# D.2b B-Controller — Inventory Population Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** Make the F12 inventory window show the player's live contents — populate the "Contents of Backpack" grid + the right-strip pack-selector from `ClientObjectTable`, drive the vertical burden meter, and render the Type-0 captions. **Architecture:** A new `InventoryController` (the `gm*UI::PostInit` analogue) binds the imported `gmInventoryUI` (`LayoutDesc 0x21000023`) tree by element id, partitions `GetContents(player)` into loose items + side bags, fills the `UiItemList` grids (reusing B-Grid's grid mode), drives a faithful burden meter (one new vertical-fill path on `UiMeter`), and attaches caption `UiText` overlays. Pure AC math (encumbrance) lives in `Core`; the controller + widget live in `App`. Bound inline in GameWindow's existing inventory-init block. **Tech Stack:** C# .NET 10, xUnit, the shipped D.2b toolkit (`UiItemList`/`UiItemSlot`/`UiMeter`/`UiText`/`ImportedLayout`/`IconComposer`). **Spec:** `docs/superpowers/specs/2026-06-21-d2b-inventory-controller-design.md` --- ## File Structure | File | Responsibility | Create/Modify | |---|---|---| | `src/AcDream.Core/Items/ClientObject.cs` (`BurdenMath`) | Encumbrance math (capacity, load ratio, fill, percent) — ports of `EncumbranceSystem` + `SetLoadLevel` | Modify | | `src/AcDream.Core/Items/ClientObjectTable.cs` | `SumCarriedBurden(owner)` — client-side carried-Burden fallback | Modify | | `src/AcDream.App/UI/UiMeter.cs` | Vertical fill path (the burden bar is vertical) | Modify | | `src/AcDream.App/UI/Layout/InventoryController.cs` | The controller: bind by id, populate grids, drive burden, captions | Create | | `src/AcDream.App/Rendering/GameWindow.cs` | Wire `InventoryController.Bind` into the inventory-init block | Modify (~2149) | | `tests/AcDream.Core.Tests/Items/BurdenMathTests.cs` | Encumbrance golden values | Create | | `tests/AcDream.Core.Tests/Items/ClientObjectTableBurdenTests.cs` | `SumCarriedBurden` | Create | | `tests/AcDream.App.Tests/UI/UiMeterVerticalTests.cs` | Vertical fill rect | Create | | `tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs` | Bind + populate + partition + burden + captions | Create | | `docs/architecture/retail-divergence-register.md` | New AP rows | Modify | **Reference (read before coding):** spec §1 (element id table), §4 (burden formula + decomp anchors), and the live code: `ToolbarController.cs` (controller pattern), `SelectedObjectController.cs` (UiText-attach pattern), `UiItemList.cs` (grid mode), `DatWidgetFactory.BuildMeter` (meter sprite assignment — already correct for the burden meter). --- ## Task 1: Encumbrance math (`BurdenMath`) Port `EncumbranceSystem::EncumbranceCapacity` (decomp 256393, `0x004fcc00`), `EncumbranceSystem::Load` (256413, `0x004fcc40`), and the `gmBackpackUI::SetLoadLevel` fill/percent transform (176536, `0x004a6ea0`). `BurdenMath` already has `BurdenPerStrength = 150` and `ComputeMax`. **Files:** - Modify: `src/AcDream.Core/Items/ClientObject.cs` (the `BurdenMath` static class, ~line 215) - Test: `tests/AcDream.Core.Tests/Items/BurdenMathTests.cs` - [ ] **Step 1: Write the failing test** Create `tests/AcDream.Core.Tests/Items/BurdenMathTests.cs`: ```csharp using AcDream.Core.Items; using Xunit; namespace AcDream.Core.Tests.Items; public class BurdenMathTests { [Theory] [InlineData(100, 0, 15000)] // base: str*150 [InlineData(100, 3, 24000)] // +clamp(3*30,0,150)=90 -> +90*100 [InlineData(100, 10, 30000)] // 10*30=300 clamped to 150 -> +150*100 [InlineData(0, 5, 0)] // str<=0 -> 0 public void EncumbranceCapacity_matches_retail(int str, int aug, int expected) => Assert.Equal(expected, BurdenMath.EncumbranceCapacity(str, aug)); [Theory] [InlineData(15000, 7500, 0.5f)] [InlineData(15000, 0, 0f)] [InlineData(0, 100, 0f)] // cap<=0 guard public void LoadRatio_is_burden_over_capacity(int cap, int burden, float expected) => Assert.Equal(expected, BurdenMath.LoadRatio(cap, burden), 4); [Theory] [InlineData(0f, 0f)] [InlineData(0.5f, 0.16667f)] [InlineData(1.0f, 0.33333f)] [InlineData(3.0f, 1.0f)] // full at 300% [InlineData(4.0f, 1.0f)] // clamped public void LoadToFill_is_third_clamped(float load, float expected) => Assert.Equal(expected, BurdenMath.LoadToFill(load), 4); [Theory] [InlineData(0f, 0)] [InlineData(0.5f, 50)] [InlineData(1.0f, 100)] [InlineData(3.0f, 300)] [InlineData(4.0f, 400)] // percent NOT clamped public void LoadToPercent_is_floor_load_times_100(float load, int expected) => Assert.Equal(expected, BurdenMath.LoadToPercent(load)); } ``` - [ ] **Step 2: Run test to verify it fails** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~BurdenMathTests"` Expected: FAIL — `BurdenMath` has no `EncumbranceCapacity`/`LoadRatio`/`LoadToFill`/`LoadToPercent` (compile error). - [ ] **Step 3: Add the methods to `BurdenMath`** In `src/AcDream.Core/Items/ClientObject.cs`, inside `public static class BurdenMath`, add (keep existing members): ```csharp /// Augmentation bonus-burden per aug rank (retail EncumbranceCapacity, 0x1e). public const int AugBurdenPerRank = 30; /// Max augmentation bonus-burden contribution per Strength (retail clamp 0x96). public const int AugBurdenCap = 150; /// /// Retail EncumbranceSystem::EncumbranceCapacity(strength, aug) /// (named-retail decomp 256393, 0x004fcc00): /// strength <= 0 ? 0 : strength*150 + clamp(aug*30, 0, 150)*strength. /// public static int EncumbranceCapacity(int strength, int aug) { if (strength <= 0) return 0; int bonus = aug * AugBurdenPerRank; if (bonus < 0) bonus = 0; // decomp: eax_2 < 0 -> base only if (bonus > AugBurdenCap) bonus = AugBurdenCap; return strength * BurdenPerStrength + bonus * strength; } /// /// Retail EncumbranceSystem::Load(capacity, burden) (decomp 256413, /// 0x004fcc40): the encumbrance ratio burden / capacity /// (1.0 = at capacity, up to ~3.0). The decompiler mangled the FP divide to /// return burden; the cap <= 0 guard + single divide is unambiguous. /// Returns 0 when capacity <= 0 (no-data). /// public static float LoadRatio(int capacity, int burden) => capacity <= 0 ? 0f : (float)burden / capacity; /// /// Retail gmBackpackUI::SetLoadLevel bar fill (decomp 176542, /// 0x004a6ea6): clamp(load * 0.3333…, 0, 1) — the bar is 1/3 full at /// 100% capacity, full at 300%. /// public static float LoadToFill(float load) { float fill = load / 3f; if (fill < 0f) return 0f; return fill > 1f ? 1f : fill; } /// /// Retail gmBackpackUI::SetLoadLevel percent text (decomp 176576): after /// arg2 = load/3, the text is floor(arg2 * 300) = floor(load * 100), /// NOT clamped (reads up to 300%+). /// public static int LoadToPercent(float load) => (int)System.MathF.Floor(load * 100f); ``` - [ ] **Step 4: Run test to verify it passes** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~BurdenMathTests"` Expected: PASS (12 cases). - [ ] **Step 5: Commit** ```bash git add src/AcDream.Core/Items/ClientObject.cs tests/AcDream.Core.Tests/Items/BurdenMathTests.cs git commit -m "feat(core): D.2b-B — port EncumbranceSystem capacity/load + SetLoadLevel fill/percent EncumbranceCapacity (decomp 0x004fcc00), Load (0x004fcc40), SetLoadLevel fill=load/3 clamped + percent=floor(load*100) (0x004a6ea0). Golden tests." ``` --- ## Task 2: Carried-burden fallback (`ClientObjectTable.SumCarriedBurden`) acdream does not track the player's wire `EncumbranceVal` yet, so the controller falls back to summing carried `Burden`. (Divergence row in Task 7.) **Files:** - Modify: `src/AcDream.Core/Items/ClientObjectTable.cs` - Test: `tests/AcDream.Core.Tests/Items/ClientObjectTableBurdenTests.cs` - [ ] **Step 1: Write the failing test** Create `tests/AcDream.Core.Tests/Items/ClientObjectTableBurdenTests.cs`: ```csharp using AcDream.Core.Items; using Xunit; namespace AcDream.Core.Tests.Items; public class ClientObjectTableBurdenTests { private const uint Player = 0x50000001u; [Fact] public void SumCarriedBurden_sums_pack_sidebag_and_wielded_but_not_unrelated() { var t = new ClientObjectTable(); // loose pack item t.AddOrUpdate(new ClientObject { ObjectId = 0xA, ContainerId = Player, Burden = 100 }); // side bag in pack t.AddOrUpdate(new ClientObject { ObjectId = 0xB, ContainerId = Player, Burden = 50, Type = ItemType.Container }); // item inside the side bag (2-deep) t.AddOrUpdate(new ClientObject { ObjectId = 0xC, ContainerId = 0xB, Burden = 30 }); // wielded (ContainerId 0, WielderId = player) t.AddOrUpdate(new ClientObject { ObjectId = 0xD, WielderId = Player, Burden = 200 }); // unrelated object in the world t.AddOrUpdate(new ClientObject { ObjectId = 0xE, ContainerId = 0, Burden = 999 }); Assert.Equal(380, t.SumCarriedBurden(Player)); // 100+50+30+200 } [Fact] public void SumCarriedBurden_unknown_owner_is_zero() => Assert.Equal(0, new ClientObjectTable().SumCarriedBurden(Player)); } ``` - [ ] **Step 2: Run test to verify it fails** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ClientObjectTableBurdenTests"` Expected: FAIL — no `SumCarriedBurden`. - [ ] **Step 3: Add `SumCarriedBurden` to `ClientObjectTable`** In `src/AcDream.Core/Items/ClientObjectTable.cs`, add (near `GetContents`): ```csharp /// /// Σ Burden over every object carried by : items /// whose container chain roots at the owner (pack + side-bag contents, retail /// hierarchy is 2-deep) plus items wielded by the owner. The client-side /// equivalent of the server's EncumbranceVal (PropertyInt 5) — used by /// the inventory burden bar until the wire value is parsed (B-Wire). The hop /// cap (8) is a cycle guard; real chains are ≤2. /// public int SumCarriedBurden(uint ownerGuid) { int total = 0; foreach (var o in _objects.Values) if (IsCarriedBy(o, ownerGuid)) total += o.Burden; return total; } private bool IsCarriedBy(ClientObject o, uint ownerGuid) { if (o.WielderId == ownerGuid) return true; uint c = o.ContainerId; for (int hops = 0; c != 0 && hops < 8; hops++) { if (c == ownerGuid) return true; c = _objects.TryGetValue(c, out var parent) ? parent.ContainerId : 0u; } return false; } ``` - [ ] **Step 4: Run test to verify it passes** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ClientObjectTableBurdenTests"` Expected: PASS (2 cases). - [ ] **Step 5: Commit** ```bash git add src/AcDream.Core/Items/ClientObjectTable.cs tests/AcDream.Core.Tests/Items/ClientObjectTableBurdenTests.cs git commit -m "feat(core): D.2b-B — ClientObjectTable.SumCarriedBurden (carried-Burden fallback)" ``` --- ## Task 3: `UiMeter` vertical fill The burden bar (`0x100001D9`, 11×58) is vertical; `UiMeter` is horizontal-only. Per `UIElement_Meter::DrawChildren` (decomp 123574) the meter draws its own DirectState (`BackTile`) as the track + the child (`FrontTile`) clipped to the fill fraction along `m_eDirection`. `BuildMeter`'s single-image assignment is already correct (meter-own→`BackTile`/track, child→`FrontTile`/fill); this task only adds the vertical clip. **Files:** - Modify: `src/AcDream.App/UI/UiMeter.cs` - Test: `tests/AcDream.App.Tests/UI/UiMeterVerticalTests.cs` - [ ] **Step 1: Write the failing test** Create `tests/AcDream.App.Tests/UI/UiMeterVerticalTests.cs`: ```csharp using AcDream.App.UI; using Xunit; namespace AcDream.App.Tests.UI; public class UiMeterVerticalTests { [Fact] public void Vertical_fill_from_bottom_occupies_lower_fraction() { // 11x58 bar, 50% → fill rect is the bottom 29px. var (x, y, w, h) = UiMeter.ComputeVFillRect(0.5f, 11f, 58f, fromBottom: true); Assert.Equal(0f, x); Assert.Equal(29f, y, 3); // h - h*p = 58 - 29 Assert.Equal(11f, w); Assert.Equal(29f, h, 3); } [Fact] public void Vertical_fill_from_top_starts_at_zero() { var (_, y, _, h) = UiMeter.ComputeVFillRect(0.25f, 11f, 58f, fromBottom: false); Assert.Equal(0f, y); Assert.Equal(14.5f, h, 3); } [Theory] [InlineData(-1f, 0f)] [InlineData(2f, 58f)] public void Vertical_fill_clamps_fraction(float pct, float expectedH) { var (_, _, _, h) = UiMeter.ComputeVFillRect(pct, 11f, 58f, fromBottom: true); Assert.Equal(expectedH, h, 3); } } ``` - [ ] **Step 2: Run test to verify it fails** Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~UiMeterVerticalTests"` Expected: FAIL — no `ComputeVFillRect`. - [ ] **Step 3: Add the vertical path to `UiMeter`** In `src/AcDream.App/UI/UiMeter.cs`: (a) Add properties after the sprite-id block (after `FrontRight`): ```csharp /// Vertical orientation (retail m_eDirection 2/4). Default false = /// horizontal (direction 1). The burden bar is the only vertical meter today. public bool Vertical { get; set; } /// For a vertical meter, fill grows from the bottom up (retail direction 4) /// when true, top-down (direction 2) when false. Default bottom-up. Visual-confirmed. public bool FillFromBottom { get; set; } = true; ``` (b) Add the testable rect helper next to `ComputeFillRect`: ```csharp /// Clamp to [0,1] and return the vertical fill rect /// (local px). true → the fill occupies the bottom /// h*pct px (retail direction 4); false → the top (direction 2). public static (float x, float y, float w, float h) ComputeVFillRect( float pct, float w, float h, bool fromBottom) { if (pct < 0f) pct = 0f; if (pct > 1f) pct = 1f; float fh = h * pct; return (0f, fromBottom ? h - fh : 0f, w, fh); } ``` (c) In `OnDraw`, replace the sprite branch (the `if (SpriteResolve is { } resolve && (...))` block) so it routes vertical meters to a vertical draw. Change: ```csharp if (SpriteResolve is { } resolve && (BackLeft != 0 || BackTile != 0 || FrontTile != 0)) { DrawHBar(ctx, resolve, BackLeft, BackTile, BackRight, Width); if (pct is not null && p > 0f) DrawHBar(ctx, resolve, FrontLeft, FrontTile, FrontRight, Width * p); } ``` to: ```csharp if (SpriteResolve is { } resolve && (BackLeft != 0 || BackTile != 0 || FrontTile != 0)) { if (Vertical) { // Track full height, fill clipped to the fraction along the fill direction. // The burden meter is a single-tile bar (BackTile/FrontTile, no caps). DrawVBar(ctx, resolve, BackTile, Height, fromBottom: FillFromBottom, isFill: false); if (pct is not null && p > 0f) DrawVBar(ctx, resolve, FrontTile, Height * p, fromBottom: FillFromBottom, isFill: true); } else { DrawHBar(ctx, resolve, BackLeft, BackTile, BackRight, Width); if (pct is not null && p > 0f) DrawHBar(ctx, resolve, FrontLeft, FrontTile, FrontRight, Width * p); } } ``` (d) Add `DrawVBar` after `DrawHBar`: ```csharp /// Draws a single-tile vertical bar slice. The track ( /// false) spans the full height; the fill spans px from the /// bottom () or top, UV-cropped to that fraction of the /// sprite so the fill reveals the matching part of the art (retail /// UIElement_Meter::DrawChildren Box2D clip, direction 2/4). A 0 id is a no-op. private void DrawVBar(UiRenderContext ctx, Func resolve, uint tileId, float visibleH, bool fromBottom, bool isFill) { if (tileId == 0 || visibleH <= 0f) return; var (tex, _, _) = resolve(tileId); if (tex == 0) return; float w = Width, h = Height; if (visibleH > h) visibleH = h; float frac = h > 0f ? visibleH / h : 0f; // Bottom-up fill: bottom of the rect AND bottom of the sprite (v in [1-frac, 1]). // Top-down / track: top of the rect AND top of the sprite (v in [0, frac]). float y = isFill && fromBottom ? h - visibleH : 0f; float v0 = isFill && fromBottom ? 1f - frac : 0f; float v1 = isFill && fromBottom ? 1f : frac; ctx.DrawSprite(tex, 0f, y, w, visibleH, 0f, v0, 1f, v1, System.Numerics.Vector4.One); } ``` (Note: track always draws full height → `frac=1`, `v0=0`, `v1=1`. Good.) - [ ] **Step 4: Run test to verify it passes** Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~UiMeterVerticalTests"` Expected: PASS (4 cases). Also confirm the existing meter tests still pass: Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~UiMeter"` Expected: PASS. - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/UI/UiMeter.cs tests/AcDream.App.Tests/UI/UiMeterVerticalTests.cs git commit -m "feat(ui): D.2b-B — UiMeter vertical fill (burden bar, retail m_eDirection 2/4)" ``` --- ## Task 4: `InventoryController` — bind + grid population The controller skeleton: find-by-id bind, partition `GetContents(player)`, populate the 3D-items grid + side-bag list + main-pack cell. (Burden + captions in Task 5.) **Files:** - Create: `src/AcDream.App/UI/Layout/InventoryController.cs` - Test: `tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs` - [ ] **Step 1: Write the failing test** Create `tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs`. The helper builds a dat-free `ImportedLayout` from constructed widgets (constructor is public): ```csharp using System.Collections.Generic; using AcDream.App.UI; using AcDream.App.UI.Layout; using AcDream.Core.Items; using Xunit; namespace AcDream.App.Tests.UI.Layout; public class InventoryControllerTests { private const uint Player = 0x50000001u; // UiElement is abstract — a concrete, parameterless stand-in for the root + caption hosts // (the real captions are Type-0 → UiDatElement; in tests we only need a host that holds children). private sealed class TestElement : UiElement { } // Element ids (spec §1). private const uint ContentsGrid = 0x100001C6u; private const uint ContainerList = 0x100001CAu; private const uint TopContainer = 0x100001C9u; private const uint BurdenMeter = 0x100001D9u; private const uint BurdenText = 0x100001D8u; private const uint BurdenCaption = 0x100001D7u; private const uint ContentsCaption = 0x100001C5u; private static (ImportedLayout layout, UiItemList grid, UiItemList containers, UiItemList top, UiMeter meter, UiElement burdenText, UiElement burdenCap, UiElement contentsCap) BuildLayout() { var grid = new UiItemList { Width = 192, Height = 96 }; var containers = new UiItemList { Width = 36, Height = 252 }; var top = new UiItemList { Width = 36, Height = 36 }; var meter = new UiMeter { Width = 11, Height = 58 }; var burdenText = new TestElement { Width = 36, Height = 15 }; var burdenCap = new TestElement { Width = 36, Height = 15 }; var contentsCap= new TestElement { Width = 192, Height = 15 }; var root = new TestElement { Width = 300, Height = 362 }; root.AddChild(grid); root.AddChild(containers); root.AddChild(top); root.AddChild(meter); root.AddChild(burdenText); root.AddChild(burdenCap); root.AddChild(contentsCap); var byId = new Dictionary { [ContentsGrid] = grid, [ContainerList] = containers, [TopContainer] = top, [BurdenMeter] = meter, [BurdenText] = burdenText, [BurdenCaption] = burdenCap, [ContentsCaption] = contentsCap, }; return (new ImportedLayout(root, byId), grid, containers, top, meter, burdenText, burdenCap, contentsCap); } private static InventoryController Bind(ImportedLayout layout, ClientObjectTable objects, int? strength = 100) => InventoryController.Bind(layout, objects, () => Player, iconIds: (_, _, _, _, _) => 0u, // no real GL upload in tests strength: () => strength, datFont: null); [Fact] public void Populate_fills_contents_grid_with_loose_items_only() { var (layout, grid, containers, _, _, _, _, _) = BuildLayout(); var objects = new ClientObjectTable(); objects.AddOrUpdate(new ClientObject { ObjectId = 0xA, ContainerId = Player, ContainerSlot = 0, Burden = 10 }); // loose objects.AddOrUpdate(new ClientObject { ObjectId = 0xB, ContainerId = Player, ContainerSlot = 1, Burden = 20 }); // loose objects.AddOrUpdate(new ClientObject { ObjectId = 0xC, ContainerId = Player, ContainerSlot = 2, Type = ItemType.Container }); // side bag Bind(layout, objects); Assert.Equal(2, grid.GetNumUIItems()); // 2 loose Assert.Equal(0xAu, grid.GetItem(0)!.ItemId); Assert.Equal(0xBu, grid.GetItem(1)!.ItemId); Assert.Equal(1, containers.GetNumUIItems()); // 1 side bag Assert.Equal(0xCu, containers.GetItem(0)!.ItemId); } [Fact] public void Grid_is_six_columns_thirtytwo_px() { var (layout, grid, _, _, _, _, _, _) = BuildLayout(); Bind(layout, new ClientObjectTable()); Assert.Equal(6, grid.Columns); Assert.Equal(32f, grid.CellWidth); Assert.Equal(32f, grid.CellHeight); } [Fact] public void ObjectAdded_for_player_item_rebuilds_grid() { var (layout, grid, _, _, _, _, _, _) = BuildLayout(); var objects = new ClientObjectTable(); Bind(layout, objects); Assert.Equal(0, grid.GetNumUIItems()); objects.Ingest(new WeenieData(0xA, "Sword", ItemType.MeleeWeapon, 1, 0, 0, 0, 0, null, null, null, 5, Player, null, null, null, null, null, null, null, null, null)); Assert.Equal(1, grid.GetNumUIItems()); Assert.Equal(0xAu, grid.GetItem(0)!.ItemId); } } ``` - [ ] **Step 2: Run test to verify it fails** Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~InventoryControllerTests"` Expected: FAIL — no `InventoryController`. - [ ] **Step 3: Create `InventoryController` (bind + populate)** Create `src/AcDream.App/UI/Layout/InventoryController.cs`: ```csharp using System; using AcDream.Core.Items; namespace AcDream.App.UI.Layout; /// /// Binds the imported gmInventoryUI tree (LayoutDesc 0x21000023) and populates it from /// . The acdream analogue of retail /// gmInventoryUI/gmBackpackUI/gm3DItemsUI ::PostInit (named-retail decomp 176236/176596/176728). /// Read-only: no container switching / drag / wield-drop wire (later sub-phases). /// public sealed class InventoryController { // Element ids — spec §1 (dat dump of 0x21000022 / 0x21000021 + the *::PostInit binds). public const uint ContentsGridId = 0x100001C6u; // gm3DItemsUI m_itemList ("Contents of Backpack") public const uint ContainerListId = 0x100001CAu; // gmBackpackUI m_containerList (side-bag selector) public const uint TopContainerId = 0x100001C9u; // gmBackpackUI m_topContainer (main-pack cell) public const uint BurdenMeterId = 0x100001D9u; // gmBackpackUI m_burdenMeter (vertical) public const uint BurdenTextId = 0x100001D8u; // gmBackpackUI m_burdenText ("%d%%") public const uint BurdenCaptionId = 0x100001D7u; // "Burden" public const uint ContentsCaptionId= 0x100001C5u; // "Contents of Backpack" // 3D-items grid: 192x96 → 6 cols x 3 rows of the 32x32 UIItem cell (template 0x21000037). private const int ContentsColumns = 6; private const float CellPx = 32f; private readonly ClientObjectTable _objects; private readonly Func _playerGuid; private readonly Func _iconIds; private readonly UiItemList? _contentsGrid; private readonly UiItemList? _containerList; private readonly UiItemList? _topContainer; private InventoryController( ImportedLayout layout, ClientObjectTable objects, Func playerGuid, Func iconIds, Func strength, UiDatFont? datFont) { _objects = objects; _playerGuid = playerGuid; _iconIds = iconIds; _contentsGrid = layout.FindElement(ContentsGridId) as UiItemList; _containerList = layout.FindElement(ContainerListId) as UiItemList; _topContainer = layout.FindElement(TopContainerId) as UiItemList; if (_contentsGrid is not null) { _contentsGrid.Columns = ContentsColumns; _contentsGrid.CellWidth = CellPx; _contentsGrid.CellHeight = CellPx; } if (_containerList is not null) { _containerList.Columns = 1; _containerList.CellWidth = CellPx; _containerList.CellHeight = CellPx; } // Burden + captions are bound in Task 5 (BindBurden / BindCaptions called here). // Rebuild on any change to the player's possessions. _objects.ObjectAdded += OnObjectChanged; _objects.ObjectMoved += OnObjectMoved; _objects.ObjectRemoved += OnObjectChanged; _objects.ObjectUpdated += OnObjectChanged; Populate(); } public static InventoryController Bind( ImportedLayout layout, ClientObjectTable objects, Func playerGuid, Func iconIds, Func strength, UiDatFont? datFont) => new InventoryController(layout, objects, playerGuid, iconIds, strength, datFont); private void OnObjectChanged(ClientObject o) { if (Concerns(o)) Populate(); } private void OnObjectMoved(ClientObject o, uint from, uint to) { if (Concerns(o) || from == _playerGuid() || to == _playerGuid()) Populate(); } /// True if the object is in (or wielded by) the player — i.e. a rebuild is warranted. private bool Concerns(ClientObject o) { uint p = _playerGuid(); return o.ContainerId == p || o.WielderId == p || (o.ContainerId != 0 && _objects.Get(o.ContainerId)?.ContainerId == p); // 2-deep } /// Retail gm*UI display refresh: partition the player's direct contents into loose /// items (the "Contents of Backpack" grid) and side bags (the pack-selector list). public void Populate() { uint p = _playerGuid(); var contents = _objects.GetContents(p); _contentsGrid?.Flush(); _containerList?.Flush(); foreach (var guid in contents) { var item = _objects.Get(guid); if (item is null) continue; bool isBag = item.Type.HasFlag(ItemType.Container) || item.ItemsCapacity > 0; var list = isBag ? _containerList : _contentsGrid; if (list is null) continue; uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects); var cell = new UiItemSlot { SpriteResolve = list.SpriteResolve }; cell.SetItem(guid, tex); list.AddItem(cell); } // Main-pack cell: the player's own container. Icon = placeholder until a backpack // RenderSurface DID is pinned (spec §3 / divergence row). Bind the guid so a future // click can select it. if (_topContainer is not null) { _topContainer.Flush(); var main = new UiItemSlot { SpriteResolve = _topContainer.SpriteResolve }; main.SetItem(p, 0u); _topContainer.AddItem(main); } } /// Detach event handlers (idempotent). public void Dispose() { _objects.ObjectAdded -= OnObjectChanged; _objects.ObjectMoved -= OnObjectMoved; _objects.ObjectRemoved -= OnObjectChanged; _objects.ObjectUpdated -= OnObjectChanged; } } ``` - [ ] **Step 4: Run test to verify it passes** Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~InventoryControllerTests"` Expected: PASS (3 cases). (Note: `UiItemList` is constructed with one default cell; `Flush()` then `AddItem` per item gives exact counts — the default cell is flushed away.) - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/UI/Layout/InventoryController.cs tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs git commit -m "feat(ui): D.2b-B — InventoryController bind + grid population (loose/side-bag partition)" ``` --- ## Task 5: `InventoryController` — burden meter + captions Drive the vertical burden meter + `%` text + the two captions. **Files:** - Modify: `src/AcDream.App/UI/Layout/InventoryController.cs` - Modify: `tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs` - [ ] **Step 1: Write the failing test** Append to `InventoryControllerTests.cs`: ```csharp [Fact] public void Burden_meter_fill_and_percent_from_load() { var (layout, _, _, _, meter, burdenText, _, _) = BuildLayout(); var objects = new ClientObjectTable(); // Str 100 → capacity 15000. Carried 7500 → load 0.5 → fill 0.1667, "50%". objects.AddOrUpdate(new ClientObject { ObjectId = 0xA, ContainerId = Player, Burden = 7500 }); Bind(layout, objects, strength: 100); Assert.Equal(0.16667f, meter.Fill() ?? -1f, 3); Assert.True(meter.Vertical); // The % text caption child reads "50%". Assert.Contains("50%", CaptionText(burdenText)); } [Fact] public void Captions_render_known_strings() { var (layout, _, _, _, _, _, burdenCap, contentsCap) = BuildLayout(); Bind(layout, new ClientObjectTable()); Assert.Contains("Burden", CaptionText(burdenCap)); Assert.Contains("Contents of Backpack", CaptionText(contentsCap)); } // Reads the text of the UiText caption child attached by the controller. private static string CaptionText(UiElement host) { foreach (var c in host.Children) if (c is UiText t) { var lines = t.LinesProvider(); if (lines.Count > 0) return lines[0].Text; } return ""; } ``` > If `UiElement.Children` is not publicly enumerable, expose a read-only view or use the existing accessor the other controllers' tests use (check `SelectedObjectController` tests). The `host.Children` enumeration mirrors `UiElement.AddChild` usage in `SelectedObjectController`. - [ ] **Step 2: Run test to verify it fails** Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~InventoryControllerTests"` Expected: FAIL — meter `Fill` not driven; no caption children. - [ ] **Step 3: Add burden + captions to `InventoryController`** Add fields + wire into the constructor (after the grid setup, before `Populate()`), and the helper methods. Add `using System.Numerics;` and `using System.Collections.Generic;`. Fields: ```csharp private readonly Func _strength; private readonly UiMeter? _burdenMeter; private float _burdenFill; private int _burdenPercent; private static readonly Vector4 CaptionColor = new(1f, 1f, 1f, 1f); ``` In the constructor, set `_strength = strength;`, then after the list setup: ```csharp _burdenMeter = layout.FindElement(BurdenMeterId) as UiMeter; if (_burdenMeter is not null) { _burdenMeter.Vertical = true; // 11x58 vertical bar _burdenMeter.FillFromBottom = true; // retail direction 4 (visual-confirmed) _burdenMeter.Fill = () => _burdenFill; } // Captions: attach a centered UiText child carrying the known string. "Contents of // Backpack" + "%d%%" are procedural in retail (gm3DItemsUI/gmBackpackUI PostInit/ // SetLoadLevel); "Burden" is the dat label. (Caption pass, spec §5.) AttachCaption(layout.FindElement(BurdenCaptionId), () => "Burden", datFont); AttachCaption(layout.FindElement(ContentsCaptionId), () => "Contents of Backpack", datFont); AttachCaption(layout.FindElement(BurdenTextId), () => _burdenPercent + "%", datFont); RefreshBurden(); ``` Also subscribe to Strength changes — but `LocalPlayerState` lives in Core and the controller only gets `Func strength`; recompute burden on item events (already wired) is sufficient for the live path. (Strength rarely changes mid-session; the next item event refreshes it. A dedicated attribute subscription is wired at the GameWindow call site in Task 6 if needed.) Add helpers: ```csharp private void AttachCaption(UiElement? host, Func text, UiDatFont? datFont) { if (host is null) return; var label = new UiText { Left = 0f, Top = 0f, Width = host.Width, Height = host.Height, Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right, Centered = true, DatFont = datFont, ClickThrough = true, AcceptsFocus = false, IsEditControl = false, CapturesPointerDrag = false, LinesProvider = () => { var s = text(); return string.IsNullOrEmpty(s) ? System.Array.Empty() : new[] { new UiText.Line(s, CaptionColor) }; }, }; host.AddChild(label); } /// Recompute the burden fill + percent. Port of CACQualities::InqLoad /// (decomp 0x0058f130) → gmBackpackUI::SetLoadLevel (0x004a6ea0). currentBurden: /// player wire EncumbranceVal (PropertyInt 5) if present, else the carried-Burden sum. private void RefreshBurden() { uint p = _playerGuid(); int str = _strength() ?? 10; // InqAttribute default 0xa int aug = _objects.Get(p)?.Properties.GetInt(EncumbranceAugProperty) ?? 0; int capacity = BurdenMath.EncumbranceCapacity(str, aug); int? wire = _objects.Get(p)?.Properties.Ints.TryGetValue(EncumbranceValProperty, out var ev) == true ? ev : (int?)null; int burden = wire ?? _objects.SumCarriedBurden(p); float load = BurdenMath.LoadRatio(capacity, burden); _burdenFill = BurdenMath.LoadToFill(load); _burdenPercent = BurdenMath.LoadToPercent(load); } // ACE PropertyInt ids read by retail InqLoad (decomp 0x0058f130: InqInt(5)/InqInt(0xe6)). private const uint EncumbranceValProperty = 5u; // total carried burden private const uint EncumbranceAugProperty = 0xE6u; // carry-capacity augmentation ``` Finally, call `RefreshBurden()` from `Populate()` (so item changes refresh the bar). Add at the end of `Populate()`: ```csharp RefreshBurden(); ``` - [ ] **Step 4: Run test to verify it passes** Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~InventoryControllerTests"` Expected: PASS (5 cases). Run the whole App suite to confirm no regression: Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj` Expected: PASS. - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/UI/Layout/InventoryController.cs tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs git commit -m "feat(ui): D.2b-B — InventoryController burden meter (InqLoad port) + captions" ``` --- ## Task 6: Wire `InventoryController` into GameWindow **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (field ~607; inventory-init block ~2149-2158) - [ ] **Step 1: Add the controller field** Near the other UI controller fields (e.g. after `_selectedObjectController`; grep `private … _selectedObjectController` for the exact spot), add: ```csharp private AcDream.App.UI.Layout.InventoryController? _inventoryController; ``` - [ ] **Step 2: Bind it in the inventory-init block** In `GameWindow.cs`, the block at ~2149 currently ends with `RegisterWindow(...)` + a `Console.WriteLine`. Insert the bind BEFORE the `Console.WriteLine("[D.2b-B] retail inventory window …")`, using the same `iconComposer` / `vitalsDatFont` / `Objects` already in scope (mirroring the toolbar bind at 2013): ```csharp _uiHost.RegisterWindow(AcDream.App.UI.WindowNames.Inventory, inventoryWindow); // Phase D.2b-B — populate the inventory from ClientObjectTable: the // "Contents of Backpack" grid + the pack-selector strip + the burden meter + // captions. Analogue of gmInventoryUI/gmBackpackUI/gm3DItemsUI::PostInit. _inventoryController = AcDream.App.UI.Layout.InventoryController.Bind( invLayout, Objects, playerGuid: () => _playerServerGuid, iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects), strength: () => (int?)LocalPlayer.GetAttribute( AcDream.Core.Player.LocalPlayerState.AttributeKind.Strength)?.Current, datFont: vitalsDatFont); Console.WriteLine("[D.2b-B] retail inventory window from LayoutDesc importer (0x21000023)."); ``` - [ ] **Step 3: Build** Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` Expected: `Build succeeded. 0 Error(s)`. - [ ] **Step 4: Full build + test** Run: `dotnet build AcDream.slnx -c Debug` then `dotnet test AcDream.slnx -c Debug` Expected: all green. - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/Rendering/GameWindow.cs git commit -m "feat(ui): D.2b-B — wire InventoryController into the inventory-init block" ``` --- ## Task 7: Divergence register + roadmap/issues + memory **Files:** - Modify: `docs/architecture/retail-divergence-register.md` - Modify: `docs/ISSUES.md` and/or `docs/plans/2026-04-11-roadmap.md` (if a row tracks B-Controller) - [ ] **Step 1: Add divergence rows** Append rows to `docs/architecture/retail-divergence-register.md` (match the table's existing column format; use the next `AP-NN` ids): - **AP** — inventory burden `currentBurden` summed client-side (`ClientObjectTable.SumCarriedBurden`) when the player's wire `EncumbranceVal` (PropertyInt 5) is absent; retail reads the server value via `CACQualities::InqLoad`. Risk: drift from coins/untracked items. Retire when B-Wire parses `EncumbranceVal`. (`InventoryController.RefreshBurden`) - **AP** — capacity augmentation (PropertyInt `0xE6`) not tracked → `bonus=0` → un-augmented `Str×150`. Risk: augmented chars read slightly low. (`BurdenMath.EncumbranceCapacity` caller) - **AP** — burden meter orientation/direction set from geometry + default bottom-up (`UiMeter.FillFromBottom=true`) rather than retail's `m_eDirection` from LayoutDesc property `0x6f`. Risk: wrong fill direction (visual-confirmed). (`InventoryController` / `UiMeter.Vertical`) - **AP** — main-pack `m_topContainer` cell uses placeholder/empty icon, not a weenie-driven icon (the main pack ≡ the player, no item IconId). Risk: blank main-pack cell. (`InventoryController.Populate`) - [ ] **Step 2: Update ISSUES/roadmap** If `docs/ISSUES.md` has a B-Controller line, move it to "Recently closed" with the final commit SHA; note B-Wire / B-Drag / Sub-phase C remain open. Otherwise add a one-line "Recently closed" entry. - [ ] **Step 3: Commit** ```bash git add docs/architecture/retail-divergence-register.md docs/ISSUES.md docs/plans/2026-04-11-roadmap.md git commit -m "docs(D.2b-B): divergence rows + issues/roadmap for inventory population" ``` --- ## Task 8: Visual verification (acceptance gate — user) **Not a code task.** Build green, launch with `ACDREAM_RETAIL_UI=1`, press F12, and confirm with the user: - [ ] Pack items show as icons in the "Contents of Backpack" grid (6 cols). - [ ] Side bags (if any) appear in the right strip; the main-pack cell is present. - [ ] The burden bar fills **vertically** with the right sprites; the fill **direction** (bottom-up) looks right; the `%` reads sanely. - [ ] The "Burden" + "Contents of Backpack" captions render. - [ ] **No #145 z-order regression** on chat + toolbar (the deferred eyeball — chat is provably safe; the toolbar now honors ZLevel). Two visual-confirm unknowns to settle here (not guessed in code): the **cell pitch** (32px → 6 cols is the clean fit) and the **fill direction** (bottom-up = retail dir 4). If either is wrong, the fix is a one-line change (`ContentsColumns`/`CellPx` or `FillFromBottom`). After the user confirms, update `memory/project_d2b_retail_ui.md` (or the `claude-memory` mirror) with a B-Controller "SHIPPED" note + the key facts (burden formula port; `BuildMeter` already-correct finding; the four AP rows). --- ## Self-Review **Spec coverage:** §1 element map → Task 4/5 ids. §2 architecture (controller, inline bind) → Task 4/6. §3 population (3D grid 6-col, side bags, top cell) → Task 4. §4 burden (formula + vertical + data source) → Task 1/3/5. §5 captions → Task 5. §6 divergence rows → Task 7. §7 testing (bind/populate/partition/burden golden/vertical/caption/rebuild) → Tasks 1-5. §8 visual → Task 8. §9 acceptance → all. ✓ No gaps. **Placeholder scan:** All steps have concrete code/commands. The two deferred values (main-pack icon DID, property-`0x6f` read) are explicit, register-documented fallbacks, not placeholders. The one soft spot — `UiElement.Children` public enumeration in the Task 5 test — has an inline note to verify against the existing controller-test pattern. ✓ **Type consistency:** `BurdenMath.EncumbranceCapacity/LoadRatio/LoadToFill/LoadToPercent` (Task 1) used in Task 5 `RefreshBurden`. `ClientObjectTable.SumCarriedBurden` (Task 2) used in Task 5. `UiMeter.Vertical/FillFromBottom/ComputeVFillRect` (Task 3) used in Task 5 + Task 3 tests. `InventoryController.Bind(layout, objects, playerGuid, iconIds, strength, datFont)` signature identical in Task 4 def, Task 4/5 tests, Task 6 call site. `UiItemSlot.SetItem(guid, tex)` + `UiItemList.Flush/AddItem/Columns/CellWidth/CellHeight/GetNumUIItems/GetItem` match the shipped `UiItemList.cs`. ✓