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