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

@ -239,9 +239,12 @@ public static class GameEventWiring
{
var p = GameEvents.ParseWieldObject(e.Payload.Span);
if (p is null) return;
uint wielderGuid = p.Value.WielderGuid != 0u
? p.Value.WielderGuid
: (playerGuid?.Invoke() ?? 0u);
items.MoveItem(
p.Value.ItemGuid,
newContainerId: p.Value.WielderGuid,
newContainerId: wielderGuid,
newEquipLocation: (AcDream.Core.Items.EquipMask)p.Value.EquipLoc);
items.ConfirmMove(p.Value.ItemGuid); // Slice 1: confirm an optimistic wield (mirrors the 0x0022 handler)
});
@ -249,7 +252,11 @@ public static class GameEventWiring
{
var p = GameEvents.ParsePutObjInContainer(e.Payload.Span);
if (p is null) return;
items.MoveItem(p.Value.ItemGuid, p.Value.ContainerGuid, newSlot: (int)p.Value.Placement);
items.MoveItem(
p.Value.ItemGuid,
p.Value.ContainerGuid,
newSlot: (int)p.Value.Placement,
containerTypeHint: p.Value.ContainerType);
items.ConfirmMove(p.Value.ItemGuid); // B-Drag: the server confirmed our optimistic move
});
@ -262,9 +269,12 @@ public static class GameEventWiring
{
var p = GameEvents.ParseViewContents(e.Payload.Span);
if (p is null) return;
var guids = new uint[p.Value.Items.Count];
for (int i = 0; i < guids.Length; i++) guids[i] = p.Value.Items[i].Guid;
items.ReplaceContents(p.Value.ContainerGuid, guids);
var entries = new ContainerContentEntry[p.Value.Items.Count];
for (int i = 0; i < entries.Length; i++)
entries[i] = new ContainerContentEntry(
p.Value.Items[i].Guid,
p.Value.Items[i].ContainerType);
items.ReplaceContents(p.Value.ContainerGuid, entries);
});
// B-Wire: InventoryPutObjectIn3D (0x019A) — server confirms an item dropped
@ -273,7 +283,11 @@ public static class GameEventWiring
dispatcher.Register(GameEventType.InventoryPutObjectIn3D, e =>
{
var guid = GameEvents.ParsePutObjectIn3D(e.Payload.Span);
if (guid is not null) items.MoveItem(guid.Value, newContainerId: 0u);
if (guid is not null)
{
items.MoveItem(guid.Value, newContainerId: 0u);
items.ConfirmMove(guid.Value);
}
});
// B-Drag: InventoryServerSaveFailed (0x00A0) — server rejected an optimistic move.
@ -284,8 +298,12 @@ public static class GameEventWiring
var p = GameEvents.ParseInventoryServerSaveFailed(e.Payload.Span);
if (p is null) return;
// B-Drag: the server rejected an optimistic move — snap the item back to its pre-move slot.
if (!items.RollbackMove(p.Value.ItemGuid))
Console.WriteLine($"[B-Drag] InventoryServerSaveFailed guid=0x{p.Value.ItemGuid:X8} err=0x{p.Value.WeenieError:X} (no pending move)");
var item = items.Get(p.Value.ItemGuid);
string itemInfo = item is null
? "unknown"
: $"'{item.Name}' valid=0x{(uint)item.ValidLocations:X8} equip=0x{(uint)item.CurrentlyEquippedLocation:X8} priority=0x{item.Priority:X8} container=0x{item.ContainerId:X8} wielder=0x{item.WielderId:X8}";
bool rolledBack = items.RollbackMove(p.Value.ItemGuid);
Console.WriteLine($"[B-Drag] InventoryServerSaveFailed guid=0x{p.Value.ItemGuid:X8} err=0x{p.Value.WeenieError:X} rolledBack={rolledBack} item={itemInfo}");
});
// B-Wire: CloseGroundContainer (0x0052) — server closed a ground-container
@ -366,6 +384,8 @@ public static class GameEventWiring
if (localPlayer is not null)
{
localPlayer.OnProperties(p.Value.Properties);
foreach (var attr in p.Value.Attributes)
{
if (attr.Current is uint cur)
@ -408,14 +428,12 @@ public static class GameEventWiring
// component; .Ranks is XP-bought additions. Their sum is
// the closest we get to ACE's CreatureSkill.Current short
// of porting the full Aug/Multiplier/Vitae chain.
if (onSkillsUpdated is not null)
if (localPlayer is not null || onSkillsUpdated is not null)
{
int runSkill = -1;
int jumpSkill = -1;
foreach (var s in p.Value.Skills)
{
if (s.SkillId != 22u && s.SkillId != 24u) continue;
// K-fix13: total = AttributeFormula(skill, attrs)
// + InitLevel (s.Init from wire)
// + Ranks (s.Ranks from wire)
@ -428,6 +446,19 @@ public static class GameEventWiring
uint formulaBonus = resolveSkillFormulaBonus is not null
? resolveSkillFormulaBonus(s.SkillId, attrCurrents)
: 0u;
localPlayer?.OnSkillUpdate(
skillId: s.SkillId,
ranks: s.Ranks,
status: s.Status,
xp: s.Xp,
init: s.Init,
resistance: s.Resistance,
lastUsed: s.LastUsed,
formulaBonus: formulaBonus);
if (s.SkillId != 22u && s.SkillId != 24u) continue;
int total = (int)(formulaBonus + s.Init + s.Ranks);
if (s.SkillId == 24u) runSkill = total;
else if (s.SkillId == 22u) jumpSkill = total;
@ -437,7 +468,7 @@ public static class GameEventWiring
$"vitals: PD-skill id={s.SkillId} init={s.Init} ranks={s.Ranks} formulaBonus={formulaBonus} total={total}");
}
if (runSkill >= 0 || jumpSkill >= 0)
onSkillsUpdated(runSkill, jumpSkill);
onSkillsUpdated?.Invoke(runSkill, jumpSkill);
}
// Issue #7 — enchantment block: feed each entry into the
@ -463,8 +494,21 @@ public static class GameEventWiring
// actual weenie data via ObjectTableWiring. (Previously this seeded
// stubs with WeenieClassId = ContainerType, a misuse — ContainerType
// is a 0/1/2 container-kind discriminator, not a weenie class id.)
foreach (var inv in p.Value.Inventory)
items.RecordMembership(inv.Guid);
uint ownerGuid = playerGuid?.Invoke() ?? 0u;
if (ownerGuid != 0u)
{
var entries = new ContainerContentEntry[p.Value.Inventory.Count];
for (int i = 0; i < entries.Length; i++)
entries[i] = new ContainerContentEntry(
p.Value.Inventory[i].Guid,
p.Value.Inventory[i].ContainerType);
items.ReplaceContents(ownerGuid, entries);
}
else
{
foreach (var inv in p.Value.Inventory)
items.RecordMembership(inv.Guid, containerTypeHint: inv.ContainerType);
}
foreach (var eq in p.Value.Equipped)
items.RecordMembership(eq.Guid, equip: (EquipMask)eq.EquipLocation);