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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@ -26,10 +26,13 @@ public sealed class CharacterSheet
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/// <summary>Character level.</summary>
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public int Level { get; init; }
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/// <summary>Gender display string, e.g. "Female". Null = omit.</summary>
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public string? Gender { get; init; }
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/// <summary>Race string, e.g. "Aluvian". Null = omit.</summary>
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public string? Race { get; init; }
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/// <summary>Heritage string, e.g. "Aluvian Heritage". Null = omit.</summary>
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/// <summary>Heritage group display string, e.g. "Aluvian". Null = omit.</summary>
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public string? Heritage { get; init; }
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/// <summary>Title string, e.g. "the Adventurer". Null = omit.</summary>
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@ -108,11 +111,11 @@ public sealed class CharacterSheet
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public long UnassignedXp { get; init; }
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// ── Attribute raise costs (ExperienceToAttributeLevel, gmAttributeUI::PostInit) ──
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// Retail formula: ExperienceToAttributeLevel(value + 1) − ExperienceToAttributeLevel(value).
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// We store pre-computed per-attribute costs for the fixture; cost == 0 → attribute is
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// at max or not trainable (raise button ghosted/hidden). Ordered to match AttrRows
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// (Strength, Endurance, Coordination, Quickness, Focus, Self, Health, Stamina, Mana).
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// Source: gmAttributeUI::AttributeInfoRegion::Update (0x004f1910) + CM_Train::Event_TrainAttribute.
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// Retail formula for x1: ExperienceToAttributeLevel(value + 1) − xpSpent.
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// Retail formula for x10: ExperienceToAttributeLevel(value + min(10, remaining)) − xpSpent.
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// Cost 0 means the attribute is at max or not trainable. Ordered to match AttrRows:
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// Strength, Endurance, Coordination, Quickness, Focus, Self, Health, Stamina, Mana.
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// Source: gmAttributeUI::GetCostToRaise/GetCostToRaise10 (0x0049cb80/0x0049cc70).
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/// <summary>
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/// XP cost to raise each of the 9 attributes/vitals by 1, in retail display order:
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@ -122,6 +125,12 @@ public sealed class CharacterSheet
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/// </summary>
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public long[] AttributeRaiseCosts { get; init; } = Array.Empty<long>();
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/// <summary>
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/// XP cost to raise each of the 9 attributes/vitals by up to 10 retail steps,
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/// in the same display order as <see cref="AttributeRaiseCosts"/>.
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/// </summary>
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public long[] AttributeRaise10Costs { get; init; } = Array.Empty<long>();
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/// <summary>
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/// Skills shown on the Character window Skills tab. Retail gmSkillUI groups these by
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/// advancement class, then sorts each group alphabetically by skill name.
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