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>
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74 changed files with 6669 additions and 238 deletions
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@ -122,12 +122,14 @@ public static class SampleData
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/// synthetic character. Values are plausible retail-scale numbers so the
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/// report renders with well-proportioned text in all sections.
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/// </summary>
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public static CharacterSheet SampleCharacter() => new()
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public static CharacterSheet SampleCharacter() => SampleCharacter(null);
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public static CharacterSheet SampleCharacter(string? name) => new()
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{
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Name = "Studio Player",
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Name = string.IsNullOrWhiteSpace(name) ? "Studio Player" : name,
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Level = 126,
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Race = "Aluvian",
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Heritage = "Aluvian Heritage",
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Gender = "Female",
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Heritage = "Aluvian",
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Title = "the Adventurer",
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BirthDate = "January 5, 2001",
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PlayTime = "2 years, 114 days, 4 hours",
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@ -166,6 +168,7 @@ public static class SampleData
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// Focus@10 → 110 matches the authoritative retail screenshot (spec §4).
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// Formula bracket at value=10: ExperienceToAttributeLevel(11) − ExperienceToAttributeLevel(10).
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AttributeRaiseCosts = new long[] { 0L, 95L, 100L, 0L, 110L, 105L, 90L, 88L, 112L },
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AttributeRaise10Costs = new long[] { 0L, 950L, 1_000L, 0L, 1_100L, 1_050L, 900L, 880L, 1_120L },
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// Real SkillTable icon IDs and train/specialize costs from client_portal.dat
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// SkillTable 0x0E000004. gmSkillUI groups/sorts these at bind time.
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