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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@ -82,6 +82,7 @@ public sealed class WorldSession : IDisposable
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// server publishes it for non-useable display entities.
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uint? Useability = null,
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float? UseRadius = null,
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uint? TargetType = null,
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// D.5.1: icon datId from CreateObject WeenieHeader, for toolbar rendering.
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uint IconId = 0,
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// D.5.1 (2026-06-17): icon overlay/underlay dat ids from the extended
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@ -807,6 +808,7 @@ public sealed class WorldSession : IDisposable
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parsed.Value.Elasticity,
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parsed.Value.Useability,
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parsed.Value.UseRadius,
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parsed.Value.TargetType,
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parsed.Value.IconId,
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parsed.Value.IconOverlayId,
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parsed.Value.IconUnderlayId,
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@ -1209,6 +1211,34 @@ public sealed class WorldSession : IDisposable
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SendGameAction(body);
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}
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/// <summary>Send retail RaiseAttribute (0x0045).</summary>
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public void SendRaiseAttribute(uint attrId, ulong xpSpent)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(CharacterActions.BuildRaiseAttribute(seq, attrId, xpSpent));
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}
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/// <summary>Send retail RaiseVital (0x0044).</summary>
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public void SendRaiseVital(uint vitalId, ulong xpSpent)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(CharacterActions.BuildRaiseVital(seq, vitalId, xpSpent));
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}
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/// <summary>Send retail RaiseSkill (0x0046).</summary>
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public void SendRaiseSkill(uint skillId, ulong xpSpent)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(CharacterActions.BuildRaiseSkill(seq, skillId, xpSpent));
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}
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/// <summary>Send retail TrainSkill (0x0047).</summary>
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public void SendTrainSkill(uint skillId, uint credits)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(CharacterActions.BuildTrainSkill(seq, skillId, credits));
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}
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/// <summary>Send AddShortcut (0x019C) — pin an item to toolbar slot <paramref name="index"/>.
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/// Retail: CM_Character::Event_AddShortCut. Mirrors the SendChangeCombatMode pattern.</summary>
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public void SendAddShortcut(uint index, uint objectGuid, ushort spellId = 0, ushort layer = 0)
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@ -1255,9 +1285,17 @@ public sealed class WorldSession : IDisposable
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SendGameAction(InteractRequests.BuildUse(seq, targetGuid));
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}
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/// <summary>Send PutItemInContainer (0x0019) — move an item into a container at a slot. placement
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/// <summary>Send UseWithTarget (0x0035) - use a source item on an acquired target.
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/// Retail: CM_Inventory::Event_UseWithTargetEvent.</summary>
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public void SendUseWithTarget(uint sourceGuid, uint targetGuid)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(InteractRequests.BuildUseWithTarget(seq, sourceGuid, targetGuid));
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}
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/// <summary>Send PutItemInContainer (0x0019) - move an item into a container at a slot. placement
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/// = the target slot (server packs/shifts); the drag-drop drop handler computes it. Retail:
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/// CM_Inventory::Event_PutItemInContainer → ACE Player.HandleActionPutItemInContainer.</summary>
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/// CM_Inventory::Event_PutItemInContainer -> ACE Player.HandleActionPutItemInContainer.</summary>
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public void SendPutItemInContainer(uint itemGuid, uint containerGuid, int placement)
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{
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uint seq = NextGameActionSequence();
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