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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@ -28,6 +28,58 @@ public sealed class WorldSessionCombatTests
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CharacterActions.CombatMode.Magic), captured);
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}
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[Fact]
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public void SendRaiseAttribute_UsesRetailBuilder()
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{
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using var session = NewSession();
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byte[]? captured = null;
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session.GameActionCapture = body => captured = body;
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session.SendRaiseAttribute(5u, 110u);
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Assert.NotNull(captured);
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Assert.Equal(CharacterActions.BuildRaiseAttribute(1, 5u, 110u), captured);
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}
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[Fact]
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public void SendRaiseVital_UsesRetailBuilder()
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{
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using var session = NewSession();
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byte[]? captured = null;
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session.GameActionCapture = body => captured = body;
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session.SendRaiseVital(1u, 90u);
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Assert.NotNull(captured);
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Assert.Equal(CharacterActions.BuildRaiseVital(1, 1u, 90u), captured);
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}
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[Fact]
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public void SendRaiseSkill_UsesRetailBuilder()
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{
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using var session = NewSession();
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byte[]? captured = null;
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session.GameActionCapture = body => captured = body;
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session.SendRaiseSkill(34u, 111_000_000u);
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Assert.NotNull(captured);
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Assert.Equal(CharacterActions.BuildRaiseSkill(1, 34u, 111_000_000u), captured);
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}
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[Fact]
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public void SendTrainSkill_UsesRetailBuilder()
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{
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using var session = NewSession();
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byte[]? captured = null;
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session.GameActionCapture = body => captured = body;
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session.SendTrainSkill(21u, 6u);
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Assert.NotNull(captured);
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Assert.Equal(CharacterActions.BuildTrainSkill(1, 21u, 6u), captured);
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}
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[Fact]
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public void SendMeleeAttack_UsesRetailMeleeBuilder()
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{
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@ -88,4 +140,19 @@ public sealed class WorldSessionCombatTests
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Assert.NotNull(captured);
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Assert.Equal(SocialActions.BuildQueryHealth(1, 0x50000007u), captured);
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}
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[Fact]
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public void SendUseWithTarget_UsesRetailBuilder()
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{
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using var session = NewSession();
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byte[]? captured = null;
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session.GameActionCapture = body => captured = body;
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session.SendUseWithTarget(0x50000A01u, 0x50000001u);
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Assert.NotNull(captured);
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Assert.Equal(
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InteractRequests.BuildUseWithTarget(1, 0x50000A01u, 0x50000001u),
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captured);
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}
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}
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