Render each vital bar as a horizontal 3-slice from the real retail
RenderSurface sprites (authoritative ids from the vitals LayoutDesc
0x21000014 via dump-vitals-bars): a fixed-width bevelled left-cap, a
stretched glassy-gradient middle, and a fixed-width right-cap. The
empty back track draws full width; the coloured front fill grows from
the left to the value (the track owns the right end, so the fill omits
its own right-cap). Replaces the flat single-sprite Alphablend overlay
that read as the old UI - this is the bordered gradient look from the
retail screenshot (red HP / gold stamina / blue mana).
UiMeter gains the six 9-slice ids (BackLeft/Tile/Right +
FrontLeft/Tile/Right) and a DrawHBar helper; MarkupDocument parses the
backleft/backtile/backright/frontleft/fronttile/frontright attrs;
vitals.xml carries the 18 per-vital ids. The temporary
ACDREAM_BAR_PROVEOUT component grid is removed.
Adds AcDream.Cli render-vitals-mockup: a headless ImageSharp composite
that assembles the bars with the SAME DrawHBar logic, so the sprite
assembly can be verified by eye (Read the PNG) without launching the
client + server - the fast UI-iteration loop the user asked for.
export-ui-sprite dumps a single RenderSurface to PNG for HTML mockups.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brand-new solution targeting .NET 10, using Chorizite.DatReaderWriter 2.1.4
to walk a retail AC dat directory and print how many of each asset type live
in client_portal / client_cell_1 / client_highres / client_local_English.
Opens the four dats in ~16 ms and counts 887,381 indexed assets across 40+
tracked DBObj types. Cell-database terrain (LandBlock, LandBlockInfo, EnvCell)
uses mask-based IDs that DatReaderWriter 2.1.4's GetAllIdsOfType<T> does not
support; worked around with a manual b-tree walk in CountCellByLow16.
Sanity check: LandBlock count is 65,025 = 255 x 255, exactly the AC world grid.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>