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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src/AcDream.App/UI/ItemEquipRules.cs
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src/AcDream.App/UI/ItemEquipRules.cs
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using AcDream.Core.Items;
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namespace AcDream.App.UI;
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internal static class ItemEquipRules
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{
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// Retail CPlayerSystem::AutoWear / gmPaperDollUI inventory mask: 0x08007FFF.
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public const EquipMask AutoWearMask =
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EquipMask.HeadWear
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| EquipMask.ChestWear
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| EquipMask.AbdomenWear
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| EquipMask.UpperArmWear
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| EquipMask.LowerArmWear
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| EquipMask.HandWear
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| EquipMask.UpperLegWear
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| EquipMask.LowerLegWear
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| EquipMask.FootWear
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| EquipMask.ChestArmor
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| EquipMask.AbdomenArmor
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| EquipMask.UpperArmArmor
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| EquipMask.LowerArmArmor
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| EquipMask.UpperLegArmor
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| EquipMask.LowerLegArmor
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| EquipMask.Cloak;
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public static bool IsAutoWearItem(ClientObject item)
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=> (item.ValidLocations & AutoWearMask) != EquipMask.None;
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public static EquipMask ResolvePaperdollDropWieldMask(ClientObject item, EquipMask targetMask)
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{
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if ((item.ValidLocations & targetMask) == EquipMask.None)
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return EquipMask.None;
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return IsAutoWearItem(item)
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? item.ValidLocations
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: item.ValidLocations & targetMask;
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}
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}
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