Commit graph

861 commits

Author SHA1 Message Date
Erik
417b1375fd fix(ui): D.2b-B — inventory panels render over the backdrop (#145 continuation) + captions
Visual verification surfaced two render bugs (controller LOGIC was already correct):

1. BACKDROP WASH-OUT (the big one — #145 continuation). The mounted backpack/
   3D-items panels inherited their sub-window root's ZLevel 1000 via the merge's
   zero-wins-base rule. The #145 ZOrder fold (ReadOrder − ZLevel·10000) turned 1000
   into ZOrder ≈ −10,000,000 — sinking the panels BEHIND the frame's Alphablend
   backdrop (ZLevel 100 → ≈ −1,000,000). The backdrop then overpainted the panels'
   captions/burden-meter/cells (the paperdoll root is ZLevel 0 so it escaped, which
   is why the previous session thought #145 was done). Fix: the sub-window mount now
   keeps each slot's OWN frame ZLevel, so panels sit in front of the backdrop.
   Root-caused via a one-shot sprite-segment-order dump (backdrop was painting after
   the panel content) + a live ZLevel probe.

2. CAPTIONS. The caption elements resolve to UiText; driving a nested child UiText
   didn't paint. AttachCaption now drives the host UiText directly.

Locked by InventoryFrameImportProbe (real-dat smoke: asserts each mounted panel's
ZOrder > the backdrop's). Visually confirmed by the user: dark backdrop behind,
Burden 17% + vertical bar + Contents-of-Backpack + full item grid all visible.
Build + App(532)/Core(1526) tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 17:58:44 +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
03fbf4464d feat(ui): D.2b-B — wire InventoryController into the inventory-init block
Adds _inventoryController field (after _selectedObjectController) and calls
InventoryController.Bind in the existing inventory-init block, between
RegisterWindow and the Console.WriteLine. Uses Objects/iconComposer/
vitalsDatFont already in scope; strength lambda pattern-matches AttributeSnapshot
to int? (uint? has no implicit cast to int?).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-21 09:12:34 +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
Erik
5e75d2ac76 feat(ui): D.2b-B — UiMeter vertical fill (burden bar, retail m_eDirection 2/4)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:58:37 +02:00
Erik
45a5cc5bb6 fix(ui): #145 — importer honors ZLevel so the backdrop sits behind panels
The factory mapped ZOrder from ReadOrder only, so the gmInventoryUI
full-window backdrop (0x100001D0, ReadOrder 4) painted over the nested
panels (ReadOrder 1-3). Wire ElementDesc.ZLevel through ElementInfo /
ToInfo / Merge and fold it into ZOrder = ReadOrder - ZLevel*10000 (higher
ZLevel = further back, ReadOrder the within-layer tiebreaker). Vitals
(all ZLevel 0) are unchanged; chat (ZLevel 900) + toolbar (1,2) shift to
their dat layering — verify visually.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 07:22:26 +02:00
Erik
7d971a2b3e feat(ui): D.2b-B — F12 shows the real gmInventoryUI (0x21000023)
Swap the Sub-phase A placeholder UiNineSlicePanel for LayoutImporter.Import
(0x21000023). The sub-window mount nests the paperdoll/backpack/3D-items
panels; the window starts hidden, registered under WindowNames.Inventory,
toggled by F12 via the window manager (unchanged).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 22:37:01 +02:00
Erik
85098f535d feat(ui): D.2b-B — sub-window mount (inheritor attaches base subtree)
LayoutImporter.Resolve now captures the resolved base element's children
and, for a pure-container leaf (no own children + no own media) inheriting
from a base WITH content, attaches that subtree. This pulls the nested
gmInventoryUI panels' content (paperdoll/backpack/3D-items) in through the
existing BaseElement+BaseLayoutId path. ShouldMountBaseChildren is a pure,
unit-tested predicate; it's inert for media-bearing inheritors and childless
style prototypes, so vitals/chat/toolbar are unaffected (existing importer
tests still green).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 22:36:20 +02:00
Erik
4fd4b09f3f feat(ui): D.2b-B — UiItemList N-cell grid mode
Columns + CellWidth/CellHeight + a row-major CellOffset/LayoutCells pass.
CellWidth<=0 keeps the single-cell fill mode (toolbar slot sizes to the
list — unchanged); CellWidth>0 tiles cells in a grid. Layout runs on
AddItem and per-frame in OnDraw so a list resize reflows.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 22:34:30 +02:00
Erik
882b4dd5d3 feat(ui): D.2b-A — F12 toggles placeholder inventory window
UiHost RegisterWindow/ToggleWindow forwarders to UiRoot. A default-hidden
placeholder inventory window mounts in the RetailUi block + registers as
WindowNames.Inventory. OnInputAction handles the existing F12-bound
ToggleInventoryPanel action -> _uiHost.ToggleWindow (no-op when retail UI
off; gated by WantsKeyboard so it can't fire while typing in chat).

Placeholder is throwaway scaffolding; Sub-phase B swaps in the real
gmInventoryUI (0x21000023) under the same registry name.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 21:32:17 +02:00
Erik
036db8b8ab feat(ui): D.2b-A — BringToFront + raise on show/click
BringToFront sets a window's ZOrder one past the max among its peers.
ShowWindow now raises on open; OnMouseDown raises any pressed top-level
window (retail-faithful stacking). Existing drag/resize tests unaffected
(raise only touches ZOrder, not geometry).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 21:31:29 +02:00
Erik
6409038576 feat(ui): D.2b-A — UiRoot named-window registry (Show/Hide/Toggle)
A Dictionary<string,UiElement> registry on UiRoot with RegisterWindow +
Show/Hide/Toggle. Show/Hide flip UiElement.Visible (already gates
Draw/Tick/HitTest); Toggle returns the new visibility; unknown names are
no-ops. WindowNames.Inventory const shared by mount/registry/toggle.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 21:30:22 +02:00
Erik
14443e5c27 fix(ui): D.2b — collapsed toolbar left black pillars + draggable below the bar
Two bugs from the visual gate, same dump-confirmed cause: row 2 is an 11-element
band (left edge-piece 0x100006B6 + 9 slots 0x100006B7..BF + right edge-piece
0x100006C0, all at content-y 90), but SecondRow hid only the 9 slots — so the two
edge-pieces kept drawing as black pillars below the collapsed bar. And toolbarRoot
(ClickThrough=false, full height) still caught clicks below the collapsed frame →
walked up to the Draggable frame → phantom window-move.

Fix: SecondRow now hides the full band (B6..C0); toolbarRoot.ClickThrough=true so
its children (slots/indicators) still get hits children-first but its empty/below
regions fall through (no phantom drag) — same pattern as the chat content panel.
The slots are edge-flag 0 = Left|Top fixed, so nothing reflows. Build green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:52:49 +02:00
Erik
f74e017509 feat(ui): D.2b — toolbar collapse-to-one-row (bottom-edge snap resize hides/shows row 2)
UiElement.MaxHeight + ResizableEdges mask; UiCollapsibleFrame snaps height to the nearer
of {collapsed,expanded} and toggles row-2 visibility; GameWindow computes the two heights
from the layout + top-anchors the content. Amends IA-17. UiNineSlicePanel unsealed to
allow subclassing.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:33:35 +02:00
Erik
ff3592ec25 refactor(core): D.5.3/B.2 — move ShortcutStore to Core.Items (decouple Load from the wire type)
Matches the ClientObjectTable model-placement convention; Load now takes (slot,objGuid) pairs so
the store has no Core.Net dependency. + self-drop wire-count assert + comment fix.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:50:33 +02:00
Erik
250f7827be feat(ui): D.5.3/B.2 — toolbar reorder/remove via ShortcutStore + wire + green-cross overlay
ToolbarController is now the LIVE drag handler:
- OnDragLift: removes the source slot from ShortcutStore, sends
  RemoveShortcut (0x019D) wire immediately (retail remove-on-lift model).
- HandleDropRelease: evicts occupant from target (RemoveShortcut),
  places dragged item (AddShortcut 0x019C), bumps evicted item into
  the vacated source slot if empty (swap path); off-bar release leaves
  the lift's removal standing.
- Populate() now lazy-loads ShortcutStore from the PD shortcut list on
  first call; store is authoritative thereafter.
- IsShortcutGuid() uses the store (O(18)) when loaded, falls back to
  scanning _shortcuts() in the pre-PD window.
- All 18 slot cells now get DragAcceptSprite=0x060011FA (green cross,
  distinct from the inventory ring 0x060011F9).
- GameWindow.Bind wired: sendAddShortcut + sendRemoveShortcut lambdas
  forwarded to _liveSession?.Send*().
- Divergence register: AP-47 Divergence+Risk cells updated (opacity
  corrected, underlay-backing framing improved). TS-33 row deleted
  (stopgap retired). Section header 32→31 rows.
- Tests: HandleDropRelease_isInertStub removed; 5 new B.2 tests added
  (lift removes + sends, swap sequence, empty-target place, self-drop
  re-adds, green-cross sprite). 24/24 ToolbarController tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:33:23 +02:00
Erik
41bb70c11a feat(ui): D.5.3/B.2 — spine: drag-lift hook + ghost snapshot (full opacity) + drop-on-hit-only
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:22:27 +02:00
Erik
acdefc2e21 fix(ui): D.5.3/B.1 — dragging a toolbar item moved the window instead of the item
Found at visual verification: an occupied UiItemSlot sits inside the Draggable
toolbar frame (UiNineSlicePanel.Draggable=true), so UiRoot.OnMouseDown's FindWindow
returned the frame and the window-move branch won — press+drag on a slot moved the
whole bar instead of picking up the item. The slot wasn't CapturesPointerDrag (that
path is for self-driven text-selection and suppresses the BeginDrag promotion), and
UiRoot had no path for "a drag-source inside a draggable window."

Fix: add UiElement.IsDragSource (virtual, default false); UiItemSlot overrides it to
`ItemId != 0` (occupancy-gated). UiRoot.OnMouseDown now prioritizes IsDragSource over
window-move — an OCCUPIED slot starts the item drag (promotes to BeginDrag on >3px),
an EMPTY slot falls through to the IA-12 whole-window-drag so the bar stays movable
by its empty cells / chrome. UiRoot stays item-agnostic (reads only the bool). This
REDUCES divergence (occupied cells now drag like retail) within IA-12's umbrella — no
new register row.

Regression tests reproduce the LIVE topology (slot inside a Draggable frame); the
earlier RootWithBoundSlot tests put the slot directly under the root, so they could
not catch it. Full suite 493 pass / 0 fail / 2 skip.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 14:26:53 +02:00
Erik
3d04f61451 feat(ui): D.5.3/B.1 — toolbar drag handler stub + spine wiring (TS-33)
Implements Task 4 of the drag-drop spine: ToolbarController now satisfies
IItemListDragHandler. The ctor loop wires RegisterDragHandler(this) on every
slot list and stamps Cell.SlotIndex + Cell.SourceKind=ShortcutBar, matching
retail's gmToolbarUI::PostInit/RegisterItemListDragHandler pattern. OnDragOver
accepts any non-empty payload (TS-33 stub; eligibility gate is Stream B.2).
HandleDropRelease logs and returns (no AddShortcut 0x019C / RemoveShortcut
0x019D wire yet). Three new B.1 xUnit tests cover handler registration, accept,
and inert-stub semantics. All 490 app tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 13:00:20 +02:00
Erik
595c4bdac4 feat(ui): D.5.3/B.1 — UiRoot payload injection + cursor drag ghost (AP-47)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:51:01 +02:00
Erik
1672eaa620 feat(ui): D.5.3/B.1 — UiItemSlot drag source + drop target + accept/reject overlay
- UiElement: two new virtuals GetDragPayload()/GetDragGhost() (default null)
  keep UiRoot item-agnostic; any leaf can opt into drag by overriding these.
- UiItemSlot: SlotIndex + SourceKind properties for payload identity; two
  overrides return ItemDragPayload / icon ghost when the slot is occupied.
  FindList() walks the parent chain to locate the owning UiItemList and its
  registered IItemListDragHandler.
- UiItemSlot.OnEvent: MouseDown now just consumes the press; use-item fires
  on Click (mouse-up) so a drag doesn't also trigger the use-item callback.
  DragEnter → ask handler, set Accept/Reject overlay. DragOver → reset to
  None (fires on leave). DropReleased → clear overlay + dispatch to handler
  when Data0 == 1 (accepted). DragBegin consumed (source).
- OnDraw: accept/reject sprite overlay drawn last, guarded on id != 0 to
  avoid the resolve(0)-→-magenta footgun.
- ToolbarControllerTests: Click_emitsUseForBoundItem changed from MouseDown
  to Click to match the new dispatch.
- 12 new DragDropSpineTests pass; full suite 481/483 (2 pre-existing skips).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:40:53 +02:00
Erik
9d483468d9 feat(ui): D.5.3/B.1 — drag payload + handler interface + UiItemList registration
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:34:21 +02:00
Erik
31d7ffd253 merge: bring main (A7 lighting Fix A–D + UN-7 + #140 Fix D) into the D.5 branch
Integrates main's 19 commits (A7 outdoor/indoor torch lighting Fix A/B/C/D,
GlobalLightPacker, shader updates, UN-7) under the D.5 toolbar/item-model stack
(D.5.1/D.5.2/D.5.4/D.5.3a). Auto-merged cleanly except docs/ISSUES.md.

Conflict resolved: both lineages used #140 for different issues. Kept main's
#140 = "A7 Fix D" (resolved); renumbered the toolbar/selected-object issue to
#141 (note added; this branch's commits/spec still reference #140 — immutable).
The register auto-merged (AP-46 cites file:line, not #140; UN-7 keeps #140=Fix D).

Build + full suite green on the merged tree (2,713 passed / 4 skipped).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:01:20 +02:00
Erik
8f627cce0e fix(D.5.3a): selected-object meter visual-gate fixes (name, gate, flash, magenta)
Visual gate against retail surfaced several fidelity gaps in the selected-object
strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged
(acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213).

- UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0)
  returns the 1x1 magenta placeholder with a non-zero GL handle, so the single-
  image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The
  3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug)
- SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when
  health is known for the selected guid — HasHealth at select or HealthChanged),
  not shown-on-select; brief green selection flash via Tick revert; overlay floated
  above the meter so the flash isn't hidden by the bar; name top-aligned into the
  bar sprite's black band (NameBandHeight) with the bar below.
- GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits
  BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable
  Doors (Misc type) are name-only; players/monsters get the bar. Replaces the
  too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate.
- CombatState.HasHealth(guid): distinguishes a known health value from the 1.0
  default, so a re-selected already-assessed target shows its bar immediately.
- TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId
  so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta.
- ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail
  hides it in HandleSelectionChanged; it was rendering as a stray black box.

Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46
rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green
(2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster
bar on assess, green flash, no magenta.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:37:15 +02:00
Erik
c83fd02642 merge: bring main (UN-7, #140 filing, D.2b UI rows) into A7 Fix D round-2 branch
Resolves the divergence-register conflict: kept the accurate per-VERTEX AP-35
(Fix A shipped per-vertex; main's row was the stale pre-Fix-A per-pixel text),
kept main's UI rows AP-37..AP-42, and renumbered this branch's torch-gate row
AP-37 -> AP-43 (AP-37 was taken by main's LayoutDesc row). AP count 41 -> 42.
Retargeted the AP-37 references in WbDrawDispatcher + the CHECKPOINT to AP-43.
Marked ISSUES #140 RESOLVED (b7d655b) with the corrected root cause.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:29:53 +02:00
Erik
b7d655bce7 fix(lighting): A7 Fix D round 2 — outdoor objects get NO torches (retail useSunlight gate) (#140)
The Holtburg meeting-hall facade washed out warm/bright vs retail. The round-1
checkpoint blamed torch REACH (acdream Falloff 6×1.3=7.8m vs a supposed retail
Falloff 4). That theory is WRONG, and this commit fixes the real cause.

Empirical (HoltburgTorchFalloffProbeTests, headless dat dump via the production
LightInfoLoader): the orange entrance torch (setup 0x020005D8) is raw dat
Falloff 6 and acdream reads it FAITHFULLY — there is no Falloff-4 torch anywhere
in Holtburg. Both clients read the same dat float, so reach was never inflated.

Decomp (read verbatim + corroborated by an independent adversarial workflow):
retail's per-object torch binder minimize_object_lighting (0x0054d480) is gated
in RenderDeviceD3D::DrawMeshInternal (0x0059f398) by `if (Render::useSunlight == 0)`.
The outdoor landscape stage runs useSunlightSet(1) (PView::DrawCells 0x005a485a,
before LScape::draw), so the building EXTERIOR shell — drawn via
DrawBlock→DrawSortCell→DrawBuilding→CPhysicsPart::Draw→DrawMeshInternal — is lit
by SUN + ambient ONLY; torches are SKIPPED. The static bake
(SetStaticLightingVertexColors 0x0059cfe0) is EnvCell-only. So retail NEVER
torch-lights outdoor objects. This exactly explains the isolation test (object
point lights OFF → building matches retail).

Fix: WbDrawDispatcher.ComputeEntityLightSet gates per-object torch selection on
the object being INDOOR (ParentCellId is an EnvCell, (id&0xFFFF)>=0x0100) via the
pure predicate IndoorObjectReceivesTorches. Outdoor objects (building shells with
null ParentCellId, outdoor scenery, outdoor creatures) keep the all-(-1) light
set ⇒ sun + ambient only = retail. The indoor "no sun" half is already handled by
the global sun-kill when the player is inside a cell (UpdateSunFromSky). No
dungeon regression: EnvCell statics get ParentCellId set (keep torches).

Divergence register: AP-37 (residual: acdream keys sun/torch on the object's own
cell + a per-frame player-inside sun-kill, vs retail's per-draw-stage useSunlight;
only matters for through-doorway look-ins). The round-1 CHECKPOINT got a RESOLVED
banner correcting the reach theory.

Tests: WbDrawDispatcherTorchGateTests (7), HoltburgTorchFalloffProbeTests (dat
dump). App 280/1skip, Core 1486/2skip green. Held at the visual gate — not merged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 23:56:49 +02:00
Erik
6636e50c2a feat(D.5.3a): selected-object meter — Health bar + name on the action bar
Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635).
When the player selects a world object the action bar's bottom strip shows the
object name + (for player/pet/attackable targets) a live Health meter; deselect
clears it. Mana (#140) + stack slider deferred.

- SelectedObjectController (new): clear-then-populate on selection change; sets
  name (UiText child, VitalsController pattern), overlay state (ObjectSelected /
  StackedItemSelected via UiDatElement.ActiveState), shows the health meter and
  sends QueryHealth for health targets. Subscribes via a delegate seam (no
  GameWindow coupling).
- GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged
  event (fires on actual change only); 3 write sites converted, reads untouched.
  All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on
  the render thread, so the event-driven UI mutation is single-threaded.
- WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth.
- DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape
  (back-track on the element's own DirectState, fill on one Type-3 child). The
  sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per
  UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a
  sub-140px sprite. Vitals 3-slice path unchanged.
- ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController;
  A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't
  render as stray empty bars.

Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden)
and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate
approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47
(meter shown on select vs on UpdateHealth reply). Spec §5 corrected.

Build + full test suite green (2,684 passed / 4 skipped). Health meter render
fidelity (full-width fill + fraction mapping) pending the user's visual gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:47:24 +02:00
Erik
0980bea48d fix(render): A7 Fix D D-3/D-4 — two-path lighting (objects plain-Lambert+sun, EnvCell wrap+no-sun) (#140)
mesh_modern unified all meshes into one calc_point_light path: it applied the
bake's half-Lambert wrap to objects (lighting character backs from a torch behind
them) and added the sun to EnvCell building shells (warm facade wash). Retail
splits these: objects = hardware plain Lambert max(0,N.L) + sun; EnvCell walls =
baked wrap, dynamics only, NO sun (minimize_envcell_lighting). Add a per-draw
uLightingMode (WbDrawDispatcher=0 object, EnvCellRenderer=1 envcell) selecting the
angular term (wrap vs plain Lambert) and gating the sun. Per-light cap + D-1 clamp
unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:38:30 +02:00
Erik
c62da825fe fix(render): A7 Fix D D-2 — EnvCell shell binds its own per-cell light set (#140)
The cell shell read whatever light set (SSBO 4/5) WbDrawDispatcher last left
bound, lighting walls with a leaked set. EnvCellRenderer now uploads its own
binding=4 global lights (frame PointSnapshot via GlobalLightPacker) + a binding=5
per-instance set, computed per cell by LightManager.SelectForObject over the
cell's world bounds (mirrors _cellIdToSlot + WbDrawDispatcher.ComputeEntityLightSet).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:35:33 +02:00
Erik
cf62793304 fix(render): A7 Fix D D-1 — clamp the point-light sum on its own (#140)
accumulateLights folded ambient+sun+torches into one accumulator clamped only
in the frag, so a few warm intensity-100 torches blew walls/objects to white.
Mirror retail SetStaticLightingVertexColors: sum point/spot into pointAcc, clamp
to [0,1] (the baked emissive), THEN add ambient+sun, frag final-clamps. Matches
LightBake.ComputeVertexColor (LightBakeConformanceTests). Per-light cap unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:29:45 +02:00
Erik
180b4af2a9 refactor(lighting): extract GlobalLightPacker (shared binding=4 layout) — A7 Fix D prep
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:25:11 +02:00
Erik
a33e897400 perf(D.5.4): toolbar re-binds only on shortcut-guid object changes; clear on remove
Now that the object table holds ALL entities (creatures, NPCs, world objects),
filtering ObjectAdded/Updated/Removed to the 18 shortcut guids prevents the bar
from thrashing on every creature spawn in a busy zone.

Also subscribes to ObjectRemoved so a despawned/traded-away item clears its slot
(matching retail gmToolbarUI::SetDelayedShortcutNum's deferred-bind contract).

Four new unit tests (iconIds spy pattern) verify: non-shortcut ObjectAdded/Removed
do NOT invoke Populate; shortcut ObjectAdded deferred-binds; shortcut ObjectRemoved
clears the slot. 2671 tests, 4 skipped, 0 failures.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:57:04 +02:00
Erik
a9d40addac refactor(D.5.4): retire _liveEntityInfoByGuid; selection resolves from ClientObjectTable
The one weenie table now holds every object's name+type, so the redundant
Name+ItemType dictionary is gone (retail: one weenie_object_table).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:48:13 +02:00
Erik
82f5968316 feat(D.5.4): ObjectTableWiring (CreateObject=upsert, Delete=evict, 0x02CE) off GameWindow
CreateObject ingestion moves to Core.Net; GameWindow drops the EnrichItem call +
inline 0x02CE handler. Fixes the Coldeve blank-icon root cause: items with no PD
stub are now created, not dropped.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:34:56 +02:00
Erik
b506f53633 refactor(D.5.4): rename ItemRepository->ClientObjectTable, ItemInstance->ClientObject
Broaden naming to the data side of every server object (retail weenie_object_table
shape). Pure rename; no behavior change.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:36:16 +02:00
Erik
fb288ad852 fix(D.5.2): effect tint = per-pixel tile copy (surface ReplaceColor overload)
Visual verification (Coldeve, Energy Crystal) showed acdream's Magical blue as a
flat tint vs retail's gradient. Root cause: RenderIcons calls the SURFACE overload
of SurfaceWindow::ReplaceColor (0x004415b0), which copies the textured effect tile
pixel-by-pixel into the icon's pure-white pixels — not the flat color->color overload
(0x00441530) I'd approximated with the tile's mean color. Port the surface overload
exactly (dst[x,y]=src[x,y] where dst==white); confirmed via clean Ghidra decompile +
named decomp. Retires AP-43 (mean-color approximation); IA-18 updated to the surface op.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 10:21:33 +02:00
Erik
40c97a53ac fix(D.5.2): always run effect recolor (effects==0 -> black) to match retail
Visual verification caught it: a no-mana scroll's icon edges are BLACK in retail
but rendered WHITE in acdream. Cause = the effects!=0 gate (registered AP-44) that
skipped retail's effects==0 recolor. Retail's effect tile is non-null even for
effects==0 (the 0x21 SOLID-BLACK fallback 0x060011C5), so RenderIcons recolors
pure-white pixels to black on mundane items and to the effect hue on magical ones.
Remove the gate (always recolor); retire AP-44 (now faithful). TryGetEffectColor
made internal + a golden test pins effects==0 -> ~black.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 22:54:15 +02:00
Erik
2f789da73d feat(D.5.2): route live UiEffects updates (0x02CE) to the item icon
Subscribe ObjectIntPropertyUpdated (added in Group C Task 4) in GameWindow
next to the existing VitalUpdated/VitalCurrentUpdated subscriptions. Routes
PublicUpdatePropertyInt(0x02CE) UiEffects (property 18) → ItemRepository.
UpdateIntProperty → ItemInstance.Effects → ItemPropertiesUpdated → UiItemSlot
re-composites the icon in real time. The end-to-end path is the visual-
verification acceptance test (live ACE server + a draining magical item).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:47:54 +02:00
Erik
e0dce5aa9f feat(D.5.2): IconComposer 2-stage effect composite + 5-arg GetIcon
Widen the cache key to (typeUnderlay, icon, underlay, overlay, effects).
GetIcon is now a 2-stage composite mirroring retail IconData::RenderIcons
(0x0058d180): Stage 1 builds the drag composite (base + overlay) and,
when effects != 0, ReplaceColorWhite tints it with the effect tile's
mean-opaque color (DR-1: tint SOURCE, not blit; DR-3: zero-effects
black path skipped). Stage 2 blits typeUnderlay + custom underlay +
drag into the final cached GL texture.

Both callers updated: ToolbarController Func arity widened to 6-arg
(passes item.Effects); GameWindow closure and OnLiveEntitySpawned
EnrichItem call pass spawn.UiEffects. Tree builds with 0 warnings.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:40:37 +02:00
Erik
3e019e408a feat(D.5.2): IconComposer effect-color + ReplaceColorWhite helpers
ReplaceColorWhite (retail SurfaceWindow::ReplaceColor 0x00441530):
replaces only pure-white-opaque (RGBA 255,255,255,255) pixels in place.
TryGetEffectColor: resolves the effect tile DID via ResolveEffectDid,
decodes the RenderSurface, and returns the mean-opaque RGB as the tint
color (divergence DR-2: exact retail color byte is decompiler-ambiguous).
TryDecode: shared RenderSurface decode helper for the effect path.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:38:51 +02:00
Erik
75ac51ac23 feat(D.5.2): IconComposer.ResolveEffectDid (effect submap 0x10000005)
Add effect-overlay submap resolve: EnsureEffectSubMap walks the portal
MasterMap (0x25000000) → EnumIDMap 0x10000005 → submap 0x25000009;
ResolveEffectDid(effects) maps LowestSetBit(effects)+1 → RenderSurface
DID with fallback to index 0x21. Golden test validates all 6 cases
(Magical/Poisoned/BoostHealth/BoostStamina/Nether/zero) against the
live dat. Retail ref: IconData::RenderIcons 0x0058d180.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:37:40 +02:00
Erik
0e7a083da6 chore(D.5.1): remove temp geometry probe + add RestrictionDB-skip parse test
Task 1: remove the [D.5.1 PROBE] bottom-right rect-dump block from the
toolbar mount in GameWindow.cs. The block iterated 7 element ids and
logged ScreenPosition/Width/Height/Type; it was marked temporary and is
now superseded by the chrome window-frame fix. The kept [D.5.1] startup
diagnostic Console.WriteLines (digit arrays, toolbar ready, window from
LayoutDesc) are untouched.

Task 2: add TryParse_HouseRestrictionsSkipped_ThenIconOverlayCaptured to
CreateObjectTests.cs. Exercises the variable-length RestrictionDB skip
(weenieFlags bit 0x04000000: 12-byte fixed header + 4-byte hash-table
header + count*8 entries) followed immediately by IconOverlay (0x40000000)
and IconUnderlay (weenieFlags2 0x01 via IncludesSecondHeader 0x04000000).
Proves the skip lands the cursor at the right position for both capture
fields. 301/301 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 17:13:46 +02:00
Erik
ceef739e1d fix(D.5.1): draw window-frame border over content (OnDrawAfterChildren)
UiNineSlicePanel drew its full chrome in OnDraw, before children, so content painted OVER the frame. The toolbar's row-2 right cap (0x100006C0, W=8) extends 2px past the 300px content and was poking over the frame's bottom-right border (the 'missing frame' the user circled). Split the panel: center fill stays in OnDraw (background, under content); the bevel border + grip move to a new UiElement.OnDrawAfterChildren hook (foreground, over content edges) so the frame is the outermost layer. Chat is unaffected (its content is inset 5px, so the border never overlaps it).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 16:05:50 +02:00
Erik
b37db79a23 feat(D.5.1): wrap toolbar in UiNineSlicePanel chrome frame (mirrors chat window)
The toolbar LayoutDesc (0x21000016, 300x122) was mounted bare — no window
chrome. This commit wraps it in a UiNineSlicePanel (the same 8-piece bevel +
gold grip chrome used by the vitals and chat windows), matching the pattern at
GameWindow.cs ~line 1885 verbatim.

- toolbarFrame is the top-level UiNineSlicePanel (Draggable=true, Anchors=None
  per UiNineSlicePanel ctor defaults). Outer size = 310x132 (300+2*5 x 122+2*5).
- toolbarRoot sits inside at offset (5,5) — the border thickness — with all-edge
  anchors so it reflows if the frame is resized. Draggable=false, Resizable=false
  on the content (only the frame is the drag handle).
- The frame's right border (x=305..310 screen) covers the row-2 right cap
  overhang (~2px past the content edge at x=300..302), since the border region
  starts at content_right=300 and extends to frame_right=310.
- Probe block untouched: still calls toolbarLayout.FindElement for diagnostic ids.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 15:53:53 +02:00
Erik
8d49042909 fix(D.5.1): read empty-slot background digits from composite 0x10000341 (0x1000005e)
The empty/background digit array (property 0x1000005e) lives under cell composite 0x10000341, not 0x10000346 where peace/war are read; reading it from the wrong composite returned 0 entries so empty top-row slots showed no number. Live dat probe confirmed: 0x10000341 element 0x1000034A property 0x1000005e = 0x060010FA..0x06001102 (digits 1-9) + 0x060074CF (bottom row). Now empty top-row slots show the faint background number, occupied show the dark-box peace/war digit (decomp UIElement_UIItem::SetShortcutNum:229481/229493).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 15:34:18 +02:00
Erik
8a42066192 feat(D.5.1): parse item IconOverlay/IconUnderlay from CreateObject -> faithful icon overlay layer
The CreateObject optional-tail walker previously stopped at UseRadius (~20 fields
before IconOverlay). This left ItemInstance.IconOverlayId/IconUnderlayId always 0,
so IconComposer's underlay/overlay layers were never drawn on toolbar icons.

Exact field order verified against ACE WorldObject_Networking.cs:87-219 (the
serializer is the authority; acdream connects to a local ACE server):
  UseRadius → TargetType(u32) → UiEffects(u32) → CombatUse(sbyte) →
  Structure(u16) → MaxStructure(u16) → StackSize(u16) → MaxStackSize(u16) →
  Container(u32) → Wielder(u32) → ValidLocations(u32) →
  CurrentlyWieldedLocation(u32) → Priority(u32) → RadarBlipColor(u8) →
  RadarBehavior(u8) → PScript(u16) → Workmanship(f32) → Burden(u16) →
  Spell(u16) → HouseOwner(u32) → HouseRestrictions(variable RestrictionDB) →
  HookItemTypes(u32) → Monarch(u32) → HookType(u16) →
  IconOverlay(PackedDwordKnownType) ← CAPTURE →
  IconUnderlay from weenieFlags2 bit 0x01 ← CAPTURE

RestrictionDB handled correctly: Version(u32) + OpenStatus(u32) + MonarchId(u32)
+ count(u16) + numBuckets(u16) + count×8 bytes entries. Length-aware skip, not a
fixed constant.

weenieFlags2 is now CAPTURED (not skipped) when IncludesSecondHeader
(objDescFlags bit 0x04000000) is set, so the IconUnderlay bit can be tested.

The entire extended walk is inside try/catch: truncated packets degrade to
IconOverlayId=0 / IconUnderlayId=0 (no overlay drawn), never corrupting.

Threading: CreateObject.Parsed → WorldSession.EntitySpawn → GameWindow
OnLiveEntitySpawned → Items.EnrichItem — both ids thread through all three
seams. EnrichItem extended with optional iconOverlayId + iconUnderlayId params
(defaulted 0, backward-compatible).

No change to IconComposer or ToolbarController (they already consume the ids).

Tests: 4 new CreateObject tests (IconOverlay only, overlay+underlay, no-overlay
regression, intermediate-fields cursor arithmetic). Full suite: 0 failures,
2636 passed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 14:34:47 +02:00
Erik
a7cad5566b fix(D.5.1): occupancy-gated slot numbers (empty=0x1000005e bg digit) + bottom-right rect probe
FIX 1: UIElement_UIItem::SetShortcutNum (decomp 229481) has a three-way source
branch: occupied+peace -> 0x10000042 (peace digit set), occupied+war -> 0x10000043
(war digit set), empty (ItemId==0) -> 0x1000005e (background digit, stance-independent).
acdream previously only had the peace/war pair and drew them regardless of occupancy.

Changes:
- GameWindow.cs: read property 0x1000005e into toolbarEmptyDigits (no fallback;
  null is safe). Logs entry count. Passes emptyDigits to Bind. Adds [D.5.1 probe]
  block logging screen pos + size of 7 bottom-right element ids via ScreenPosition.
- ToolbarController.cs: adds _emptyDigits field, emptyDigits ctor+Bind param (null
  default). RestampShortcutNumbers sets cell.EmptyDigits. Comments cite decomp 229481.
- UiItemSlot.cs: adds EmptyDigits property + ActiveDigitArray() internal testable seam
  (occupied -> peace/war by stance; empty -> EmptyDigits). OnDraw uses it. Comment
  updated with three-way source table.
- Tests: 5 new UiItemSlotTests (ActiveDigitArray occupancy), 2 new
  ToolbarControllerTests (emptyDigits injection + null-safe).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 14:27:27 +02:00
Erik
7d5a88cd15 fix(D.5.1): toolbar digit-array log reports post-fallback final state (review) 2026-06-17 13:58:07 +02:00
Erik
b2a812d1fa feat(D.5.1): faithful toolbar slot numbers 1-9 (SetShortcutNum digit sprites, peace/war)
Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465) and
gmToolbarUI::RecvNotice_SetCombatMode (196610-196621). The 9 top-row toolbar slots
show digit labels 1-9 at all times (even when empty — confirmed from the user''s
retail screenshot). The digit sprites are real 32x32 PFID_A8R8G8B8 RenderSurfaces
with glyphs baked into the top-left corner (rest alpha=0), drawn Alphablend over
the slot icon/empty sprite.

Digit DID arrays (peace: property 0x10000042, war: 0x10000043) are read at startup
from LayoutDesc 0x21000037 element 0x1000034A under composite 0x10000346 using the
same ArrayBaseProperty{DataIdBaseProperty} pattern as LayoutImporter.ReadState.
A cited-constant fallback (same confirmed dat ids) is used if the dat navigation
fails. The war glyph set (darker/golden glyphs) switches on any combat stance;
peace glyphs (lighter) restore on NonCombat — re-stamped by RestampShortcutNumbers()
called from both Populate() and SetCombatMode().

Changes:
- UiItemSlot: ShortcutNum/ShortcutPeace/PeaceDigits/WarDigits state; SetShortcutNum/
  ClearShortcutNum; OnDraw restructured (no early return) so digit draws after icon.
- ToolbarController: _peaceDigits/_warDigits/_peace fields; Bind() gains peaceDigits/
  warDigits optional params; RestampShortcutNumbers() helper; Populate() and
  SetCombatMode() both call RestampShortcutNumbers().
- GameWindow: reads digit arrays under _datLock from LayoutDesc 0x21000037, passes to
  Bind(); cited constants as fallback.
- Tests: 5 new UiItemSlotTests (SetShortcutNum/ClearShortcutNum state); 4 new
  ToolbarControllerTests (top-row/bottom-row labels, peace/war switch, array injection).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 13:52:50 +02:00