# Phase B.4b — Outbound Use Handler Wiring 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:** Wire double-left-click and the R hotkey to a server `BuildUse` packet via a new `WorldPicker` so the M1 demo target *"open the inn door"* works and L.2g slice 1's deferred visual test verifies in the same scenario. **Architecture:** New static `AcDream.Core.Selection.WorldPicker` (pure `BuildRay` + `Pick` functions, no state); rename `_selectedTargetGuid` → `_selectedGuid` on `GameWindow` (unify combat + interaction selection on one field); add three switch cases (`SelectLeft`, `SelectDblLeft`, `UseSelected`) to `GameWindow.OnInputAction` calling three private helpers (`PickAndStoreSelection`, `UseCurrentSelection`, `SendUse`). Spec: [`docs/superpowers/specs/2026-05-13-phase-b4b-design.md`](../specs/2026-05-13-phase-b4b-design.md). **Tech Stack:** C# .NET 10 · xUnit · Silk.NET · System.Numerics --- ## File map | File | Op | Why | |---|---|---| | `src/AcDream.Core/Selection/WorldPicker.cs` | Create | Static helper with `BuildRay(mouse→world ray)` + `Pick(ray→entity guid)`. No state, no deps beyond `WorldEntity` + `System.Numerics`. | | `tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs` | Create | 8 xUnit `[Fact]`s covering BuildRay (center + offset) and Pick (hit/miss/closer/skip-guid/skip-zero/max-distance). | | `src/AcDream.App/Rendering/GameWindow.cs` | Modify | Rename `_selectedTargetGuid` → `_selectedGuid` (~5 sites). Add 3 switch cases + 3 helper methods. | No solution-file edits. New files land in existing projects (`AcDream.Core` for the picker, `AcDream.Core.Tests` for its tests; `AcDream.App` for the handler). --- ## Task 1 — `WorldPicker.BuildRay` (TDD) **Files:** - Create: `src/AcDream.Core/Selection/WorldPicker.cs` - Create: `tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs` - [ ] **Step 1: Write the failing tests for `BuildRay`** Create `tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs` with: ```csharp using System; using System.Numerics; using AcDream.Core.Selection; using Xunit; namespace AcDream.Core.Tests.Selection; public class WorldPickerTests { private const float Epsilon = 0.01f; private static (Matrix4x4 View, Matrix4x4 Projection) MakeIdentityCamera() { var view = Matrix4x4.Identity; var proj = Matrix4x4.CreatePerspectiveFieldOfView( fieldOfView: MathF.PI / 3f, aspectRatio: 16f / 9f, nearPlaneDistance: 0.1f, farPlaneDistance: 100f); return (view, proj); } [Fact] public void BuildRay_CenterOfViewport_ReturnsForwardRay() { var (view, proj) = MakeIdentityCamera(); const float vpW = 1920f, vpH = 1080f; var (_, direction) = WorldPicker.BuildRay( mouseX: vpW / 2f, mouseY: vpH / 2f, viewportW: vpW, viewportH: vpH, view, proj); // Right-handed perspective + identity view -> camera looks down -Z. // Center pixel ray = (0, 0, -1) within float epsilon. Assert.True(MathF.Abs(direction.X) < Epsilon, $"direction.X = {direction.X}"); Assert.True(MathF.Abs(direction.Y) < Epsilon, $"direction.Y = {direction.Y}"); Assert.True(direction.Z < -0.99f, $"direction.Z = {direction.Z}"); } [Fact] public void BuildRay_OffsetMouseRight_DeflectsRayPositiveX() { var (view, proj) = MakeIdentityCamera(); const float vpW = 1920f, vpH = 1080f; var (_, direction) = WorldPicker.BuildRay( mouseX: vpW * 0.75f, mouseY: vpH / 2f, viewportW: vpW, viewportH: vpH, view, proj); Assert.True(direction.X > 0.1f, $"direction.X = {direction.X} (expected > 0.1)"); } } ``` - [ ] **Step 2: Run the tests, expect fail (class doesn't exist)** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~WorldPickerTests"` Expected: build error `CS0246: The type or namespace name 'WorldPicker' could not be found` (or equivalent — `AcDream.Core.Selection` namespace doesn't exist yet). - [ ] **Step 3: Create `WorldPicker.cs` with `BuildRay`** Create `src/AcDream.Core/Selection/WorldPicker.cs`: ```csharp using System.Numerics; using AcDream.Core.World; namespace AcDream.Core.Selection; /// /// Mouse-to-entity picker. Pure static functions; no state, no DI. /// /// turns a pixel + view/projection into a world-space ray. /// ray-sphere intersects against entity candidates and returns the nearest hit's ServerGuid. /// /// Used by GameWindow.OnInputAction to wire SelectLeft / SelectDblLeft / UseSelected to InteractRequests.BuildUse. /// public static class WorldPicker { /// /// Unprojects a pixel coordinate to a world-space ray using the supplied /// view + projection matrices (System.Numerics row-vector convention, /// composed as view * projection — same as the rest of acdream's camera /// pipeline; see GameWindow.cs:6445 FrustumPlanes.FromViewProjection). /// /// /// (origin = world point on the near plane, direction = normalized /// world-space ray direction). Returns (Vector3.Zero, Vector3.Zero) /// if the view-projection composition is singular. /// public static (Vector3 Origin, Vector3 Direction) BuildRay( float mouseX, float mouseY, float viewportW, float viewportH, Matrix4x4 view, Matrix4x4 projection) { // Pixel -> NDC. y flipped: top-left pixel maps to ndc.y = +1. float ndcX = (2f * mouseX) / viewportW - 1f; float ndcY = 1f - (2f * mouseY) / viewportH; var vp = view * projection; if (!Matrix4x4.Invert(vp, out var invVp)) return (Vector3.Zero, Vector3.Zero); // Unproject near (ndc.z = -1) and far (ndc.z = +1) clip points. var nearClip = new Vector4(ndcX, ndcY, -1f, 1f); var farClip = new Vector4(ndcX, ndcY, +1f, 1f); var n4 = Vector4.Transform(nearClip, invVp); var f4 = Vector4.Transform(farClip, invVp); if (n4.W == 0f || f4.W == 0f) return (Vector3.Zero, Vector3.Zero); var nearWorld = new Vector3(n4.X, n4.Y, n4.Z) / n4.W; var farWorld = new Vector3(f4.X, f4.Y, f4.Z) / f4.W; var dir = farWorld - nearWorld; if (dir.LengthSquared() < 1e-10f) return (Vector3.Zero, Vector3.Zero); return (nearWorld, Vector3.Normalize(dir)); } } ``` - [ ] **Step 4: Run the tests, expect pass** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~WorldPickerTests"` Expected: `Passed: 2, Failed: 0`. Both `BuildRay_*` tests pass. - [ ] **Step 5: Commit** ```bash git add src/AcDream.Core/Selection/WorldPicker.cs tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs git commit -m "$(cat <<'EOF' feat(B.4b): WorldPicker.BuildRay — mouse-to-world ray unprojection New AcDream.Core.Selection.WorldPicker static helper. BuildRay unprojects pixel (mouseX, mouseY) through a view+projection matrix pair into a world-space (origin, direction) ray. Used by GameWindow.OnInputAction to drive entity picking on click. Pure math, no state, no DI. Composes view*projection (System.Numerics row-vector convention, matching the rest of acdream's camera path — see GameWindow.cs:6445 FrustumPlanes.FromViewProjection). 2 xUnit tests cover center-of-viewport (forward ray) and right-of-center (positive-X deflection). Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Task 2 — `WorldPicker.Pick` (TDD) **Files:** - Modify: `src/AcDream.Core/Selection/WorldPicker.cs` - Modify: `tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs` - [ ] **Step 1: Write the failing tests for `Pick`** Append to `tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs` (inside the same class, before the closing `}`): ```csharp private static WorldEntity MakeEntity(uint serverGuid, Vector3 position) => new() { Id = serverGuid == 0u ? 1u : serverGuid, ServerGuid = serverGuid, SourceGfxObjOrSetupId = 0u, Position = position, Rotation = Quaternion.Identity, MeshRefs = Array.Empty(), }; [Fact] public void Pick_RayThroughEntity_ReturnsServerGuid() { var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10)); var result = WorldPicker.Pick( origin: Vector3.Zero, direction: -Vector3.UnitZ, candidates: new[] { entity }, skipServerGuid: 0u); Assert.Equal(0xABCDu, result); } [Fact] public void Pick_RayMisses_ReturnsNull() { var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10)); var result = WorldPicker.Pick( origin: Vector3.Zero, direction: Vector3.UnitX, candidates: new[] { entity }, skipServerGuid: 0u); Assert.Null(result); } [Fact] public void Pick_TwoEntitiesInLine_ReturnsCloser() { var near = MakeEntity(0x1111u, new Vector3(0, 0, -5)); var far = MakeEntity(0x2222u, new Vector3(0, 0, -20)); var result = WorldPicker.Pick( origin: Vector3.Zero, direction: -Vector3.UnitZ, candidates: new[] { far, near }, // iteration order shouldn't matter skipServerGuid: 0u); Assert.Equal(0x1111u, result); } [Fact] public void Pick_SkipsSkipGuid() { var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10)); var result = WorldPicker.Pick( origin: Vector3.Zero, direction: -Vector3.UnitZ, candidates: new[] { entity }, skipServerGuid: 0xABCDu); Assert.Null(result); } [Fact] public void Pick_SkipsZeroServerGuid() { // Atlas-tier scenery / dat-hydrated statics carry ServerGuid=0 // and aren't valid Use targets — server would reject guid=0. var entity = MakeEntity(0u, new Vector3(0, 0, -10)); var result = WorldPicker.Pick( origin: Vector3.Zero, direction: -Vector3.UnitZ, candidates: new[] { entity }, skipServerGuid: 0xDEADu); Assert.Null(result); } [Fact] public void Pick_BeyondMaxDistance_ReturnsNull() { var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -100)); var result = WorldPicker.Pick( origin: Vector3.Zero, direction: -Vector3.UnitZ, candidates: new[] { entity }, skipServerGuid: 0u); // default maxDistance = 50f Assert.Null(result); } ``` Also add `using AcDream.Core.World;` to the top of `WorldPickerTests.cs` (next to the existing `using AcDream.Core.Selection;`). - [ ] **Step 2: Run the tests, expect fail (Pick doesn't exist)** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~WorldPickerTests"` Expected: build error `CS0117: 'WorldPicker' does not contain a definition for 'Pick'`. - [ ] **Step 3: Add `Pick` to `WorldPicker.cs`** Open `src/AcDream.Core/Selection/WorldPicker.cs`, add `using System;` and `using System.Collections.Generic;` to the imports, and append this method inside the `WorldPicker` class (after `BuildRay`): ```csharp /// /// Ray-sphere intersection against each candidate's /// using a fixed 5m sphere radius. Returns the /// of the closest hit within , or null on miss. /// /// /// Entities with ServerGuid == 0 (atlas-tier scenery, dat-hydrated /// statics) are skipped — they have no server-side identity and can't be /// the target of a Use packet. The player's own guid is skipped via /// . /// public static uint? Pick( Vector3 origin, Vector3 direction, IEnumerable candidates, uint skipServerGuid, float maxDistance = 50f) { const float Radius = 5f; const float Radius2 = Radius * Radius; if (direction.LengthSquared() < 1e-10f) return null; uint? bestGuid = null; float bestT = float.PositiveInfinity; foreach (var entity in candidates) { if (entity.ServerGuid == 0u) continue; if (entity.ServerGuid == skipServerGuid) continue; // Geometric ray-sphere: oc = origin - center, b = dot(oc, dir), // c = |oc|^2 - r^2, discriminant = b^2 - c. If discriminant < 0 // the ray misses the sphere. Otherwise nearest intersection is // t = -b - sqrt(discriminant). var oc = origin - entity.Position; float b = Vector3.Dot(oc, direction); float c = Vector3.Dot(oc, oc) - Radius2; float d = b * b - c; if (d < 0f) continue; float t = -b - MathF.Sqrt(d); if (t < 0f) continue; // ray points away or origin inside if (t >= maxDistance) continue; if (t < bestT) { bestT = t; bestGuid = entity.ServerGuid; } } return bestGuid; } ``` - [ ] **Step 4: Run the tests, expect pass** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~WorldPickerTests"` Expected: `Passed: 8, Failed: 0`. All 8 `WorldPicker*` tests pass. - [ ] **Step 5: Commit** ```bash git add src/AcDream.Core/Selection/WorldPicker.cs tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs git commit -m "$(cat <<'EOF' feat(B.4b): WorldPicker.Pick — ray-sphere entity pick Adds Pick(origin, direction, candidates, skipServerGuid, maxDistance) to AcDream.Core.Selection.WorldPicker. Iterates candidates, skips entities with ServerGuid==0 (atlas/dat-hydrated statics — no server identity) and the caller's skipServerGuid (the player self). Geometric ray-sphere intersection at 5m radius (matches WorldEntity.DefaultAabbRadius). Returns the nearest hit's ServerGuid within maxDistance (50m default), or null on miss. 6 xUnit tests added: hit, miss, two-in-line-returns-closer, skip-guid, skip-zero-server-guid, beyond-max-distance. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Task 3 — Rename `_selectedTargetGuid` → `_selectedGuid` **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` Refactor only — no behavior change. Unifies combat (Q-cycle) and interaction (B.4b click) selection on one field. Retail-faithful: AC has one "current target," not two. - [ ] **Step 1: Locate every reference** Run (Grep tool): ``` pattern: _selectedTargetGuid path: src/AcDream.App/Rendering/GameWindow.cs output: content with -n ``` Expected: ~5 hits, all inside `GameWindow.cs`. Then verify there are no references elsewhere: ``` pattern: _selectedTargetGuid path: src output: files_with_matches ``` Expected: only `GameWindow.cs` matches. - [ ] **Step 2: Replace via the Edit tool (replace_all)** Edit `src/AcDream.App/Rendering/GameWindow.cs` with `replace_all: true`: - `old_string: _selectedTargetGuid` - `new_string: _selectedGuid` - [ ] **Step 3: Build green** Run: `dotnet build -c Debug` Expected: build succeeds with no new errors or warnings tied to the rename. - [ ] **Step 4: Tests green** Run: `dotnet test` Expected: 8 new `WorldPickerTests` pass on top of the prior baseline. The L.2g slice 1 handoff reported "1037 pass / 8 pre-existing-baseline fail." With +8 from Tasks 1+2, expect **1045 pass / 8 pre-existing fail**. - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/Rendering/GameWindow.cs git commit -m "$(cat <<'EOF' refactor(B.4b): unify _selectedTargetGuid -> _selectedGuid Retail's selection model is a single "current target" used by combat, interaction, NPC dialog, and HUD alike — not two parallel selections. Renames the existing combat-only field on GameWindow so the upcoming B.4b click handler and the existing Q-cycle SelectClosestCombatTarget share the same selection state. Mechanical rename, no behavior change. Build + tests green. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Task 4 — Wire `OnInputAction` handlers **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` Add three private helper methods + three switch cases. Switch-case behavior is verified at runtime (Task 5 visual test); helpers depend on `GameWindow` state and aren't unit-tested. - [ ] **Step 1: Add the three helper methods** Insert these three methods immediately above `SelectClosestCombatTarget` (around line 8706 — keep the selection-related helpers grouped). Use the `Edit` tool anchored on the line `private uint? SelectClosestCombatTarget(bool showToast)`: `old_string`: ``` private uint? SelectClosestCombatTarget(bool showToast) ``` `new_string`: ``` // ============================================================ // Phase B.4b — outbound Use handler. Wires three input actions // (LMB click select, LMB-double-click select+use, R hotkey // use-selected) through WorldPicker into InteractRequests.BuildUse. // The inbound reply (SetState 0xF74B) lands via L.2g slice 1. // ============================================================ private void PickAndStoreSelection(bool useImmediately) { if (_cameraController is null || _window is null) return; var camera = _cameraController.Active; var (origin, direction) = AcDream.Core.Selection.WorldPicker.BuildRay( mouseX: _lastMouseX, mouseY: _lastMouseY, viewportW: _window.Size.X, viewportH: _window.Size.Y, view: camera.View, projection: camera.Projection); if (direction.LengthSquared() < 1e-6f) return; // degenerate ray var picked = AcDream.Core.Selection.WorldPicker.Pick( origin, direction, _entitiesByServerGuid.Values, skipServerGuid: _playerServerGuid, maxDistance: 50f); if (picked is uint guid) { _selectedGuid = guid; string label = DescribeLiveEntity(guid); Console.WriteLine($"[B.4b] pick guid=0x{guid:X8} name={label}"); _debugVm?.AddToast($"Selected: {label}"); if (useImmediately) SendUse(guid); } else { _debugVm?.AddToast("Nothing to select"); } } private void UseCurrentSelection() { if (_selectedGuid is uint sel) SendUse(sel); else _debugVm?.AddToast("Nothing selected"); } private void SendUse(uint guid) { if (_liveSession is null || _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld) { _debugVm?.AddToast("Not in world"); return; } var seq = _liveSession.NextGameActionSequence(); var body = AcDream.Core.Net.Messages.InteractRequests.BuildUse(seq, guid); _liveSession.SendGameAction(body); Console.WriteLine($"[B.4b] use guid=0x{guid:X8} seq={seq}"); } private uint? SelectClosestCombatTarget(bool showToast) ``` (The `Edit` replaces the single anchor line with the three new helpers + the same anchor line at the end, leaving `SelectClosestCombatTarget`'s body untouched.) - [ ] **Step 2: Add the three switch cases** In `GameWindow.OnInputAction`'s switch (currently `GameWindow.cs:8546-8646`), add three new `case` blocks immediately before the `case AcDream.UI.Abstractions.Input.InputAction.EscapeKey:` branch. Use the `Edit` tool anchored on: `old_string`: ``` case AcDream.UI.Abstractions.Input.InputAction.EscapeKey: if (_cameraController?.IsFlyMode == true) ``` `new_string`: ``` case AcDream.UI.Abstractions.Input.InputAction.SelectLeft: PickAndStoreSelection(useImmediately: false); break; case AcDream.UI.Abstractions.Input.InputAction.SelectDblLeft: PickAndStoreSelection(useImmediately: true); break; case AcDream.UI.Abstractions.Input.InputAction.UseSelected: UseCurrentSelection(); break; case AcDream.UI.Abstractions.Input.InputAction.EscapeKey: if (_cameraController?.IsFlyMode == true) ``` - [ ] **Step 3: Build green** Run: `dotnet build -c Debug` Expected: build succeeds with no new errors. Any new warnings should be tied only to the additions. - [ ] **Step 4: Tests green** Run: `dotnet test` Expected: same **1045 pass / 8 pre-existing-baseline fail** from Task 3. - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/Rendering/GameWindow.cs git commit -m "$(cat <<'EOF' feat(B.4b): GameWindow wires Select/Use handlers via WorldPicker Closes #57. Adds three OnInputAction switch cases (SelectLeft, SelectDblLeft, UseSelected) and three private helpers (PickAndStoreSelection, UseCurrentSelection, SendUse). Single-click selects but does not Use; double-click selects + Uses; R hotkey sends Use on the existing _selectedGuid. ImGui mouse-capture filtering already happens in InputDispatcher — no new guard needed. Diagnostic lines emitted for log grep: [B.4b] pick guid=0x{guid:X8} name={label} [B.4b] use guid=0x{guid:X8} seq={seq} Build green; tests 1045/1053 (8 pre-existing-baseline fails unchanged). Switch-case behavior verified at runtime via the Holtburg inn doorway visual test (per spec §Testing → Runtime verification). Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Task 5 — Visual verification at Holtburg inn doorway **This task is performed by the user.** The implementing agent runs the launch command (background) and reports completion; the user observes the running client and reports the result. - [ ] **Step 1: Kill any stale client process** Run via Bash tool: ```powershell Get-Process -Name AcDream.App -ErrorAction SilentlyContinue | Stop-Process -Force Start-Sleep -Seconds 3 ``` - [ ] **Step 2: Launch the client with B.4b + L.2g probes enabled** Run via Bash tool with `run_in_background: true`: ```powershell $env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" $env:ACDREAM_LIVE = "1" $env:ACDREAM_TEST_HOST = "127.0.0.1" $env:ACDREAM_TEST_PORT = "9000" $env:ACDREAM_TEST_USER = "testaccount" $env:ACDREAM_TEST_PASS = "testpassword" $env:ACDREAM_DEVTOOLS = "1" $env:ACDREAM_PROBE_BUILDING = "1" $env:ACDREAM_PROBE_RESOLVE = "1" dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug 2>&1 | Tee-Object -FilePath "launch-b4b.log" ``` - [ ] **Step 3: User performs the scenario** In the running client: 1. Wait ~8s for the player to spawn at Holtburg. 2. Walk to the inn doorway (north side of the south building). 3. Double-left-click the closed door. 4. Observe: swing animation should play. 5. Walk forward through the open doorway. 6. Wait ~30s in the inn. 7. Observe: auto-close animation should fire. 8. Close the client window. - [ ] **Step 4: Grep the log** ```powershell Select-String -Path launch-b4b.log -Pattern ` "B\.4b|setstate-hex|\[setstate\]|input.*SelectDblLeft|entity-source.*Door" ``` Expected matches (approximate order): - `[entity-source] name=Door ... state=0x00000000 flags=None ...` (door spawn at world load) - `[input] SelectDblLeft Press` (dispatcher fires on the user's click) - `[B.4b] pick guid=0x000F???? name=Door` (picker hit) - `[B.4b] use guid=0x000F???? seq=N` (outbound Use fires) - `[setstate-hex] body.len=16 ...` (L.2g hex probe — first SetState body) - `[setstate] guid=0x000F???? state=0x00000014` (or `0x00000004`) (door opens) - `[setstate] guid=0x000F???? state=0x00000000` ~30s later (auto-close) - [ ] **Step 5: Decide on follow-up based on the observed state value** - If the state bits include `0x10` (so the value is `0x14` or higher), `CollisionExemption.ShouldSkip` short-circuits as designed — no follow-up needed. - If the state is `0x4` (ETHEREAL only, no IGNORE_COLLISIONS), file a tiny **L.2g slice 1b** to widen the check. The fix is a one-line edit to `src/AcDream.Core/Physics/CollisionExemption.cs`. **Out of B.4b scope** — record the finding and move on. --- ## Task 6 — Ship handoff + post-merge updates **Files (all modified or created):** - Create: `docs/research/2026-05-13-b4b-shipped-handoff.md` - Modify: `docs/ISSUES.md` (close #57) - Modify: `docs/plans/2026-04-11-roadmap.md` (add B.4b row to "shipped" table) - Modify: `CLAUDE.md` ("Currently in Phase L.2" paragraph) - Modify (outside-repo): `C:\Users\erikn\.claude\projects\C--Users-erikn-source-repos-acdream\memory\project_interaction_pipeline.md` - [ ] **Step 1: Write the ship-handoff doc** Create `docs/research/2026-05-13-b4b-shipped-handoff.md` summarizing: - 4 commits (BuildRay, Pick, rename, handler wiring) - The actual `state=0x??` value observed in Task 5 step 4 - Whether L.2g slice 1b is needed (decided in Task 5 step 5) - Whether picker tuning is needed (5m radius too generous/strict) Use the same structure as `docs/research/2026-05-12-l2g-slice1-shipped-handoff.md` — TL;DR + commit table + end-to-end flow + open notes + reproducibility. - [ ] **Step 2: Move #57 from Active to Recently Closed in `docs/ISSUES.md`** Edit `docs/ISSUES.md`: - Cut the `## #57 — B.4 interaction-handler missing` block from "Active issues". - Paste it under "Recently closed" with header changed to `## #57 — [DONE 2026-05-13] B.4 interaction-handler missing: clicking on doors / NPCs / items silently does nothing` and add a **Closed:** line with this PR's merge commit SHA. - [ ] **Step 3: Update the roadmap's shipped table** Edit `docs/plans/2026-04-11-roadmap.md`. Add a new row to the "shipped" table (preserving existing column structure): ``` | 2026-05-13 | Phase B.4b — Outbound Use handler wiring | | Closes #57. WorldPicker + 3 switch cases. M1 demo target "open the inn door" verified at Holtburg. | ``` - [ ] **Step 4: Update `CLAUDE.md` "Currently in Phase L.2" paragraph** Edit `CLAUDE.md`: - Change the "L.2g slice 1 is CODE-COMPLETE..." paragraph to "L.2g slice 1 + B.4b shipped and visual-verified 2026-05-13 at the Holtburg inn doorway." - Remove the "natural next step is Phase B.4b" paragraph; replace with the next phase candidate from the existing candidate list (the user picks order; in absence of new evidence, the **Triage open issues** option is the natural follow-up). - [ ] **Step 5: Update the memory file** Edit `C:\Users\erikn\.claude\projects\C--Users-erikn-source-repos-acdream\memory\project_interaction_pipeline.md`: - Mark Phase B.4 outbound-handler gap as closed by B.4b (2026-05-13). - Add the new flow: LMB-dblclick → WorldPicker → BuildUse → SendGameAction. - Update the `WorldPicker` and `SelectionState` claims: - `WorldPicker` now exists in `AcDream.Core.Selection`. - `SelectionState` still doesn't exist — deferred to M2 HUD work. - [ ] **Step 6: Commit the in-repo docs** ```bash git add docs/research/2026-05-13-b4b-shipped-handoff.md docs/ISSUES.md docs/plans/2026-04-11-roadmap.md CLAUDE.md git commit -m "$(cat <<'EOF' docs(B.4b): ship handoff + close #57 + roadmap/CLAUDE update L.2g slice 1 + B.4b verified at Holtburg inn doorway: - Player double-clicks closed door - BuildUse fires, ACE responds with SetState 0xF74B - ShadowObjectRegistry mutates ETHEREAL bit - CollisionExemption short-circuits, player walks through - 30s auto-close fires on schedule Closes #57. Updates roadmap shipped table and CLAUDE.md Phase L.2 paragraph. Memory file project_interaction_pipeline.md updated outside the repo. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` (The memory file lives outside the repo and isn't tracked by git — update it but don't include it in the commit.) - [ ] **Step 7: Merge to main** ```bash git checkout main git merge --no-ff claude/compassionate-wilson-23ff99 -m "Merge branch 'claude/compassionate-wilson-23ff99' — Phase B.4b + L.2g slice 1 visual-verified" ``` Do NOT push without explicit user authorization (CLAUDE.md rule). --- ## Self-review against the spec | Spec section | Plan task(s) | Coverage | |---|---|---| | §Architecture: `WorldPicker.cs` in `AcDream.Core.Selection` | Tasks 1, 2 | covered | | §Architecture: rename `_selectedTargetGuid` | Task 3 | covered | | §Architecture: 3 switch cases + 3 helpers | Task 4 | covered | | §Components: `BuildRay` signature + math | Task 1 step 3 | covered | | §Components: `Pick` signature + ServerGuid==0 skip | Task 2 step 3 | covered | | §Components: `PickAndStoreSelection` toast + `[B.4b] pick` log | Task 4 step 1 | covered | | §Components: `SendUse` gate + `[B.4b] use` log | Task 4 step 1 | covered | | §Components: `UseCurrentSelection` | Task 4 step 1 | covered | | §Components: 3 switch cases | Task 4 step 2 | covered | | §Testing: 8 unit tests | Tasks 1+2 | covered (2 BuildRay + 6 Pick) | | §Testing: runtime verification at Holtburg | Task 5 | covered | | §Testing: log grep + state-value decision | Task 5 step 4-5 | covered | | §Acceptance: build + tests green | Tasks 3+4 steps 3-4 | covered | | §Acceptance: ISSUES.md #57 → Recently closed | Task 6 step 2 | covered | | §Acceptance: roadmap update | Task 6 step 3 | covered | | §Acceptance: CLAUDE.md update | Task 6 step 4 | covered | | §Open question: state 0x4 vs 0x14 follow-up | Task 5 step 5 | covered (deferred to L.2g slice 1b if needed) | | §Non-goals: BuildPickUp / UseWithTarget UX / SelectionState class | (none — explicitly deferred) | covered by omission | No placeholders. No "TBD." Every code step has the actual code; every command step has the exact command and the expected output. Type names match across tasks (`WorldPicker.BuildRay` / `WorldPicker.Pick`, `_selectedGuid`, `PickAndStoreSelection` / `UseCurrentSelection` / `SendUse`).