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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@ -96,6 +96,12 @@ public sealed class ElementInfo
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/// </summary>
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public Dictionary<string, (uint File, int DrawMode)> StateMedia = new();
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/// <summary>
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/// Cursor per state: state name to (RenderSurface file id, hotspot).
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/// The "" key represents DirectState, mirroring <see cref="StateMedia"/>.
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/// </summary>
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public Dictionary<string, UiCursorMedia> StateCursors = new();
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/// <summary>
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/// The element's initial active state name, taken from <c>ElementDesc.DefaultState.ToString()</c>.
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/// Normalized to <c>""</c> when the dat carries Undef/Undefined/0 (no default set).
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@ -160,8 +166,8 @@ public static class ElementReader
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/// (derived placement, not the base prototype's geometry).
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/// </description></item>
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/// <item><description>
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/// <see cref="ElementInfo.StateMedia"/>: base entries are the default; derived
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/// entries override (or add) per state name key.
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/// <see cref="ElementInfo.StateMedia"/> and <see cref="ElementInfo.StateCursors"/>:
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/// base entries are the default; derived entries override (or add) per state name key.
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/// </description></item>
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/// <item><description>
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/// <see cref="ElementInfo.Children"/>: come from the derived element's own tree only.
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@ -218,6 +224,9 @@ public static class ElementReader
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m.StateMedia = new Dictionary<string, (uint, int)>(base_.StateMedia);
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foreach (var kv in derived.StateMedia)
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m.StateMedia[kv.Key] = kv.Value;
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m.StateCursors = new Dictionary<string, UiCursorMedia>(base_.StateCursors);
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foreach (var kv in derived.StateCursors)
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m.StateCursors[kv.Key] = kv.Value;
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return m;
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}
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}
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