sealed record RuntimeOptions(
|
|||
bool DumpLiveSpawns,
|
||||
int? LegacyStreamRadius,
|
||||
bool RetailUi,
|
||||
string? AcDir)
|
||||
string? AcDir,
|
||||
bool UiProbeDump,
|
||||
string? UiProbeScript)
|
||||
{
|
||||
/// <summary>
|
||||
/// Build options from the process environment. Used by
|
||||
|
|
@ -85,13 +87,18 @@ public sealed record RuntimeOptions(
|
|||
// top of the quality preset's radii. Null when unset or invalid.
|
||||
LegacyStreamRadius: TryParseNonNegativeInt(env("ACDREAM_STREAM_RADIUS")),
|
||||
RetailUi: IsExactlyOne(env("ACDREAM_RETAIL_UI")),
|
||||
AcDir: NullIfEmpty(env("ACDREAM_AC_DIR")));
|
||||
AcDir: NullIfEmpty(env("ACDREAM_AC_DIR")),
|
||||
UiProbeDump: IsExactlyOne(env("ACDREAM_UI_PROBE_DUMP")),
|
||||
UiProbeScript: NullIfEmpty(env("ACDREAM_UI_PROBE_SCRIPT")));
|
||||
}
|
||||
|
||||
/// <summary>True iff live-mode credentials are present and valid for connecting.</summary>
|
||||
public bool HasLiveCredentials =>
|
||||
LiveMode && !string.IsNullOrEmpty(LiveUser) && !string.IsNullOrEmpty(LivePass);
|
||||
|
||||
/// <summary>True when the opt-in retail UI automation probe should be constructed.</summary>
|
||||
public bool UiProbeEnabled => UiProbeDump || !string.IsNullOrEmpty(UiProbeScript);
|
||||
|
||||
private static bool IsExactlyOne(string? s)
|
||||
=> string.Equals(s, "1", StringComparison.Ordinal);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue