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4 commits

Author SHA1 Message Date
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
a4c68520ea fix(D.2b): paperdoll empty slots show a visible frame (not transparent)
User correction at the visual gate: the green "figure" in the paperdoll is
the LIVE 3D character (the doll — can be naked), NOT per-slot silhouettes.
The default view (Slots button OFF) = the doll + non-armor slots; pressing
Slots hides the doll and shows the armor slots. So the doll + the Slots
toggle are Slice 2 (the UiViewport); there are no per-slot silhouette sprites
to chase.

For Slice 1 (no doll yet) the right empty-slot look is simply a VISIBLE FRAME
so every slot position can be seen + used — which fixes the "I see only slots
with equipment, no empty slots" report. The earlier transparent (EmptySprite=0)
came from the stale silhouette assumption. PaperdollController now takes an
emptySlotSprite; GameWindow passes the inventory grid's empty square
(0x06004D20) for a consistent visible frame.

App suite 580 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 00:02:11 +02:00
Erik
3b8a39c49e fix(D.2b): PaperdollController review fixes — player-scope Concerns, loop clarity
Code-quality review on Task 5:
- I1: Concerns was unscoped (CurrentlyEquippedLocation != None) → an NPC's
  wielded item (which also carries that wire field) triggered spurious full
  repaints. Narrowed to (WielderId==p || ContainerId==p), matching
  InventoryController; OnObjectMoved's from/to-player backstop still catches
  unwield-into-a-side-bag. Populate's own scope already prevented wrong data;
  this kills the wasted repaints.
- I2: replaced the dual-`index++` (assign-vs-skip) with a for-i loop;
  SlotIndex = SlotMap position (= the drag payload's SourceSlot on unwield).
- M1/M2: comment that the cell's SpriteResolve + the discrete-slot accept/
  reject ring (0x060011F9/F8, not the grid insert-arrow) are factory-provided.
- Added two behavioral tests: a live player wield repaints the slot
  (ObjectMoved → Concerns → Populate); an NPC's wielded item never appears on
  the doll (player-scoping).
- Synced the stale spec §4b/§6c/§8 to the Task-3 Option-1 reality (the
  optimistic wield is ContainerId-based and does NOT write WielderId).

App suite 580 passed / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:32:34 +02:00
Erik
9f187c3e31 feat(D.2b): PaperdollController — equip slots bind + wield drag handler (Slice 1)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:24:52 +02:00