fix(ui): Slice 5.4 review corrections — the dropdown renders from its authored popup, retail cost semantics, auto-select, icon overlays
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All nine review findings closed at root (one sub-item consciously
deferred):

F1 the category dropdown now draws: sprites/fonts wired and the popup
geometry read from the vendor menu's own authored popup LayoutDesc
0x21000043 (root 0x1000034F — correcting the review's 0x1000014F
transcription) per UIElement_Menu::MakePopup (pc:120705); chat's menu
is untouched and its tests prove it. The new test drives selection
through the REAL open/hit path the review flagged as bypassed.
F2+F3 the selected-item cost display ports VendorItemsUI::UpdateItemsUI
verbatim: quantity via the 0xDC41CB0 split-size mask (whole-stack for
ammo, per-unit for groceries/components; mask lives at the toolbar
SEEDING site pc:198784), plural names with retail's
fall-back-to-singular (pc:409056 — correcting the review's "name+s"
guess), full cost sentences with comma grouping and the player's coin
total, and Buy/Add buttons that disable without a selection.
F4 category switches auto-select the first filtered item (pc:201180).
F5 icon underlay/overlay/effects + plural name forwarded from the
already-parsed wire fields through VendorShopItem to the icon
composer. F6 a DIFFERENT vendor opens on its own first category;
same-vendor refresh preserves per the clamp. F7 scroll resets on
rebuild and authored empty slots fill; the right-click examine route
is consciously DEFERRED (shop items are not in ClientObjectTable and
the appraisal panel hard-requires it — documented, not faked).
F8 VendorState.Apply's fanout gets the same per-listener isolation as
Close/Reset. F9 AP-110/AP-161 wording corrected ("quantity-correct
pricing") and AP-161 rewritten to exactly the remaining conscious
gaps.

Clean-room complete solution with the #348 cursor fix in the same
tree: 11,334 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-07 18:26:17 +02:00
parent 9d3df5f627
commit e602f84be2
6 changed files with 696 additions and 35 deletions

View file

@ -2,7 +2,9 @@ using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using AcDream.App.Rendering;
using AcDream.Core.Items;
using AcDream.Core.Properties;
namespace AcDream.App.UI.Layout;
@ -76,6 +78,90 @@ public sealed class VendorUiController : IRetainedPanelController
public const uint BuyingPageId = 0x100000C4u;
public const uint SellingPageId = 0x100000CDu;
/// <summary>
/// F1 (Slice 5.4 review): the category dropdown's authored popup.
/// Retail <c>UIElement_Menu::MakePopup</c> (<c>0x0046D310</c>,
/// <c>pc:120705-120764</c>) reads a PER-MENU popup <c>LayoutDesc</c>
/// from element attribute 7 (DataID) and a root element id from
/// attribute 6 (Enum); <c>Initialize</c> (<c>0x0046D440</c>,
/// <c>pc:120789-120828</c>) then locates the popup's
/// <c>UIElement_ListBox</c> child via attribute 2. Element
/// <c>0x100000BF</c>'s resolved attributes — verified against the
/// committed fixture (<c>vendor_21000012_100000B7.json</c>, property
/// state <c>4294967295</c>) AND a live-dat scan of LayoutDesc
/// <c>0x21000043</c> — are <c>7=0x21000043</c> (popup catalog layout),
/// <c>6=0x1000034F</c> (popup root), <c>2=0x10000350</c> (its
/// <c>ListBox</c>), <c>9=0x10000352</c> (the row-template element the
/// dropdown's rows inherit from). NOTE: the original review's citation
/// of <c>6=0x1000014F</c> was a transcription slip — the fixture and a
/// live-dat re-scan both read <c>0x1000034F</c>.
/// <para>
/// <see cref="UiMenu"/> draws its OWN simplified column-major grid, not
/// retail's nested <c>ListBox</c> tree, so this port reads off the
/// AUTHORED VALUES instead of instantiating that subtree: row size
/// 100x18 (<c>0x10000352</c>'s own Width/Height), 6 rows per column
/// (the <c>ListBox 0x10000350</c>'s own Height 108 / row height 18),
/// and the row sprites <c>0x060012B3</c> (Normal)/<c>0x060012B4</c>
/// (Highlight) — INSTEAD of reusing <see cref="UiMenu"/>'s class-default
/// constants, which are chat's own authored values (191x17,
/// RowsPerColumn 7, sprites 0x0600124C/4D/4E: chat's channel menu
/// (element <c>0x10000014</c> in LayoutDesc <c>0x21000006</c>) has the
/// SAME three attributes pointing at a completely different, bespoke
/// popup subtree it authors within its own layout —
/// <c>7=0x21000006</c> (its own layout id), <c>6=0x1000001C</c>,
/// <c>9=0x1000001E</c>. This keeps <see cref="ChatWindowController"/>
/// byte-identical (it is not touched by this fix) while giving
/// vendor's dropdown its own authored geometry instead of chat's.
/// </para>
/// <para>
/// The popup root <c>0x1000034F</c> carries NO direct-state sprite of
/// its own (unlike chat's <c>0x0600124C</c> panel fill) — each row
/// tiles its own background with no gap between rows (6 rows x 18px =
/// the ListBox's exact 108px height), so
/// <see cref="UiMenu.PopupBgSprite"/> is left at its default 0
/// (<see cref="UiMenu"/>'s sprite draw helper no-ops on id 0), matching
/// the absent authored sprite exactly rather than inventing one.
/// </para>
/// <para>
/// The button FACE reuses the same two sprites: <c>0x060012B3</c> is
/// literally what vendor's OWN button-face child (<c>0x1000034D</c>)
/// resolves to in the fixture, and <c>0x060012B4</c> (the row
/// template's "Highlight" state) is the paired open/pressed look. This
/// is a deliberate, bounded choice: retail's actual closed-button
/// chrome is a separate two-piece label+arrow assembly
/// (<c>0x1000034D</c> label + <c>0x1000034E</c> a 17x19 arrow cap with
/// its own Normal/Highlight sprites <c>0x060012B1</c>/<c>0x060012B2</c>),
/// and <see cref="UiMenu"/>'s existing single-texture 3-slice
/// <c>DrawButtonFace</c> (end caps sized for chat's 46px LED-arrow
/// texture) does not model a second overlaid arrow icon. Reworking
/// <c>DrawButtonFace</c> into a two-piece label+arrow renderer would
/// have meant redesigning UiMenu's draw model for a purely cosmetic
/// gain while the actual reported bug (nothing renders at all) is
/// fixed by this simpler substitution; the arrow glyph gap is recorded
/// as a residual visual approximation (see the register, AP-161).
/// </para>
/// </summary>
private const int TypeMenuRowsPerColumn = 6;
private const float TypeMenuRowHeight = 18f;
private const float TypeMenuColumnWidth = 100f;
private const uint TypeMenuItemNormalSprite = 0x060012B3u;
private const uint TypeMenuItemHighlightSprite = 0x060012B4u;
private const uint TypeMenuNormalSprite = 0x060012B3u;
private const uint TypeMenuPressedSprite = 0x060012B4u;
/// <summary>
/// F2 mask rule (Slice 5.4 review): the split-exempt <c>ItemType</c>
/// mask <c>gmToolbarUI::HandleSelectionChanged</c> applies when seeding
/// <c>GenItemHolder::splitSize</c> for a vendor-owned selection
/// (<c>pc:198779-198790</c>, literal mask at <c>pc:198784</c>). Every
/// row <see cref="VendorUiController"/> shows IS vendor-owned (its
/// container is unconditionally the open vendor), so the "does this
/// item belong to the open vendor" gate that precedes the mask check in
/// retail's function is always true here and is not reproduced
/// separately — see <see cref="VendorSplitSize"/>.
/// </summary>
private const uint SplitExemptMask = 0x0DC41CB0u;
/// <summary>
/// Retail's ordered category table, transcribed verbatim from
/// <c>VendorItemsUI::OpenVendor</c>'s <c>AddTypeFilter</c> call chain
@ -109,6 +195,8 @@ public sealed class VendorUiController : IRetainedPanelController
private readonly VendorState _vendor;
private readonly RetailWindowHandle _window;
private readonly Func<ItemType, uint, uint, uint, uint, uint> _resolveIcon;
private readonly ClientObjectTable _objects;
private readonly Func<uint> _playerGuid;
private readonly UiElement _itemsPage;
private readonly UiElement _buyingPage;
private readonly UiElement _sellingPage;
@ -120,6 +208,8 @@ public sealed class VendorUiController : IRetainedPanelController
private readonly UiText _itemNameText;
private readonly UiText _itemCostText;
private readonly UiButton? _close;
private readonly UiButton? _buyButton;
private readonly UiButton? _addButton;
private readonly List<(string Label, ItemType Mask)> _presentCategories = new();
private int _selectedCategoryIndex = -1;
@ -130,6 +220,8 @@ public sealed class VendorUiController : IRetainedPanelController
VendorState vendor,
RetailWindowHandle window,
Func<ItemType, uint, uint, uint, uint, uint> resolveIcon,
ClientObjectTable objects,
Func<uint> playerGuid,
UiElement itemsPage,
UiElement buyingPage,
UiElement sellingPage,
@ -141,11 +233,19 @@ public sealed class VendorUiController : IRetainedPanelController
UiMenu typeMenu,
UiText itemNameText,
UiText itemCostText,
UiButton? close)
UiButton? close,
UiButton? buyButton,
UiButton? addButton,
UiDatFont? datFont,
BitmapFont? debugFont,
Func<uint, (uint tex, int w, int h)> resolveSprite,
uint emptySlotSprite)
{
_vendor = vendor;
_window = window;
_resolveIcon = resolveIcon;
_objects = objects;
_playerGuid = playerGuid;
_itemsPage = itemsPage;
_buyingPage = buyingPage;
_sellingPage = sellingPage;
@ -157,18 +257,45 @@ public sealed class VendorUiController : IRetainedPanelController
_itemNameText = itemNameText;
_itemCostText = itemCostText;
_close = close;
_buyButton = buyButton;
_addButton = addButton;
_itemList.Columns = 1;
_itemList.SingleRow = true;
_itemList.HorizontalScroll = true;
_itemList.CellWidth = 32f;
_itemList.CellHeight = 32f;
// F7b (Slice 5.4 review): fill visible empty slots the same way
// ExternalContainerController.ConfigureList does — an authored,
// mostly-empty single-row strip should show its empty-slot
// background art in the unused cells, not blank space.
_itemList.FillVisibleEmptySlots = true;
if (emptySlotSprite != 0u)
_itemList.CellEmptySprite = emptySlotSprite;
_itemList.EmptySlotFactory = () => new UiItemSlot
{
SpriteResolve = _itemList.SpriteResolve,
};
if (itemScrollbar is not null)
{
itemScrollbar.Model = _itemList.Scroll;
itemScrollbar.Horizontal = true;
}
// F1 (Slice 5.4 review): wire the dropdown's font/sprite resolvers
// (UiMenu draws nothing without SpriteResolve — see the popup
// geometry class doc above) and the vendor-authored popup geometry
// instead of UiMenu's chat-shaped class defaults.
_typeMenu.SpriteResolve = resolveSprite;
_typeMenu.DatFont = datFont;
_typeMenu.Font = debugFont;
_typeMenu.NormalSprite = TypeMenuNormalSprite;
_typeMenu.PressedSprite = TypeMenuPressedSprite;
_typeMenu.ItemNormalSprite = TypeMenuItemNormalSprite;
_typeMenu.ItemHighlightSprite = TypeMenuItemHighlightSprite;
_typeMenu.RowsPerColumn = TypeMenuRowsPerColumn;
_typeMenu.RowHeight = TypeMenuRowHeight;
_typeMenu.ColumnWidth = TypeMenuColumnWidth;
_typeMenu.OnSelect = payload =>
{
if (payload is uint mask) SelectCategory(mask);
@ -190,16 +317,37 @@ public sealed class VendorUiController : IRetainedPanelController
_vendor.Changed += OnVendorChanged;
}
/// <param name="objects">
/// F2/F3 (Slice 5.4 review): the local player's coin total
/// (<c>PropertyInt.CoinValue</c>) lives here — the same generic
/// <c>ClientObjectTable</c> int-property bundle every other
/// PropertyInt-driven display reads, populated by
/// <c>ObjectTableWiring</c>'s <c>PrivateUpdatePropertyInt</c> routing.
/// </param>
/// <param name="playerGuid">Resolves the local player's guid to look up in <paramref name="objects"/>.</param>
/// <param name="datFont">Retail dat font for the category dropdown's button/row labels.</param>
/// <param name="debugFont">Fallback debug bitmap font (used when <paramref name="datFont"/> is null).</param>
/// <param name="resolveSprite">Dat RenderSurface id → (GL tex handle, px width, px height).</param>
/// <param name="emptySlotSprite">Authored empty-slot background for the item strip, or 0 for none.</param>
public static VendorUiController? Bind(
ImportedLayout layout,
VendorState vendor,
RetailWindowHandle window,
Func<ItemType, uint, uint, uint, uint, uint> resolveIcon)
Func<ItemType, uint, uint, uint, uint, uint> resolveIcon,
ClientObjectTable objects,
Func<uint> playerGuid,
UiDatFont? datFont,
BitmapFont? debugFont,
Func<uint, (uint tex, int w, int h)> resolveSprite,
uint emptySlotSprite = 0u)
{
ArgumentNullException.ThrowIfNull(layout);
ArgumentNullException.ThrowIfNull(vendor);
ArgumentNullException.ThrowIfNull(window);
ArgumentNullException.ThrowIfNull(resolveIcon);
ArgumentNullException.ThrowIfNull(objects);
ArgumentNullException.ThrowIfNull(playerGuid);
ArgumentNullException.ThrowIfNull(resolveSprite);
if (layout.FindElement(ItemsPageId) is not { } itemsPage
|| layout.FindElement(BuyingPageId) is not { } buyingPage
@ -217,11 +365,15 @@ public sealed class VendorUiController : IRetainedPanelController
UiButton? close = layout.FindElement(CloseId) as UiButton;
UiScrollbar? itemScrollbar = layout.FindElement(ItemScrollbarId) as UiScrollbar;
UiButton? buyButton = layout.FindElement(BuyButtonId) as UiButton;
UiButton? addButton = layout.FindElement(AddButtonId) as UiButton;
return new VendorUiController(
vendor,
window,
resolveIcon,
objects,
playerGuid,
itemsPage,
buyingPage,
sellingPage,
@ -233,7 +385,13 @@ public sealed class VendorUiController : IRetainedPanelController
typeMenu,
itemNameText,
itemCostText,
close);
close,
buyButton,
addButton,
datFont,
debugFont,
resolveSprite,
emptySlotSprite);
}
private enum VendorPanelTab { Items, Buying, Selling }
@ -253,7 +411,25 @@ public sealed class VendorUiController : IRetainedPanelController
switch (transition.Kind)
{
case VendorStateTransitionKind.Opened:
// F6 (Slice 5.4 review): a DIFFERENT vendor than whatever was
// previously open — gmVendorUI::OpenVendor flushes sub-UIs
// when sameVendor==0 (pc:203664-203667), so the previous
// vendor's category selection must not carry over into the
// new vendor's (unrelated) category list. VendorTransition
// already distinguishes this case from same-vendor
// Refreshed (VendorState.Apply's sameVendor check), so
// resetting here is sufficient — RebuildCategories' existing
// clamp (selected<0 -> 0) then lands on the new vendor's
// first present category, matching retail.
_selectedCategoryIndex = -1;
ShowTab(VendorPanelTab.Items);
RebuildCategories();
_window.Show();
break;
case VendorStateTransitionKind.Refreshed:
// Same vendor re-approached (post-buy/sell refresh, Slice 6)
// — preserve the selection via RebuildCategories' clamp,
// matching retail's sameVendor==1 path.
ShowTab(VendorPanelTab.Items);
RebuildCategories();
_window.Show();
@ -334,6 +510,19 @@ public sealed class VendorUiController : IRetainedPanelController
/// <see cref="_presentCategories"/> (no vendor stock at all, or nothing
/// selected) shows zero rows, matching retail.
/// </summary>
/// <remarks>
/// F4/F7a (Slice 5.4 review): the tail of the SAME retail function
/// (<c>pc:201180-201190</c>) — after every rebuild (fresh open OR an
/// explicit category switch, both funnel through this method) the
/// FIRST item that passed the filter becomes the display selection when
/// the previous one didn't survive it, and the list unconditionally
/// scrolls back to its start (<c>ScrollToShow(m_shopList, 0)</c>).
/// Retail routes the selection through the global
/// <c>ACCWeenieObject::selectedID</c>/<c>SetSelectedObject</c>; this
/// keeps the existing PRIVATE <see cref="_selectedItemGuid"/> selection
/// instead of wiring that global seam (deferred — see the register,
/// AP-161).
/// </remarks>
private void RebuildItemList()
{
ItemType activeMask = _selectedCategoryIndex >= 0 && _selectedCategoryIndex < _presentCategories.Count
@ -343,6 +532,7 @@ public sealed class VendorUiController : IRetainedPanelController
IReadOnlyList<VendorShopItem> items = _vendor.Items;
bool selectionStillPresent = false;
VendorShopItem? firstItem = null;
using (_itemList.DeferLayout())
{
@ -353,9 +543,19 @@ public sealed class VendorUiController : IRetainedPanelController
{
if (((item.ItemType ?? 0u) & maskValue) == 0u) continue;
firstItem ??= item;
if (item.ItemGuid == _selectedItemGuid) selectionStillPresent = true;
uint icon = _resolveIcon((ItemType)(item.ItemType ?? 0u), item.IconId, 0u, 0u, 0u);
// F5 (Slice 5.4 review): forward the icon underlay/
// overlay/effects PublicWeenieDescParser already
// captures, matching ExternalContainerController.
// CreateCell's exact resolve-icon call shape.
uint icon = _resolveIcon(
(ItemType)(item.ItemType ?? 0u),
item.IconId,
item.IconUnderlayId,
item.IconOverlayId,
item.Effects);
var cell = new UiItemSlot
{
SpriteResolve = _itemList.SpriteResolve,
@ -371,17 +571,43 @@ public sealed class VendorUiController : IRetainedPanelController
}
if (!selectionStillPresent)
ClearSelection();
{
if (firstItem is { } first) SelectItem(first);
else ClearSelection();
}
// F7a: unconditional scroll-to-start on every rebuild (retail only
// guards on the list being non-empty; resetting an already-empty
// list's scroll is harmless).
_itemList.Scroll.SetScrollY(0);
}
/// <summary>
/// Port of retail row selection — updates <c>m_itemNameText</c>/
/// <c>m_itemCostText</c> with the retail-correct PER-UNIT price
/// (<c>VendorProfile::VendorSellPrice</c>, quantity 1 — the vendor
/// sells this item TO the player at the vendor's own sell rate;
/// <see cref="VendorPricing.SellPrice"/>'s naming-inversion warning
/// applies, see that type's doc comment).
/// Port of retail row selection display —
/// <c>VendorItemsUI::UpdateItemsUI</c> (<c>0x004C38E0</c>,
/// <c>pc:202539-202820</c>).
/// </summary>
/// <remarks>
/// F2/F3 (Slice 5.4 review): the priced/named QUANTITY is retail's
/// <c>ItemHolder::GetObjectSplitSize</c> (<c>0x00586F00</c>,
/// <c>pc:401465-401477</c>) AS SEEDED for a vendor-shop item by
/// <c>gmToolbarUI::HandleSelectionChanged</c>'s vendor branch — see
/// <see cref="VendorSplitSize"/> for the exact mask citation. Name:
/// <c>ACCWeenieObject::GetObjectName</c> (<c>0x0058E6E0</c>,
/// <c>pc:409056-409132</c>) — NAME_SINGULAR for quantity &lt;= 1,
/// NAME_PLURAL for quantity &gt; 1; when no plural is authored
/// (<c>m_len==1</c>, an empty <c>PString</c>) retail falls back to the
/// SINGULAR name UNCHANGED — read directly off <c>GetObjectName</c>'s
/// body (label <c>label_58e76b</c>'s <c>m_buffer-&gt;m_len != 1</c>
/// branch falls through to the plain <c>_name</c> read when false), NOT
/// the "likely name+s" guess. Cost text: <see cref="BuildCostText"/>.
/// Button state: no selection disables Buy/Add
/// (<c>SetState(0xd)</c>, <c>pc:202572-202577</c>); a selection enables
/// them (<c>SetState(1)</c>, <c>pc:202784-202789</c>) — modeled here as
/// <see cref="UiButton.Enabled"/>, the project-wide idiom for this
/// retail state pair (see <c>ToolbarController</c>'s
/// <c>_useButton.Enabled</c>).
/// </remarks>
private void SelectItem(VendorShopItem item)
{
_selectedItemGuid = item.ItemGuid;
@ -392,16 +618,84 @@ public sealed class VendorUiController : IRetainedPanelController
cell.Selected = cell.ItemId == _selectedItemGuid;
}
SetPlainText(_itemNameText, item.Name ?? string.Empty);
int quantity = VendorSplitSize(item);
string baseName = quantity <= 1
? item.Name ?? string.Empty
: (string.IsNullOrEmpty(item.PluralName) ? item.Name : item.PluralName) ?? string.Empty;
string nameText = quantity > 1 ? $"{quantity} {baseName}" : baseName;
SetPlainText(_itemNameText, nameText);
VendorShopProfile profile = _vendor.Profile;
int rawValue = item.Value ?? 0;
int perUnit = VendorPricing.PerUnitValue(rawValue, item.DescStackSize);
int price = VendorPricing.SellPrice(perUnit, item.ItemType ?? 0u, profile.SellPrice, quantity: 1);
string costText = profile.AlternateCurrencyWcid == 0u
? price.ToString(CultureInfo.InvariantCulture)
: $"{price.ToString(CultureInfo.InvariantCulture)} {profile.AlternateCurrencyPluralName}";
SetPlainText(_itemCostText, costText);
int price = VendorPricing.SellPrice(perUnit, item.ItemType ?? 0u, profile.SellPrice, quantity);
SetPlainText(_itemCostText, BuildCostText(profile, quantity, price));
SetActionButtonsEnabled(true);
}
/// <summary>
/// The quantity retail prices/names a vendor-shop selection at —
/// <c>gmToolbarUI::HandleSelectionChanged</c>'s vendor-owned branch
/// (<c>pc:198779-198790</c>, mask literal at <c>pc:198784</c>): 1 unit
/// if the item's type intersects <see cref="SplitExemptMask"/>, else its
/// own authored stack size (0/absent treated as 1, matching
/// <c>ItemHolder::GetObjectSplitSize</c>'s own <c>stackSize==0 -&gt; 1</c>
/// floor, <c>pc:401473-401476</c>).
/// </summary>
private static int VendorSplitSize(VendorShopItem item)
{
if (((item.ItemType ?? 0u) & SplitExemptMask) != 0u) return 1;
return item.DescStackSize is { } size && size > 0 ? size : 1;
}
/// <summary>
/// Cost sentence — <c>VendorItemsUI::UpdateItemsUI</c>'s tail
/// (<c>pc:202641-202790</c>). No-alt-currency: verb agreement ("costs"
/// for quantity &lt;= 1, "cost" for &gt; 1 — <c>pc:202759-202762</c>),
/// comma-grouped price/holdings (retail's <c>InsertCommas</c>, ported as
/// <c>ToString("N0")</c> with <see cref="CultureInfo.InvariantCulture"/>)
/// via the literal format <c>"%s %hsp (you have %hsp)"</c>
/// (<c>pc:202769</c>). Alt-currency: the FULL retail format string, read
/// directly off the data segment rather than the truncated call-site
/// view — <c>"This item costs %d %s. You have %d %s."</c>
/// (<c>acclient_2013_pseudo_c.txt:991314</c>) — this branch uses RAW
/// (not comma-grouped) integers, an asymmetry retail's own literal
/// format establishes, not an oversight here.
/// <para>
/// The player's primary-currency holding is retail's
/// <c>gmVendorUI::m_totalValue</c>, read from <c>PropertyInt.CoinValue</c>
/// (<c>pc:203494-203497</c>) via the SAME <see cref="ClientObjectTable"/>
/// generic int-property bundle every other PropertyInt-driven display
/// reads. The alt-currency holding is retail's
/// <c>shopVendorProfile-&gt;trade_num - m_last_sale</c>;
/// <c>m_last_sale</c> only changes on a completed Slice-6 purchase, so
/// with no purchase mechanism yet this port uses
/// <see cref="VendorShopProfile.AlternateCurrencyAmount"/> directly
/// (retail's <c>m_last_sale == 0</c> case — see the register, AP-161).
/// </para>
/// </summary>
private string BuildCostText(VendorShopProfile profile, int quantity, int price)
{
if (profile.AlternateCurrencyWcid != 0u)
{
return string.Format(
CultureInfo.InvariantCulture,
"This item costs {0} {1}. You have {2} {1}.",
price,
profile.AlternateCurrencyPluralName,
(int)profile.AlternateCurrencyAmount);
}
int playerTotal = _objects.Get(_playerGuid())?.Properties.GetInt((uint)PropertyInt.CoinValue) ?? 0;
string verb = quantity <= 1 ? "costs" : "cost";
return string.Format(
CultureInfo.InvariantCulture,
"{0} {1} (you have {2})",
verb,
price.ToString("N0", CultureInfo.InvariantCulture),
playerTotal.ToString("N0", CultureInfo.InvariantCulture));
}
private void ClearSelection()
@ -414,6 +708,13 @@ public sealed class VendorUiController : IRetainedPanelController
}
SetPlainText(_itemNameText, string.Empty);
SetPlainText(_itemCostText, string.Empty);
SetActionButtonsEnabled(false);
}
private void SetActionButtonsEnabled(bool enabled)
{
if (_buyButton is not null) _buyButton.Enabled = enabled;
if (_addButton is not null) _addButton.Enabled = enabled;
}
private void ClearContent()

View file

@ -424,7 +424,18 @@ public static class GameEventWiring
// supply-count field) -- VendorPricing.PerUnitValue's
// divisor for turning Value's stack-total wire number
// into a per-unit display price.
item.Desc.StackSize);
item.Desc.StackSize,
// Slice 5.4 review fix F5: forward the icon overlay/
// underlay/effects PublicWeenieDescParser already
// captures, so a shop item's icon composites the same
// way ExternalContainerController.CreateCell's does.
item.Desc.IconUnderlayId,
item.Desc.IconOverlayId,
item.Desc.UiEffects,
// Slice 5.4 review fix F2/F3: forward the plural name so
// the browse panel can show "100 Arrows" instead of
// fabricating a plural.
item.Desc.PluralName);
}
vendor?.Apply(p.Value.VendorGuid, profile, shopItems);

View file

@ -57,7 +57,25 @@ public readonly record struct VendorShopItem(
// conditionally present (weenieFlags-gated) -- absent maps to null here,
// matching retail's own zeroed-struct default of 0 for the same case
// (see VendorPricing.PerUnitValue's <= 0 guard).
int? DescStackSize = null);
int? DescStackSize = null,
// Review finding F5 (Slice 5.4 review): PublicWeenieDescBody already
// carries these three (IconOverlayId/IconUnderlayId/UiEffects) — see
// AcDream.Core.Net.Messages.PublicWeenieDescBody. Mirrors
// ClientObjectTable's ClientObject.IconUnderlayId/IconOverlayId/Effects
// naming exactly, so VendorUiController can forward them to
// _resolveIcon the same way ExternalContainerController.CreateCell does
// (item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId,
// item.Effects). 0 = "not sent", same as ClientObject's convention.
uint IconUnderlayId = 0u,
uint IconOverlayId = 0u,
uint Effects = 0u,
// Review finding F2/F3 (Slice 5.4 review): retail's NAME_PLURAL display
// (ACCWeenieObject::GetObjectName, pc:409056-409132) reads
// PublicWeenieDesc::_plural_name -- wire AcDream.Core.Net.Messages.
// PublicWeenieDescBody.PluralName. Null/empty is a real, retail-modeled
// case (no plural authored): GetObjectName falls back to the singular
// Name unchanged, not an auto-pluralized "Name+s".
string? PluralName = null);
public enum VendorStateTransitionKind
{
@ -135,10 +153,31 @@ public sealed class VendorState
Profile = profile;
Items = items;
Changed?.Invoke(new VendorTransition(
var transition = new VendorTransition(
sameVendor ? VendorStateTransitionKind.Refreshed : VendorStateTransitionKind.Opened,
previous,
vendorGuid));
vendorGuid);
// Review finding F8 (Slice 5.4 review): match Close()'s per-listener
// isolation + catch-and-log shape instead of a bare Invoke — Apply()
// is called from the SAME per-frame inbound-message-dispatch boundary
// (GameEventDispatcher.Dispatch's ApproachVendor handler) that
// Close()'s doc comment already establishes must survive a broken
// observer, and a bare Invoke lets the FIRST listener's exception
// starve every listener registered after it (e.g. a plugin panel
// wired after the retail VendorUiController).
Action<VendorTransition>? listeners = Changed;
if (listeners is not null)
{
foreach (Action<VendorTransition> listener in listeners.GetInvocationList())
{
try { listener(transition); }
catch (Exception error)
{
Console.Error.WriteLine(
$"[VendorState] Apply() observer threw: {error.Message}");
}
}
}
return true;
}