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:
Erik 2026-07-03 09:18:43 +02:00
parent e3fc7ac5ba
commit b7dc91a053
74 changed files with 6669 additions and 238 deletions

View file

@ -394,19 +394,27 @@ public static class LayoutImporter
/// <summary>
/// Read the first <see cref="MediaDescImage"/> from <paramref name="sd"/> into
/// <c>info.StateMedia[name]</c> and extract the font DID from property 0x1A
/// <c>info.StateMedia[name]</c>, read any <see cref="MediaDescCursor"/> into
/// <c>info.StateCursors[name]</c>, and extract the font DID from property 0x1A
/// (<c>ArrayBaseProperty → DataIdBaseProperty</c>) if not yet set.
/// </summary>
private static void ReadState(StateDesc sd, string name, ElementInfo info)
{
// Only MediaDescImage is read for rendering; MediaDescCursor items (on grips/drag bars)
// are intentionally skipped — cursor behavior is Plan 2.
bool imageRead = false;
foreach (var m in sd.Media)
{
if (m is MediaDescImage img && img.File != 0)
if (!imageRead && m is MediaDescImage img && img.File != 0)
{
info.StateMedia[name] = (img.File, (int)img.DrawMode);
break;
imageRead = true;
}
if (m is MediaDescCursor cursor && cursor.File != 0)
{
info.StateCursors[name] = new UiCursorMedia(
cursor.File,
checked((int)cursor.XHotspot),
checked((int)cursor.YHotspot));
}
}