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Author SHA1 Message Date
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
2d7ea7446d docs(D.2b): paperdoll Slice 1 (equip slots) design spec
Sub-phase C, Slice 1 — bind the ~25 paperdoll equip slots to live
equipped-item data + make them drag-drop wield/unwield targets. No 3D
doll (that's Slice 2).

Brainstorm findings baked in:
- The handoff's "build the wire gap" premise is STALE: BuildGetAndWieldItem
  + SendGetAndWieldItem already shipped in B-Wire. The whole optimistic-move
  machine + InventoryController:IItemListDragHandler already exist — Slice 1
  mirrors them. Unwield is free (the inventory grid handler already does it).
- Found a latent bug: acdream's EquipMask enum diverges from canonical AC
  (acclient.h:3193 INVENTORY_LOC) from bit 0x2000 up (phantom HandArmor/
  FootArmor). Correct it to the verbatim retail values + a numeric-pin test.
  Blast radius is safe (4 round-trip test refs).
- Empty equip slots are TRANSPARENT (EmptySprite=0), per the user — faithful,
  zero Slice-2 rework.

Real scope: correct EquipMask (Core) + WieldItemOptimistic & equip-aware
rollback snapshot (Core) + ConfirmMove on the WieldObject 0x0023 handler
(Core.Net) + PaperdollController (App) + GameWindow wiring. Element-id→mask
map verified dump ↔ deep-dive §3a ↔ acclient.h.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 21:38:24 +02:00