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

@ -146,6 +146,7 @@ public static class CreateObject
// publish it.
uint? Useability = null,
float? UseRadius = null,
uint? TargetType = null,
// D.5.1 (2026-06-17): icon overlay/underlay dat ids from the
// WeenieHeader optional tail. IconOverlayId is gated by
// WeenieHeaderFlag.IconOverlay (0x40000000) in weenieFlags;
@ -645,6 +646,7 @@ public static class CreateObject
// SAFE because IconComposer early-returns on id==0 per layer.
uint? useability = null;
float? useRadius = null;
uint? targetType = null;
uint iconOverlayId = 0;
uint iconUnderlayId = 0;
uint uiEffects = 0;
@ -707,7 +709,7 @@ public static class CreateObject
if ((weenieFlags & 0x00080000u) != 0) // TargetType u32
{
if (body.Length - pos < 4) throw new FormatException("trunc TargetType");
pos += 4;
targetType = ReadU32(body, ref pos);
}
if ((weenieFlags & 0x00000080u) != 0) // UiEffects u32 ← CAPTURE
{
@ -850,7 +852,7 @@ public static class CreateObject
physicsState, objectDescriptionFlags,
friction, elasticity,
IconId: iconId,
Useability: useability, UseRadius: useRadius,
Useability: useability, UseRadius: useRadius, TargetType: targetType,
IconOverlayId: iconOverlayId, IconUnderlayId: iconUnderlayId,
UiEffects: uiEffects,
WeenieClassId: weenieClassId,

View file

@ -336,11 +336,14 @@ public static class GameEvents
public static WieldObject? ParseWieldObject(ReadOnlySpan<byte> payload)
{
if (payload.Length < 12) return null;
if (payload.Length < 8) return null;
uint wielderGuid = payload.Length >= 12
? BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(8))
: 0u;
return new WieldObject(
BinaryPrimitives.ReadUInt32LittleEndian(payload),
BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(4)),
BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(8)));
wielderGuid);
}
/// <summary>0x0022 InventoryPutObjInContainer: server puts item into container slot.