Commit graph

26 commits

Author SHA1 Message Date
Erik
20ce67b625 feat(items): port retail external-container looting
Add the ClientUISystem ground-object lifecycle, authoritative root and nested ViewContents projections, replacement and close semantics, and the DAT-authored gmExternalContainerUI strip for chests and corpses.

Route double-click loot and full or partial drag transfers through the shared retail item policy without optimistic external ownership. Remove the incorrect NoLongerViewingContents behavior from owned side packs and retire AP-106/#196.

Release build succeeds and all 5,875 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 16:18:10 +02:00
Erik
8a5d77f7f4 feat(net): port retail physics spawn and event timestamps
Parse the complete PhysicsDesc plus F754/F755 packets, correct every PhysicsState bit, and gate all nine retail update channels with generation-safe immutable snapshots. Preserve ForcePosition, teleport, placement, velocity, parent, pickup, delete, and same-generation CreateObject ordering from the named client.

Separate accepted logical lifecycle notifications from retained UI qualities, make GUID replacement and session reset clear every projection exactly once, and add packet, wraparound, malformed-input, parent FIFO, canonical-position, reconnect, and GUID-reuse conformance coverage.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 00:22:17 +02:00
Erik
609ed8bfc2 fix(ui): select items before drag mesh
Port ItemList_BeginDrag's select-before-waiting order so a direct press-drag shows the selection indicator on its first frame across inventory, paperdoll, and toolbar item lists.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 09:28:28 +02:00
Erik
64a056e656 fix(inventory): correct drag overlay priority
Keep the persistent selection indicator above retail's waiting mesh, use the normal green accept circle for backpack-grid placement, and reserve the green drop-in arrow for bag-column containers as ItemList_DragOver does.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 09:21:22 +02:00
Erik
15aa3b9aff fix(ui): complete retail inventory scroll polish
Preserve pixel scroll offsets across inventory rebuilds, crop partially visible rows with nested geometry/UV clips, and replace the obsolete 560px resize ceiling with available screen height. Keep retail's row-sized wheel step while allowing continuous scrollbar thumb positions.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:56:33 +02:00
Erik
ea72c395c9 fix(ui): port retail partial stack transfers
Route the selected stack quantity through retail GetObjectSplitSize semantics, send exact split-to-container and split-to-ground actions, and keep the original object in place until the server publishes the newly guided stack. Cover selection scoping, wire bytes, container placement, and world drops with conformance tests.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:34:13 +02:00
Erik
a20e5c68c7 feat(ui): port retail selected-stack quantity
Bind the authored stack count entry and horizontal slider to one Core split-quantity owner, preserve retail count-first naming and exact 1000-step rounding, refresh on stack changes, and consume the selected amount during merges. Conformance covers the production DAT fixture and retained pointer/focus paths.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:07:25 +02:00
Erik
dc1649c493 feat(ui): complete retail item drop branches
Give retained buttons a reusable item-drop seam, wire the toolbar backpack target, and port retail stack-merge legality, capacity clamping, wire dispatch, destination selection, and immediate shortcut rekey notice. Record the live ACE merge gate and keep split quantity under AP-101.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 09:46:32 +02:00
Erik
e65119f0c6 feat(ui): complete retail quick-slot input
Port global toolbar use/select/create actions, migrate the collapsed Ctrl-number bindings, and route them through a focused retained-UI controller. Preserve shortcut aliases as aliases across inventory and paperdoll drops with retail's neutral/accept/reject drag states, preventing physical item moves such as unwielding an equipped helmet.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 08:59:49 +02:00
Erik
7983309d23 feat(ui): centralize retail selection state 2026-07-11 00:51:20 +02:00
Erik
6e9e10367f feat(ui): centralize retained window lifecycle 2026-07-10 21:31:18 +02:00
Erik
b7dc91a053 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>
2026-07-03 09:18:43 +02:00
Erik
8df395894e test(D.2b): close drag-drop spec-review coverage gaps
Add the 3 tests the spec-compliance review flagged: 0x0022 ConfirmMove clears
the pending move (no rollback after a confirm); OnDragOver advisory-accepts a
closed bag (cap>0, contents not indexed = AP-61); App-level drop -> RollbackMove
reverts the optimistic move to the original container+slot. Production code was
already correct; these exercise the spec's test plan.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 20:03:24 +02:00
Erik
81d9b3b37a feat(D.2b): InventoryController drag-drop handler (optimistic move + green-arrow/red-circle)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:54:53 +02:00
Erik
a45c421bd1 feat(D.2b): per-container capacity bar on inventory cells
Faithful port of retail UIElement_UIItem::UpdateCapacityDisplay (0x004e16e0):
each container cell (side bags + main pack) shows a vertical UIElement_Meter
(element 0x10000347, back 0x06004D22 / fill 0x06004D23) filled to
GetNumContainedItems / ItemsCapacity, clamped [0,1]; hidden for non-containers
(CapacityFill=-1). Drawn procedurally on UiItemSlot like the triangle/square
overlays (back full + front clipped bottom-up). Right-anchored flush to the cell
edge (visual gate: the dat X=26 sat ~5px off the right edge). Visually confirmed
2026-06-22. Divergence AP-59; polish deferred to ISSUES #146 (exact rect/anchor,
fill direction vs m_eDirection 0x6f, closed-bag lazy-load).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 15:54:54 +02:00
Erik
077586a0f0 fix(D.2b): main-pack backpack icon is 0x0600127E, not 0x060011F4
The prior commit pinned 0x060011F4 from a research dat-dump of
GetDIDByEnum(0x10000004,7) — it rendered as a GREEN TILE (green slot, no
pack) at the visual gate. Dat-exported the candidates (AcDream.Cli
dump-sprite-sheet / export-ui-sprite): 0x0600127E is the 32x32 brown
backpack (user-hinted, PNG-confirmed). Swap the pinned literal; the
test + AP-51 register row updated to the visually-verified id. Container
type-underlay (green) + backpack base still composited via _iconIds.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 15:33:58 +02:00
Erik
c71b32f73d feat(D.2b): main-pack cell draws the constant backpack icon (AP-51)
The m_topContainer cell (0x100001C9) rendered blank (tex=0). Retail's
IconData::RenderIcons (0x0058d1ee) has an IsThePlayer() branch that draws a
CONSTANT backpack — m_idIcon = GetDIDByEnum(0x10000004, 7) = 0x060011F4,
m_itemType = TYPE_CONTAINER — NOT the player's body icon (the original AP-51
"equipped-pack weenie icon" premise was wrong). Compose that base over the
Container type-underlay via the existing _iconIds delegate. Verified vs decomp
(407546-407549) + IconComposer.GetIcon (base=arg2, type drives underlay) + a
live dat dump (map 0x25000008 index 7 = 0x060011F4). Test locks type+literal.
AP-51 reworded to the residual hardcoded-vs-runtime-resolve nuance (cf. AP-55).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 15:04:08 +02:00
Erik
7407a71d68 feat(D.2b): InventoryController container-switching + open/selected indicators
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:32:31 +02:00
Erik
8c719cd3e9 feat(ui): D.2b empty-slot art — InventoryController applies per-list empty sprites
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 11:05:12 +02:00
Erik
1be7e65fad feat(ui): D.2b inventory finish — contents grid shows full main-pack capacity
The contents grid now pads empty slot frames up to the main-pack capacity
(player ItemsCapacity, default 102 per retail "up to 102 items"), so the pack
reads like retail's fixed 102-slot grid you scroll through — not just the loose
items. Mirrors the side-bag column padding. Three existing grid tests updated
for the now-padded count; new test covers the 102-pad.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 21:21:20 +02:00
Erik
4112a53683 feat(ui): D.2b inventory finish — side-bag column slots (36px pitch + empties)
The side-bag column (0x100001CA, 36x252 = 7 slots) pads empty slot frames up to
the player's ContainersCapacity (clamped to 7), at the correct 36px pitch
(split from the contents grid's 32px). Reads like retail's bag column. Two
existing tests updated for the now-padded count (divergence AP-52: 7-slot
fallback when capacity is absent — register row added in the wrap-up commit).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:33:03 +02:00
Erik
fad807587d feat(ui): D.2b inventory finish — bind contents-grid gutter scrollbar
InventoryController binds 0x100001C7 (factory Type-11 UiScrollbar) to the
contents grid's UiScrollable + the shared 0x2100003E scrollbar sprites,
mirroring ChatWindowController. The grid now scrolls instead of overflowing.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:29:53 +02:00
Erik
7badecf387 test(app): D.2b-B B-Wire — burden wire-first + live-refresh tests + review notes
Final-review response. Adds the spec §5 / Task-16 burden end-to-end coverage
the per-task plan missed: (1) burden reads wire EncumbranceVal over the carried
sum (asserts 50% from wire 7500, not 20% from sum 3000 — retires AP-48's
fallback as the primary), (2) a live player-int update repaints the bar (60%),
which only happens via the C1d Concerns `o.ObjectId == p` branch. Both are
discriminating (fail if the respective branch is reverted).

Plus two clarifying comments from the review: the 0x02CD player route depends on
the login PD upsert having created the player object (no-ops, no phantom, if
not); and a TODO that the container-open phase must treat ViewContents as a full
replace, not the additive merge used here.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 19:19:13 +02:00
Erik
1ccf07b705 fix(ui): D.2b-B — address phase-boundary review (burden % saturation + equipped filter)
Opus phase-boundary review findings:
- I1 (faithfulness): LoadToPercent now computes from the CLAMPED fill
  (floor(LoadToFill(load)*300)), so the burden % SATURATES at 300% like retail
  (decomp 176544-176576 clamps arg2 to [0,1] BEFORE the *300). The old
  floor(load*100) over-read to 400% at 4x capacity. Golden test corrected.
- I2 (partition): exclude equipped items (CurrentlyEquippedLocation != None) from
  the contents grid + selector — a mid-session self-wield routes them through
  MoveItem(item, WielderGuid=player) into GetContents(player); retail's gm3DItemsUI
  shows pack contents only. New conformance test.
- N1: drop dead 'using System.Collections.Generic' (left after the 383e8b7 cleanup).
- N3: AP-48 risk wording (drift can be low OR high vs server EncumbranceVal).

Build green; BurdenMath 17, InventoryController/UiMeter 10 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 09:28:29 +02:00
Erik
383e8b7b55 refactor(ui): D.2b-B — Populate uses GetContents only (drop test-driven fallback)
The implementer added a full-scan fallback in Populate() to accommodate a test
that seeded items via AddOrUpdate (which deliberately does NOT touch the container
index — only Ingest/MoveItem do). That was a production workaround for a faulty
test, and inconsistent (it only triggered when the index was wholly empty).

Root-fix: Populate reads GetContents(player) only — the index IS retail's
per-container item list. The test now seeds via the faithful indexed path
(AddOrUpdate + MoveItem → Reindex) through a SeedContained helper. 530 App tests green.
2026-06-21 09:09:15 +02:00
Erik
89c640a54d feat(ui): D.2b-B — InventoryController bind + grid population (loose/side-bag partition)
Task 4: InventoryController.Bind + Populate: find-by-id bind for the 7 inventory
element ids, configure grid (6 cols x 32px) + container list, partition
GetContents(player) into loose items (contentsGrid) vs side bags (containerList),
populate main-pack cell in topContainer, subscribe ObjectAdded/Moved/Removed/Updated
for live rebuilds. Handles both Ingest-indexed (production) and AddOrUpdate-direct
(test) paths via fallback scan.

Task 5: burden meter (vertical UiMeter, FillFromBottom=true) + RefreshBurden port
of CACQualities::InqLoad (decomp 0x0058f130) → gmBackpackUI::SetLoadLevel
(0x004a6ea0): EncumbranceCapacity/LoadRatio/LoadToFill/LoadToPercent. Three
AttachCaption overlays (Burden, Contents of Backpack, %text). 5 tests all green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-21 09:04:48 +02:00