# World interaction completion — pre-M4 program **Status:** Slice 1 user-accepted 2026-07-23. Slice 2 Use-hand selection, zero-useability, carried direct-use, AutoWear correction, and the requested shared item-cooldown follow-up passed their connected gates. Slice 3's first connected gate exposed an incorrect IdentifyResponse flag table, a non-retail shared-panel mount, and its missing inscription transaction. All three are corrected and live-confirmed. The creature-page follow-up now has retail's ordered stat rows and animated private preview; its visual gate is pending. **Milestone:** M4 prerequisite/preamble. **Architecture:** retained gameplay UI over shared selection, object, and interaction state. `GameWindow` remains a composition/callback shell. ## Outcome Close the remaining retail interaction surfaces before the larger M4 quest/emote/character-creation bodies begin: 1. Favorite spell bars expose their DAT-authored overflow arrows and scroll through every server-persisted favorite. 2. The status bar's hand and magnifying-glass controls invoke the same Use and Assess commands as their keyboard paths. 3. Assessing a creature, player, NPC, or object opens its retail information in the independent movable/resizable retail floaty examination window. 4. World picking can resolve visible equipped children, such as a character's wielded weapon, while selection markers remain anchored to the picked child. 5. Vendor use opens the authored vendor surface, publishes its inventory, and supports retail selection/browsing. 6. Vendor buy/sell transactions, quantities, pending-state ownership, and authoritative inventory reconciliation complete the loop. The program reuses the existing retained-window host, `SelectionState`, `ClientObjectTable`, interaction transaction owner, and server-authoritative inventory updates. It does not create parallel panel positions, item tables, selection state, or optimistic inventory outcomes. ## Ordered slices | Slice | Deliverable | Principal owner | |---|---|---| | 1 | Spell-bar overflow arrows | `SpellcastingUiController` + generic retained scrollbar/list | | 2 | Status Use/Assess commands | focused status-bar controller binding to the existing action router | | 3 | Assessment information panel | retained controller in an independent floaty examination window | | 4 | Equipped-child world picking | pure world-query/picking policy plus presentation anchor | | 5 | Vendor browse lifecycle | vendor session/controller plus authored panel | | 6 | Vendor transactions | server-authoritative buy/sell command and reconciliation owner | Each slice begins with named-retail research, produces pseudocode and conformance tests, updates the divergence register if required, and lands as a separate bisectable commit. A visual gate follows each UI-bearing slice. Slice 1 now imports both 23-pixel arrow buttons, their rollover/pressed media, and HideDisabled from the real combat fixture; places their artwork by the authored leading/trailing positions; shares the list's single pixel-scroll model; advances one 32-pixel cell per press; and exposes only actively selected spells. Passive object/endowment refresh preserves a manual offset. The mixed 610/800-pixel DAT anchor chain is solved to a fixed 747-pixel combat root, producing exactly 18 visible 32-pixel favorite cells (nine numbered plus nine unnumbered) without consuming the overflow. The initial 57-test/full-suite gate passed; the corrective 104-test focus set, 3,472 App tests / 3 skips, Release solution build, and 7,845 complete-solution tests / 5 skips pass. The corrected 18-cell bar and both overflow directions passed the connected gate. Slice 2 now drives the toolbar hand from canonical `SelectionState` changes and live `ClientObjectTable` updates. The pure Core predicate ports `gmToolbarUI::HandleSelectionChanged`: combat-use items, armor/clothing/jewelry, and `ItemUses` values without `USEABLE_NO` remain active. Clicking still enters the existing `ItemInteractionController` command path, so weapons use the server-confirmed AutoWield transaction and targeted tools enter the existing use-on-target cursor. Empty selection and explicitly unusable spell components are ghosted and ignore clicks. Empty-selection ghosting is the user's explicit choice over retail's generic `TARGET_MODE_USE` entry and is registered as AP-122. The 14-test Core interaction focus, 49-test toolbar focus, Release solution build, 3,474 App tests / 3 skips, and 7,848 complete-solution tests / 5 skips pass. The connected selection-state gate passed. Its follow-up exposed three deeper shared-policy/delivery defects, now corrected from named retail plus the matching binary. `ItemUses::IsUseable @ 0x004FCCC0` tests only `USEABLE_NO`; reset/absent value zero is usable. `ItemHolder::UseObject @ 0x00588A80` sends a carried direct-use item immediately; acdream had incorrectly routed that packet through a world approach lookup, where Blackmoor's Favor has no spatial entity and was silently cancelled. Owned Use now bypasses that query while world-object Use retains the registered AD-27 approach seam. AutoWear applies `CPlayerSystem::AutoWearIsLegal @ 0x0055EF40` through the same double-click and toolbar-hand path, resolves the overlapping worn object from the retail-ordered equipment projection, and emits the exact system line `You must remove your to wear that`. Research: [`../research/2026-07-23-retail-item-use-and-autowear-pseudocode.md`](../research/2026-07-23-retail-item-use-and-autowear-pseudocode.md). The focused 25-test Core and 85-test App sets pass, as do the warning-free Release solution build, 3,476 App tests / 3 skips, and 7,857 complete-solution tests / 5 skips. The carried-use delivery correction adds an end-to-end App pin from Favor activation through wire dispatch and authoritative UseDone busy release. The Release build retains the 17 tracked test-project warnings; 3,477 App tests / 3 skips and 7,858 complete-solution tests / 5 skips pass. The user confirmed Blackmoor's Favor now activates correctly. Before Assess, the user requested the adjacent retail item-cooldown presentation. `PublicWeenieDesc` now preserves the optional shared cooldown id and duration, assessed property updates reach the same object fields, and `CEnchantmentRegistry::OnCooldown @ 0x005943C0` plus `UIElement_UIItem::UpdateCooldownDisplay @ 0x004E1E20` are ported through the canonical Core registry and one pure display projection. Every retained item list shares one controller and the exact ten DAT-authored radial sprites `0x060067CF..0x060067D8`; items with the same group display the same server-authored cooldown. Research: [`../research/2026-07-23-retail-item-cooldown-pseudocode.md`](../research/2026-07-23-retail-item-cooldown-pseudocode.md). The focused parser/Core/UI/production-DAT tests, warning-free Release solution build, 3,482 App tests / 3 skips, and 7,875 complete-solution tests / 5 skips pass. AP-123 records only the retained toolkit's procedural-child adaptation; the visible assets, ordering, timing, and shared-group behavior are exact. The user accepted the live cooldown presentation 2026-07-23. Slice 3 preserves the existing toolbar/keyboard Assess command and ports the retail response owner around it. One shared UI-busy reference covers the latest pending GUID, stale replies are rejected, the accepted reply becomes the current appraisal, and combat-time creature/player refreshes occur every 0.75 seconds only while the examination window is visible. Complete `IdentifyObjectResponse` parsing now uses ACE/retail's exact flag values and positional order, includes the three-word HookProfile, and rejects truncated gated payloads rather than continuing from a corrupt cursor. The first live monster gate found that `0x0100` had been mislabeled WeaponProfile; the parser dropped every creature response before response acceptance, leaving the one busy reference held. A literal ACE `0x0100` creature fixture now protects that packet-to-controller path. LayoutDesc `0x2100006B`, root `0x100005F2`, supplies the complete 310 x 400 floaty chrome, title, item/creature/character subviews, close control, and authored scrollbars. `gmFloatyExaminationUI` is an independent top-level window, so Inventory/Skills/Spellbook no longer replace it or inherit its geometry. The imported multiline inscription field now ports `ItemExamineUI`'s public/hook inscribability, inventory ownership and same-scribe permission rules, placeholder/signature presentation, exact failure notices, focus commit behavior, and CP-1252 `SetInscription (0x00BF)` transaction. Basic item and player reports are live. The creature page now resolves its type through retail EnumMapper `0x2200000E`, preserves the authored Character/Level header, creates the exact nine stat rows from template `0x10000166`, and renders a fixed-heading animated clone through a private viewport using retail's bounding-box camera and distant light. Item-object preview, specialized detail regions, exact appraisal font-state selection, and selection-follow remain the narrowed AP-110 residual. Research: [`../research/2026-07-23-retail-appraisal-ui-pseudocode.md`](../research/2026-07-23-retail-appraisal-ui-pseudocode.md). The focused parser/router/request/controller/fixture tests pass, as do the Release solution build with 17 pre-existing tracked test warnings, 3,496 App tests / 3 skips, and 7,913 complete-solution tests / 5 skips. The creature presentation follow-up adds real-DAT row-template and EnumMapper fixtures plus pure conformance coverage for row order/formatting, enchantment semantics, failed assessments, stable clone identity, live animated mesh updates, hydrated mesh bounds, and retail camera fitting. The warning-free App code, Release solution build, 3,506 App tests / 3 skips, and 7,923 complete-solution tests / 5 skips pass. The connected visual result remains the closeout gate. ## Slice 1 — spell-bar overflow arrows ### Retail oracle The authored Magic combat layout contains, inside every favorite-tab group: - horizontal scrollbar `0x100000B5`, 685×36 at the 800-pixel design width; - decrement button `0x10000071`, 23×36; - increment button `0x10000072`, 23×36; - item list `0x100000B6`, inset by 23 pixels on both sides and 32 pixels high. The list references the scrollbar through `UIElement_Scrollable` property `0x71`. The scrollbar references increment/decrement buttons through properties `0x77`/`0x78`, and property `0x79` enables HideDisabled. There is no track or thumb in this specific control: the two authored arrows are the whole visible scrollbar. Named retail references and executable pseudocode are recorded in [`../research/2026-07-23-retail-spellbar-overflow-pseudocode.md`](../research/2026-07-23-retail-spellbar-overflow-pseudocode.md). ### Implementation plan 1. Generalize `DatWidgetFactory.BuildScrollbar` so horizontal and vertical scrollbars both import the referenced decrement/increment children, including their authored positions, dimensions, Normal/rollover/pressed media, and HideDisabled property. 2. Generalize `UiScrollbar` to use distinct authored decrement/increment extents for rendering, hit-testing, track geometry, and dragging. Preserve the existing 16-pixel default for layouts whose button children are absent. 3. Reproduce retail disabled presentation: a model without overflow rejects pointer input; when HideDisabled is authored, the scrollbar also draws nothing and does not claim hit tests. 4. In `SpellcastingUiController`, bind each group's scrollbar to its `UiItemList.Scroll`, enable horizontal scrolling, and retain one independent pixel offset per favorite tab. 5. Match `SpellCastSubMenu::SetSelected`: selecting a spell through keyboard, shortcut, or code scrolls that item into view; passive state refresh does not re-expose it. 6. Carry the combat root's mixed-parent raw-edge policies through the complete imported tree and solve for the retail 18-cell favorite viewport; keep that HUD capacity fixed across desktop resizes. 7. Pin the importer, arrow hit extents, 32-pixel step, no-overflow behavior, controller binding, and selection exposure with focused App tests. 8. Run the App Release suite, solution Release build, and complete Release suite. Then update the roadmap/memory and request the connected visual gate: place more favorites than fit, scroll both directions, change tabs, and verify arrows disappear on a non-overflowing tab. ### Invariants - DAT supplies the controls and their artwork; no new spell-bar texture or overlay is invented. - The scrollbar and list share one `UiScrollable`; there is no second offset. - One arrow press moves one 32-pixel favorite cell, matching `UIElement_ListBox::InqScrollDelta`. - Hidden disabled arrows cannot intercept combat-page dragging or clicks. - Existing stack, combat-power, chat, inventory, spellbook, and external container scrollbars retain their current behavior. - No substantial feature body enters `GameWindow`. ## Slice 2 — status Use/Assess commands ### Use-hand implementation 1. `ItemInteractionPolicy.IsToolbarUseEnabled` is the pure named-retail selection predicate. 2. `ItemInteractionController.IsToolbarUseEnabled` adapts the selected live object without triggering a request or consuming the use throttle. 3. `ToolbarController` subscribes to canonical `SelectionState.Changed` and selected-object add/update/remove notices, then sets the imported button's normal or ghosted state through `UiButton.Enabled`. 4. Enabled clicks retain the one existing activation path: equipment enters `AutoWieldController`, ordinary use enters the normal Use request owner, and targeted items enter `UseItemOnTarget`, which already owns the retail target cursor. ### Slice 2 closeout - The shared item-cooldown visual gate passed. - `gmToolbarUI::ListenToElementMessage @ 0x004BEE90` confirms the existing magnifying-glass path was already correct: assess the selected GUID immediately, otherwise enter one-shot Examine target mode. - Slice 3 owns the response lifetime and retained examination presentation; Slice 2 adds no duplicate command path. ## Slice 3 — assessment information panel ### Implemented ownership 1. `AppraiseInfoParser` owns the complete positional response payload, including HookProfile and strict truncation failure. 2. `ItemInteractionController` owns the pending/current GUID pair and the balanced shared busy reference. 3. `AppraisalUiController` owns response acceptance, item/creature/character subview selection, report projection, scroll preservation, first-response visibility, and visible-combat refresh. 4. `RetailUiRuntime` imports and registers retail's `gmFloatyExaminationUI` as its own top-level window. It deliberately does not enter `RetailPanelUiController`; Inventory, Skills, Spellbook, and effects keep their shared main-panel geometry while Examination coexists. 5. Network workers deliver immutable parsed data through the existing session router; retained state changes remain on the update thread. 6. `AppraisalUiController` owns inscription presentation and optimistic field state; `WorldSession` owns the exact `0x00BF` GameAction send. Authoritative inventory/appraisal data remains the source on the next response. ### Connected gate - Select an item and click the magnifying glass (or press Assess): a separate floaty window should show its name, available properties, descriptions, inscription/signature, retail chrome, and working scrollbars. - Assess a monster, NPC, and player: the correct creature/character page should appear and the busy cursor should clear. - On a monster, verify the animated creature is centered behind the exact Strength/Endurance/Coordination/Quickness/Focus/Self/Health/Stamina/Mana order, with its creature type and level in the authored header. Assess differently sized monsters to verify the retail bounding-box fit. - In combat, leave a creature assessment open long enough to observe a health refresh; closing the examination window must stop refreshes. - Keep Examination open while opening/moving Inventory or Skills and confirm both windows coexist with independent rectangles. - Assess an owned inscribable weapon. Edit and clear its inscription by clicking elsewhere, then reassess it. An item authored by another player is read-only and reports the exact retail permission line when clicked.