Commit graph

1196 commits

Author SHA1 Message Date
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
07965852e0 chore(cli): UI-debug apparatus — mock-selbar, dump-edges, crop, probe
Standalone AcDream.Cli subcommands built during the D.5.3a visual gate, kept as
reusable UI/sprite/framebuffer debugging apparatus (alongside the existing
export-ui-sprite / dump-sprite-sheet / render-vitals-mockup tools):
- mock-selbar: composite the selected-object health bar (back + fill at fractions)
- dump-edges: print a sprite's first/last column RGB at every row
- crop: crop + nearest-upscale a region of a PNG (zoom into a framebuffer dump)
- probe: print the RGB of a pixel block from a PNG

Dev-only (reached via explicit args[0]); no game-runtime impact.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:37:29 +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
50cee50df1 refactor(D.5.4): delete EnrichItem (superseded by Ingest merge-upsert)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:42:58 +02:00
Erik
cbbfe4cd49 feat(D.5.4): PlayerDescription = membership manifest; drop WeenieClassId=ContainerType misuse
The old seeding block set WeenieClassId = inv.ContainerType (a 0/1/2
container-kind discriminator, not a weenie class id) and used MoveItem
for the equipped block. Replace both loops with RecordMembership calls:
inventory guids get a bare stub (WeenieClassId stays 0); equipped guids
get the equip slot set directly. Weenie data arrives via CreateObject /
ObjectTableWiring, not PlayerDescription.

New test PlayerDescription_SeedsMembership_NotWeenieClassIdMisuse proves:
(a) inv guid is registered, (b) WeenieClassId==0 not ContainerType, and
(c) equipped guid CurrentlyEquippedLocation is set to MeleeWeapon.
No existing tests pinned the old behavior; all 15 GameEventWiringTests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:38:54 +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
2e3f209707 feat(D.5.4): live container membership index (object_inventory_table)
Reindex on Ingest/MoveItem/Remove; GetContents(containerId) ordered by slot.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:19:09 +02:00
Erik
d9c427cd6c feat(D.5.4): ClientObjectTable.Ingest merge-upsert + RecordMembership
Field-level merge (retail SetWeenieDesc): create-if-absent else patch present
fields, preserve PropertyBundle. Effects unconditional (D.5.2 contract).
RecordMembership = PD manifest. Locks the Coldeve no-prior-stub fix + out-of-order.
Renames _items→_objects throughout; Reindex stub wired (Task 6 fills it).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:08:57 +02:00
Erik
b83f17a927 feat(D.5.4): add item fields to ClientObject + WeenieData ingest DTO
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:57:12 +02:00
Erik
b00a373c5a feat(D.5.4): forward full item field set through WorldSession.EntitySpawn
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:53:07 +02:00
Erik
91970c4fe9 feat(D.5.4): capture full item field set in CreateObject parser
WeenieClassId + Value/StackSize/MaxStackSize/Burden/capacities/Container/Wielder/
ValidLocations/CurrentWieldedLocation/Priority/Structure/Workmanship. Nullable =
flag absent (don't clobber on merge). Cursor walk unchanged; +cursor-integrity test.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:50:27 +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
4795a6c7f3 merge: A7 lighting Fix C (sun-vector brightness) + handoff into main
Brings Fix C (57c1135, sun-vector magnitude / ~32% over-bright) + the A7 lighting
handoff doc onto main. Auto-merged clean against the D.2b line. Merged tree builds
green; 18/18 sky tests pass. Fix A/B already on main (37911ed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:35:25 +02:00
Erik
57c11358b6 fix(sky): A7 — correct sun-vector magnitude (ambient + sun were ~32% too bright)
Outdoor lighting was ~32% too bright (washed-out, weak shading). Live cdb on
retail (SmartBox::SetWorldAmbientLight + SkyDesc::GetLighting + LScape::sunlight,
binary matches refs/acclient.pdb) pinned it: at the SAME game time + DayGroup,
acdream's ambient COLOR matched retail exactly (the purple is correct, authored
per-time-of-day in the sky dat) but the LEVEL was 0.607 vs retail's 0.459.

level = AmbBright + 0.2·|sunVec|, both AmbBright=0.40, so acdream's |sunVec|≈1.06
vs retail's ≈0.30. Retail's LScape::sunlight read live = (0.2238, ~0, 0.00352),
magnitude 0.224 = DirBright, y≈0.

RetailSunVector had `y = cos(P)` (≈1) — the raw PRE-transform value SkyDesc::
GetLighting writes to arg5 (0x00500ac9), before LScape::set_sky_position's
world transform. acdream ported the un-transformed vector, so the y=cos(P)≈1
term inflated |sunVec| to ~1.06. That magnitude feeds BOTH the ambient boost
(SkyKeyframe.AmbientColor) AND the sun colour (SkyKeyframe.SunColor =
DirColor×|sunVec|), over-brightening the whole scene (terrain, objects, sky)
~30% and also pointing the sun the wrong way.

Fix: RetailSunVector = DirBright × (cos(P)·sin(H), cos(P)·cos(H), sin(P)) — the
world-space spherical form LScape::sunlight actually holds; |sunVec| == DirBright
for all H/P. After: acdream ambient (0.353,0.176,0.449) vs retail (0.360,0.180,
0.459) — within ~2%, user-confirmed "better outside". Sun direction also corrected
(was pointing ~North from the bad y term).

Tests updated to the cdb-verified values (the prior tests pinned the inflated
magnitude). 18/18 sky tests green. reference-retail-ambient-values memory updated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:08:52 +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
e7b6e83cf8 feat(D.5.2): thread UiEffects through EntitySpawn + route 0x02CE PublicUpdatePropertyInt
- EntitySpawn record: add UiEffects = 0 field (after IconUnderlayId)
- EntitySpawn construction site: thread parsed.Value.UiEffects as the new tail arg
- WorldSession: declare ObjectIntPropertyUpdate payload record + ObjectIntPropertyUpdated event (after StateUpdated)
- Message loop: add else-if branch for PublicUpdatePropertyInt.Opcode (0x02CE), parses + fires ObjectIntPropertyUpdated

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:33:18 +02:00
Erik
242bc9286d feat(D.5.2): PublicUpdatePropertyInt (0x02CE) parser
New standalone parser for the server's live PropertyInt update targeting
a VISIBLE object (carries guid). Wire layout: u32 opcode + u8 sequence +
u32 guid + u32 property + i32 value (17 bytes total).

The sequence byte is parsed-past but not honored (latest-wins; DR-4).
The companion PrivateUpdatePropertyInt (0x02CD) targets the player's own
object (no guid) and is not parsed here.

Three tests: uiEffectsUpdate (round-trip guid/prop/value), wrongOpcode
(returns null), truncated (returns null on 16-byte input).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:29:23 +02:00
Erik
8df0b64676 feat(D.5.2): capture UiEffects from CreateObject weenie header
Previously, weenieFlags bit 0x80 (UiEffects) was read + discarded with
`pos += 4`. Now it is captured into `uiEffects` and surfaced as
`Parsed.UiEffects` — the sole wire path for the effect bitfield since
PropertyInt.UiEffects (18) has no [AssessmentProperty] and never appears
in appraise responses.

Test builder gains `uint uiEffects = 0` param; write line updated to use
it. Three new parse tests: UiEffects_Captured, UiEffectsThenIconOverlay
(cursor-arithmetic regression), and NoUiEffectsBit_LeavesUiEffectsZero.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:28:31 +02:00
Erik
5a2af61508 refactor(D.5.2): hoist UiEffectsPropertyId to fields + use it in tests (review polish)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:26:28 +02:00
Erik
77f64d7925 feat(D.5.2): ItemInstance.Effects + ItemRepository.UpdateIntProperty
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:23:20 +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
Erik
f21dbfad80 feat(D.5.1): faithful item-icon type-default underlay (EnumIDMap 0x10000004) — opaque icon backing
Retail IconData::RenderIcons (decomp 407524) builds the icon layer stack bottom→top:
type-default underlay (OPAQUE, Blit_Normal) first, then custom underlay, base icon,
custom overlay.  acdream's IconComposer omitted the type-default underlay, leaving
filled toolbar slots with a transparent background.

Resolution via the two-level EnumIDMap chain that retail uses (DBCache::GetDIDFromEnum
0x413940): Portal.Header.MasterMapId (0x25000000) → master[0x10000004] → submap DID
(0x25000008) → submap[LSB(itemType)+1] → 0x06 RenderSurface underlay DID.  Golden
values confirmed against the live dats: MeleeWeapon→0x060011CB, Armor→0x060011CF,
Clothing→0x060011F3, Jewelry→0x060011D5, None(fallback 0x21)→0x060011D4.

Changes:
- IconComposer: add ResolveUnderlayDid(ItemType)/EnsureUnderlaySubMap (memoised);
  widen cache key from (uint,uint,uint)→(uint,uint,uint,uint); GetIcon gains ItemType
  param and prepends the opaque underlay as layer 0 (Compose sizes to it → fully opaque)
- ToolbarController: widen _iconIds Func from 3-arg to 4-arg; Populate passes item.Type
- GameWindow: update toolbar mount lambda to 4-arg form
- Tests: update ToolbarController test stubs to (_,_,_,_); add
  Compose_opaqueUnderlayFirst_resultIsFullyOpaque (dat-free) and
  ResolveUnderlayDid_goldenValues_matchDat (dat-gated, skip when dats absent)

No divergence-register row existed for this omission; none added (fully ported now).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 13:37:53 +02:00
Erik
bfc452d610 fix(D.5.1): toolbar movable + chrome-grab + peace-only indicator + no prototype square
D1 — Toolbar not movable: toolbarRoot.Anchors = AnchorEdges.None (was Left|Top)
so ApplyAnchor early-returns and doesn't re-pin the window every frame.
Matches the vitalsRoot idiom exactly.

D2 — Cannot grab toolbar by chrome: toolbarRoot.ClickThrough = false
so HitTest succeeds over the UiDatElement chrome and the drag starts.
UiDatElement ctor defaults ClickThrough=true; vitalsRoot already overrides it.

C1 — All four combat-mode indicators visible at once (war/flame stacked on
peace): ports gmToolbarUI::RecvNotice_SetCombatMode
(acclient_2013_pseudo_c.txt:196632-196669). CombatIndicatorIds[] maps
index 0-3 to NonCombat/Melee/Missile/Magic; SetCombatMode shows exactly one
and hides the other three. Default to NonCombat at bind (player always
spawns in peace). Wires CombatState.CombatModeChanged for live updates.
Tests: CombatIndicator_defaultNonCombat_onlyPeaceVisible,
CombatIndicator_setCombatModeMelee_onlyMeleeVisible,
CombatIndicator_liveSignal_updatesWhenCombatStateChanges.

V1 — Blue empty-slot square at top-left (prototype 0x100001B2 materialized):
ImportInfos now skips top-level elements that are (a) referenced as a
BaseElement by another element in the same layout AND (b) have no own state
media. The CollectBaseRefsInDesc walk covers nested children; HasNoOwnMedia
re-uses ToInfo's media extraction. The Resolve path reads BaseElement from the
raw dat via dats.Get<LayoutDesc> — it never depends on the prototype being in
the built widget tree — so the skip is safe. Conformance tests (vitals, chat)
are unaffected (they exercise Build, not ImportInfos).
Test: BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 13:03:07 +02:00
Erik
b3e5e8b0f7 fix(D.5.1): toolbar use-item gates on in-world + logs; store controller field (review)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:52:28 +02:00