# Paperdoll Slice 1 (Equip Slots) 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:** Bind the ~21 mounted paperdoll equip slots to live equipped-item data and make them drag-drop wield/unwield targets (no 3D doll — that's Slice 2). **Architecture:** A new `PaperdollController` (mirrors the shipped `InventoryController`) maps each equip-slot element-id → `EquipMask`, populates each single-cell `UiItemList` from the item whose `CurrentlyEquippedLocation` intersects the slot mask, and is the slots' `IItemListDragHandler` (drop = wield via the existing `GetAndWieldItem 0x001A` wire + a new optimistic-equip Core method). Two Core prerequisites: correct the misaligned `EquipMask` enum to canonical ACE/retail values, and add `WieldItemOptimistic` + an equip-aware rollback snapshot. Unwield is already handled by `InventoryController` (dragging an equipped item onto the grid). **Tech Stack:** C# / .NET 10, xUnit, the acdream `UiHost` retained-mode toolkit, the `ClientObjectTable` data model. **Spec:** `docs/superpowers/specs/2026-06-22-d2b-paperdoll-slice1-equip-slots-design.md` --- ## Task 1: De-risk probe — equip slots resolve to `UiItemList` The whole plan assumes the imported paperdoll subtree materializes each equip slot as a `UiItemList` (factory `0x10000031`). Verify against the live dat FIRST. If it fails, STOP and report — the importer would need to factory-build the slots (out of this plan's scope). **Files:** - Modify: `tests/AcDream.App.Tests/UI/Layout/InventoryFrameImportProbe.cs` - [ ] **Step 1: Add the using + the probe test** At the top of the file, ensure `using AcDream.App.UI;` is present (add it after `using AcDream.App.UI.Layout;`). Then add this method inside the `InventoryFrameImportProbe` class: ```csharp [Fact] public void Paperdoll_equip_slots_resolve_to_item_lists() { var datDir = DatDir(); if (datDir is null) return; // CI: no live dat — skip using var dats = new DatCollection(datDir, DatAccessType.Read); var layout = LayoutImporter.Import(dats, Frame, _ => (0u, 0, 0), null); Assert.NotNull(layout); // A representative spread across the slot grid (head, shield, the weapon composite, cloak, // trinket, a finger). All inherit base 0x100001E4 → 0x2100003D (Type 0x10000031 = UIElement_ItemList). foreach (uint id in new[] { 0x100005ABu, 0x100001E1u, 0x100001DFu, 0x100005E9u, 0x1000058Eu, 0x100001DCu }) { var el = layout!.FindElement(id); Assert.True(el is UiItemList, $"equip slot 0x{id:X8} resolved to {el?.GetType().Name ?? "null"}, expected UiItemList"); } } ``` - [ ] **Step 2: Run the probe against the live dat** Run (PowerShell, the dat dir is the user's): ``` $env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~Paperdoll_equip_slots_resolve_to_item_lists" ``` Expected: **PASS** (1 test). If it reports 0 run, the env var didn't take — confirm the dat dir exists. **If it FAILS** (a slot resolved to `UiDatElement`/null), STOP: the importer does not factory-build the paperdoll slots. Report this — the plan needs an importer fix prepended before continuing. - [ ] **Step 3: Commit** ```bash git add tests/AcDream.App.Tests/UI/Layout/InventoryFrameImportProbe.cs git commit -m "test(D.2b): probe — paperdoll equip slots resolve to UiItemList" ``` --- ## Task 2: Correct the `EquipMask` enum (Core) + numeric-pin test acdream's `EquipMask` diverges from canonical AC (`acclient.h:3193` `INVENTORY_LOC`) from bit `0x2000` up (phantom `HandArmor`/`FootArmor`). Replace it with the verbatim retail values and lock them with a test. **Files:** - Create: `tests/AcDream.Core.Tests/Items/EquipMaskTests.cs` - Modify: `src/AcDream.Core/Items/ClientObject.cs:60-100` (the `EquipMask` enum) - [ ] **Step 1: Write the failing numeric-pin test** Create `tests/AcDream.Core.Tests/Items/EquipMaskTests.cs`: ```csharp using AcDream.Core.Items; using Xunit; namespace AcDream.Core.Tests.Items; /// /// Pins every EquipMask member to the verbatim retail INVENTORY_LOC value /// (docs/research/named-retail/acclient.h:3193). The wire delivers these exact bits /// (ACE EquipMask == retail INVENTORY_LOC); any drift desyncs the paperdoll element-id→mask /// map and the GetAndWieldItem wire. This test is the anti-regression lock. /// public sealed class EquipMaskTests { [Theory] [InlineData(0x00000000u, EquipMask.None)] [InlineData(0x00000001u, EquipMask.HeadWear)] [InlineData(0x00000002u, EquipMask.ChestWear)] [InlineData(0x00000004u, EquipMask.AbdomenWear)] [InlineData(0x00000008u, EquipMask.UpperArmWear)] [InlineData(0x00000010u, EquipMask.LowerArmWear)] [InlineData(0x00000020u, EquipMask.HandWear)] [InlineData(0x00000040u, EquipMask.UpperLegWear)] [InlineData(0x00000080u, EquipMask.LowerLegWear)] [InlineData(0x00000100u, EquipMask.FootWear)] [InlineData(0x00000200u, EquipMask.ChestArmor)] [InlineData(0x00000400u, EquipMask.AbdomenArmor)] [InlineData(0x00000800u, EquipMask.UpperArmArmor)] [InlineData(0x00001000u, EquipMask.LowerArmArmor)] [InlineData(0x00002000u, EquipMask.UpperLegArmor)] [InlineData(0x00004000u, EquipMask.LowerLegArmor)] [InlineData(0x00008000u, EquipMask.NeckWear)] [InlineData(0x00010000u, EquipMask.WristWearLeft)] [InlineData(0x00020000u, EquipMask.WristWearRight)] [InlineData(0x00040000u, EquipMask.FingerWearLeft)] [InlineData(0x00080000u, EquipMask.FingerWearRight)] [InlineData(0x00100000u, EquipMask.MeleeWeapon)] [InlineData(0x00200000u, EquipMask.Shield)] [InlineData(0x00400000u, EquipMask.MissileWeapon)] [InlineData(0x00800000u, EquipMask.MissileAmmo)] [InlineData(0x01000000u, EquipMask.Held)] [InlineData(0x02000000u, EquipMask.TwoHanded)] [InlineData(0x04000000u, EquipMask.TrinketOne)] [InlineData(0x08000000u, EquipMask.Cloak)] [InlineData(0x10000000u, EquipMask.SigilOne)] [InlineData(0x20000000u, EquipMask.SigilTwo)] [InlineData(0x40000000u, EquipMask.SigilThree)] public void Member_has_canonical_retail_value(uint expected, EquipMask member) => Assert.Equal(expected, (uint)member); [Fact] public void Weapon_ready_slot_composite_is_0x3500000() // acclient.h:3235 WEAPON_READY_SLOT_LOC => Assert.Equal(0x3500000u, (uint)(EquipMask.MeleeWeapon | EquipMask.MissileWeapon | EquipMask.Held | EquipMask.TwoHanded)); } ``` - [ ] **Step 2: Run it to verify it fails** ``` dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~EquipMaskTests" ``` Expected: **FAIL** — e.g. `EquipMask.UpperLegArmor` is `0x4000` but the test expects `0x2000`; `Shield` is `0x800000` but expected `0x200000`. (Several `Member_has_canonical_retail_value` cases fail; some won't even compile if a member name is gone — proceed to Step 3.) - [ ] **Step 3: Replace the enum body with the canonical values** In `src/AcDream.Core/Items/ClientObject.cs`, replace the entire `EquipMask` enum (the `[Flags] public enum EquipMask : uint { … }` block, currently lines ~64-100) and its doc comment with: ```csharp /// /// Equipment slot bitmask — the verbatim retail INVENTORY_LOC enum /// (docs/research/named-retail/acclient.h:3193; identical to ACE's EquipMask). /// The wire (ValidLocations / CurrentWieldedLocation / WieldObject EquipLoc) delivers /// these exact bits. Pinned by EquipMaskTests — do NOT renumber. /// [Flags] public enum EquipMask : uint { None = 0x00000000, HeadWear = 0x00000001, ChestWear = 0x00000002, AbdomenWear = 0x00000004, UpperArmWear = 0x00000008, LowerArmWear = 0x00000010, HandWear = 0x00000020, UpperLegWear = 0x00000040, LowerLegWear = 0x00000080, FootWear = 0x00000100, ChestArmor = 0x00000200, AbdomenArmor = 0x00000400, UpperArmArmor = 0x00000800, LowerArmArmor = 0x00001000, UpperLegArmor = 0x00002000, LowerLegArmor = 0x00004000, NeckWear = 0x00008000, WristWearLeft = 0x00010000, WristWearRight = 0x00020000, FingerWearLeft = 0x00040000, FingerWearRight= 0x00080000, MeleeWeapon = 0x00100000, Shield = 0x00200000, MissileWeapon = 0x00400000, MissileAmmo = 0x00800000, Held = 0x01000000, TwoHanded = 0x02000000, TrinketOne = 0x04000000, Cloak = 0x08000000, SigilOne = 0x10000000, SigilTwo = 0x20000000, SigilThree = 0x40000000, } ``` - [ ] **Step 4: Run the pin test + the full Core suite** ``` dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj ``` Expected: **PASS** (EquipMaskTests green; the existing `ClientObjectTableTests` round-trip tests using `EquipMask.MeleeWeapon` still pass — they're value-agnostic). If a NON-test file fails to compile because it used a removed member (`HandArmor`/`Necklace`/`LeftRing`/`AetheriaRed`/etc.), that is a real consumer the §3 blast-radius scan missed — STOP and report it (do not invent a replacement). - [ ] **Step 5: Run the Core.Net suite too** (the wire round-trip lives there) ``` dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj ``` Expected: **PASS** (`GameEventWiringTests` WieldObject round-trips are value-agnostic). - [ ] **Step 6: Commit** ```bash git add src/AcDream.Core/Items/ClientObject.cs tests/AcDream.Core.Tests/Items/EquipMaskTests.cs git commit -m "fix(D.2b): correct EquipMask to canonical retail INVENTORY_LOC + numeric-pin test" ``` --- ## Task 3: `WieldItemOptimistic` + equip-aware rollback snapshot (Core) Add the wield sibling to `MoveItemOptimistic` and extend the pending-move snapshot to remember the pre-move equip location (so rollback is faithful in both directions). **Files:** - Modify: `src/AcDream.Core/Items/ClientObjectTable.cs` - Modify: `tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs` - [ ] **Step 1: Write the failing tests** Add to `ClientObjectTableTests.cs` (the class already has a `FullWeenie` helper; these tests use the simpler `AddOrUpdate`+`MoveItem` seed path like the existing optimistic tests): ```csharp [Fact] public void WieldItemOptimistic_equipsInstantly_andSetsWielderAndContainer() { var table = new ClientObjectTable(); const uint player = 0x50000001u, pack = 0x40000005u; table.AddOrUpdate(new ClientObject { ObjectId = 0x940u }); table.MoveItem(0x940u, pack, newSlot: 2); // a pack item table.WieldItemOptimistic(0x940u, player, EquipMask.HeadWear); var o = table.Get(0x940u)!; Assert.Equal(EquipMask.HeadWear, o.CurrentlyEquippedLocation); // equipped now (instant) Assert.Equal(player, o.WielderId); Assert.Equal(player, o.ContainerId); } [Fact] public void WieldItemOptimistic_rollback_unequips_andReturnsToPack() { var table = new ClientObjectTable(); const uint player = 0x50000001u, pack = 0x40000005u; table.AddOrUpdate(new ClientObject { ObjectId = 0x941u }); table.MoveItem(0x941u, pack, newSlot: 2); table.WieldItemOptimistic(0x941u, player, EquipMask.HeadWear); Assert.True(table.RollbackMove(0x941u)); // server rejected the wield var o = table.Get(0x941u)!; Assert.Equal(EquipMask.None, o.CurrentlyEquippedLocation); // un-equipped Assert.Equal(pack, o.ContainerId); // back in the pack Assert.Equal(2, o.ContainerSlot); // at its original slot } [Fact] public void RollbackMove_restoresPreMoveEquipLocation() // unwield-reject must snap back to EQUIPPED { var table = new ClientObjectTable(); const uint player = 0x50000001u; table.AddOrUpdate(new ClientObject { ObjectId = 0x942u }); table.MoveItem(0x942u, player, newSlot: -1, newEquipLocation: EquipMask.Shield); // equipped table.MoveItemOptimistic(0x942u, player, 0); // optimistic UNWIELD into the pack (clears equip) Assert.Equal(EquipMask.None, table.Get(0x942u)!.CurrentlyEquippedLocation); Assert.True(table.RollbackMove(0x942u)); // server rejected the unwield Assert.Equal(EquipMask.Shield, table.Get(0x942u)!.CurrentlyEquippedLocation); // restored to equipped } [Fact] public void WieldItemOptimistic_unknownItem_false() => Assert.False(new ClientObjectTable().WieldItemOptimistic(0xDEADu, 0x1u, EquipMask.HeadWear)); ``` - [ ] **Step 2: Run to verify they fail** ``` dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ClientObjectTableTests" ``` Expected: **FAIL to compile** (`WieldItemOptimistic` does not exist) — that counts as red; proceed. - [ ] **Step 3: Extend the snapshot tuple + add the helper + `WieldItemOptimistic`** In `src/AcDream.Core/Items/ClientObjectTable.cs`: (a) Change the `_pendingMoves` field (line ~50) to carry the equip location: ```csharp private readonly Dictionary _pendingMoves = new(); ``` (b) In `MoveItemOptimistic`, replace the inline snapshot block (the `if (_pendingMoves.TryGetValue(itemId, out var p)) … else …` that currently records `(item.ContainerId, item.ContainerSlot, 1)`) with a single call: ```csharp RecordPending(itemId, item); ``` (c) Add the shared helper (place it just above `MoveItemOptimistic`): ```csharp /// Snapshot the item's pre-move (container, slot, equip) the FIRST time it moves, and /// bump the OUTSTANDING count on subsequent in-flight moves of the same item (so an early confirm /// can't clear a still-pending later move — the I1 hardening). Shared by MoveItemOptimistic (unwield/ /// move) and WieldItemOptimistic (wield). private void RecordPending(uint itemId, ClientObject item) { if (_pendingMoves.TryGetValue(itemId, out var p)) _pendingMoves[itemId] = (p.container, p.slot, p.equip, p.outstanding + 1); else _pendingMoves[itemId] = (item.ContainerId, item.ContainerSlot, item.CurrentlyEquippedLocation, 1); } ``` (d) In `ConfirmMove`, fix the decrement line to carry `equip`: ```csharp else _pendingMoves[itemId] = (p.container, p.slot, p.equip, p.outstanding - 1); ``` (e) In `RollbackMove`, restore the equip location too: ```csharp return MoveItem(itemId, pre.container, pre.slot, pre.equip); ``` (f) Add `WieldItemOptimistic` (place it just after `MoveItemOptimistic`): ```csharp /// Optimistic (instant) wield: snapshot the pre-wield (container, slot, equip), then set /// ContainerId = WielderId = wielderGuid and CurrentlyEquippedLocation = equipMask (matching the /// server's WieldObject 0x0023 confirm), firing ObjectMoved for an immediate repaint. The caller /// sends GetAndWieldItem; ConfirmMove (on the 0x0023 echo) / RollbackMove (on 0x00A0) reconcile. public bool WieldItemOptimistic(uint itemId, uint wielderGuid, EquipMask equipMask) { if (!_objects.TryGetValue(itemId, out var item)) return false; RecordPending(itemId, item); item.WielderId = wielderGuid; // unambiguously the player's gear during the optimistic window return MoveItem(itemId, wielderGuid, newSlot: -1, newEquipLocation: equipMask); } ``` - [ ] **Step 4: Run the full Core suite** ``` dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj ``` Expected: **PASS** — the 4 new tests + all existing optimistic-move tests (`MoveItemOptimistic_*`, `ConfirmMove_*`, the I1/I2 tests) stay green (the tuple gained a field but their behavior is unchanged). - [ ] **Step 5: Commit** ```bash git add src/AcDream.Core/Items/ClientObjectTable.cs tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs git commit -m "feat(D.2b): WieldItemOptimistic + equip-aware rollback snapshot (Core)" ``` --- ## Task 4: Confirm an optimistic wield on the `WieldObject 0x0023` echo (Core.Net) The `WieldObject` handler updates state but never calls `ConfirmMove`, so an optimistic wield's snapshot would linger. Add the confirm (mirrors the `InventoryPutObjInContainer` handler). **Files:** - Modify: `src/AcDream.Core.Net/GameEventWiring.cs` (the `WieldObject` handler, ~line 238) - Modify: `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs` - [ ] **Step 1: Write the failing test** Add to `GameEventWiringTests.cs` (mirror the existing `WireAll_WieldObject_RoutesToClientObjectTable` payload format — itemGuid, EquipLoc, WielderGuid): ```csharp [Fact] public void WireAll_WieldObject_ConfirmsOptimisticWield() { var (d, items, _, _, _) = MakeAll(); const uint player = 0x2000u; items.AddOrUpdate(new ClientObject { ObjectId = 0x1500, WeenieClassId = 1 }); items.MoveItem(0x1500, 0x9999u, newSlot: 0); // start in a pack items.WieldItemOptimistic(0x1500, player, EquipMask.MeleeWeapon); // optimistic wield → snapshot pending byte[] payload = new byte[12]; BinaryPrimitives.WriteUInt32LittleEndian(payload, 0x1500); BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), (uint)EquipMask.MeleeWeapon); BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(8), player); var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.WieldObject, payload)); d.Dispatch(env!.Value); // server confirms the wield Assert.False(items.RollbackMove(0x1500)); // pending snapshot was cleared by ConfirmMove } ``` - [ ] **Step 2: Run to verify it fails** ``` dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~WireAll_WieldObject_ConfirmsOptimisticWield" ``` Expected: **FAIL** — `RollbackMove` returns `true` (the snapshot was never confirmed), so the assertion fails. - [ ] **Step 3: Add the `ConfirmMove` call** In `src/AcDream.Core.Net/GameEventWiring.cs`, the `WieldObject` handler currently reads: ```csharp dispatcher.Register(GameEventType.WieldObject, e => { var p = GameEvents.ParseWieldObject(e.Payload.Span); if (p is not null) items.MoveItem( p.Value.ItemGuid, newContainerId: p.Value.WielderGuid, newEquipLocation: (AcDream.Core.Items.EquipMask)p.Value.EquipLoc); }); ``` Change the body so it confirms an optimistic wield after applying the move: ```csharp dispatcher.Register(GameEventType.WieldObject, e => { var p = GameEvents.ParseWieldObject(e.Payload.Span); if (p is null) return; items.MoveItem( p.Value.ItemGuid, newContainerId: p.Value.WielderGuid, newEquipLocation: (AcDream.Core.Items.EquipMask)p.Value.EquipLoc); items.ConfirmMove(p.Value.ItemGuid); // Slice 1: confirm an optimistic wield (mirrors the 0x0022 handler) }); ``` - [ ] **Step 4: Run the full Core.Net suite** ``` dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj ``` Expected: **PASS** (the new test + the existing `WireAll_WieldObject_RoutesToClientObjectTable` both green). - [ ] **Step 5: Commit** ```bash git add src/AcDream.Core.Net/GameEventWiring.cs tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs git commit -m "fix(D.2b): ConfirmMove on the WieldObject 0x0023 echo (clears optimistic wield)" ``` --- ## Task 5: `PaperdollController` + tests + divergence rows (App) The controller: element-id→mask map, bind each slot, populate icons, be the wield drag handler. **Files:** - Create: `src/AcDream.App/UI/Layout/PaperdollController.cs` - Create: `tests/AcDream.App.Tests/UI/Layout/PaperdollControllerTests.cs` - Modify: `docs/architecture/retail-divergence-register.md` - [ ] **Step 1: Write the failing tests** Create `tests/AcDream.App.Tests/UI/Layout/PaperdollControllerTests.cs`: ```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 PaperdollControllerTests { private const uint Player = 0x50000001u; private const uint Pack = 0x40000005u; private const uint HeadSlot = 0x100005ABu; // HeadWear 0x1 private const uint ShieldSlot = 0x100001E1u; // Shield 0x200000 private const uint WeaponSlot = 0x100001DFu; // composite 0x3500000 private const uint FingerLSlot= 0x100001DCu; // FingerWearLeft 0x40000 private sealed class RootElement : UiElement { } private static (ImportedLayout layout, Dictionary lists) BuildLayout() { var ids = new[] { HeadSlot, ShieldSlot, WeaponSlot, FingerLSlot }; var lists = new Dictionary(); var byId = new Dictionary(); var root = new RootElement { Width = 224, Height = 214 }; foreach (var id in ids) { var list = new UiItemList { Width = 32, Height = 32 }; lists[id] = list; byId[id] = list; root.AddChild(list); } return (new ImportedLayout(root, byId), lists); } private static PaperdollController Bind(ImportedLayout layout, ClientObjectTable objects, List<(uint item, uint mask)>? wields = null) => PaperdollController.Bind(layout, objects, () => Player, iconIds: (_, _, _, _, _) => 0x1234u, sendWield: wields is null ? null : (i, m) => wields.Add((i, m))); private static void SeedEquipped(ClientObjectTable t, uint guid, EquipMask loc) { t.AddOrUpdate(new ClientObject { ObjectId = guid, WielderId = Player }); t.MoveItem(guid, Player, newSlot: -1, newEquipLocation: loc); } private static void SeedPackItem(ClientObjectTable t, uint guid, EquipMask validLocations) { t.AddOrUpdate(new ClientObject { ObjectId = guid, ValidLocations = validLocations }); t.MoveItem(guid, Pack, newSlot: 0); } [Fact] public void Populate_shows_equipped_item_in_its_slot() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedEquipped(objects, 0xA01u, EquipMask.HeadWear); Bind(layout, objects); Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId); // helm in the head slot Assert.Equal(0u, lists[ShieldSlot].Cell.ItemId); // shield slot empty } [Fact] public void Populate_matches_a_weapon_into_the_composite_slot() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedEquipped(objects, 0xB01u, EquipMask.MeleeWeapon); // a sword's actual equip loc Bind(layout, objects); Assert.Equal(0xB01u, lists[WeaponSlot].Cell.ItemId); // matched via (loc & composite) != 0 } [Fact] public void OnDragOver_accepts_only_valid_locations() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedPackItem(objects, 0xC01u, EquipMask.HeadWear); // a helm in the pack var ctrl = Bind(layout, objects); var payload = new ItemDragPayload(0xC01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell); Assert.True(ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload)); // helm → head OK Assert.False(ctrl.OnDragOver(lists[ShieldSlot], lists[ShieldSlot].Cell, payload)); // helm → shield NO } [Fact] public void HandleDropRelease_wields_optimistically_and_sends_wire() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedPackItem(objects, 0xD01u, EquipMask.HeadWear); var wields = new List<(uint item, uint mask)>(); var ctrl = Bind(layout, objects, wields); var payload = new ItemDragPayload(0xD01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell); ctrl.HandleDropRelease(lists[HeadSlot], lists[HeadSlot].Cell, payload); Assert.Equal(EquipMask.HeadWear, objects.Get(0xD01u)!.CurrentlyEquippedLocation); // equipped instantly Assert.Equal(Player, objects.Get(0xD01u)!.ContainerId); // contained-by-wielder (the optimistic wield is ContainerId-based; it does NOT write WielderId) Assert.Single(wields); Assert.Equal((0xD01u, (uint)EquipMask.HeadWear), wields[0]); // GetAndWieldItem wire } [Fact] public void HandleDropRelease_resolves_the_finger_bit_for_a_dual_finger_ring() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedPackItem(objects, 0xE01u, EquipMask.FingerWearLeft | EquipMask.FingerWearRight); var wields = new List<(uint item, uint mask)>(); var ctrl = Bind(layout, objects, wields); var payload = new ItemDragPayload(0xE01u, ItemDragSource.Inventory, 0, lists[FingerLSlot].Cell); ctrl.HandleDropRelease(lists[FingerLSlot], lists[FingerLSlot].Cell, payload); Assert.Equal((uint)EquipMask.FingerWearLeft, wields[0].mask); // ValidLocations & slotMask = left finger only } [Fact] public void Empty_equip_slot_is_transparent() // EmptySprite=0 ⇒ nothing drawn (no doll behind it in Slice 1) { var (layout, lists) = BuildLayout(); Bind(layout, new ClientObjectTable()); Assert.Equal(0u, lists[HeadSlot].Cell.EmptySprite); } } ``` - [ ] **Step 2: Run to verify they fail** ``` dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~PaperdollControllerTests" ``` Expected: **FAIL to compile** (`PaperdollController` does not exist) — counts as red; proceed. - [ ] **Step 3: Implement `PaperdollController`** Create `src/AcDream.App/UI/Layout/PaperdollController.cs`: ```csharp using System; using System.Collections.Generic; using AcDream.App.UI; using AcDream.Core.Items; namespace AcDream.App.UI.Layout; /// /// Binds the ~21 equip slots mounted under the paperdoll (gmPaperDollUI 0x21000024, nested in the /// inventory frame 0x21000023) to live equipped-item data and makes them drag-drop WIELD targets. /// The acdream analogue of gmPaperDollUI::PostInit + GetLocationInfoFromElementID (named-retail decomp /// 175480 / 173620). Slice 1: equip slots only — no 3D doll viewport (that's Slice 2). /// Unwield is handled by InventoryController (dragging an equipped item onto the pack grid). /// public sealed class PaperdollController : IItemListDragHandler { // WEAPON_READY_SLOT_LOC (acclient.h:3235): the weapon-hand doll slot accepts any wieldable weapon. private const EquipMask WeaponSlotMask = EquipMask.MeleeWeapon | EquipMask.MissileWeapon | EquipMask.Held | EquipMask.TwoHanded; // element-id → EquipMask (verified: dump paperdoll-0x21000024.txt ↔ deep-dive §3a ↔ acclient.h:3193). // The 3 Aetheria sigil slots (0x10000595/96/97) are SetVisible(0) in retail — skipped (Slice 1 scope). private static readonly (uint Element, EquipMask Mask)[] SlotMap = { (0x100005ABu, EquipMask.HeadWear), // 0x1 (0x100001E2u, EquipMask.ChestWear), // 0x2 (0x100001E3u, EquipMask.UpperLegWear), // 0x40 (0x100005B0u, EquipMask.HandWear), // 0x20 (0x100005B3u, EquipMask.FootWear), // 0x100 (0x100005ACu, EquipMask.ChestArmor), // 0x200 (0x100005ADu, EquipMask.AbdomenArmor), // 0x400 (0x100005AEu, EquipMask.UpperArmArmor), // 0x800 (0x100005AFu, EquipMask.LowerArmArmor), // 0x1000 (0x100005B1u, EquipMask.UpperLegArmor), // 0x2000 (0x100005B2u, EquipMask.LowerLegArmor), // 0x4000 (0x100001DAu, EquipMask.NeckWear), // 0x8000 (0x100001DBu, EquipMask.WristWearLeft), // 0x10000 (0x100001DDu, EquipMask.WristWearRight), // 0x20000 (0x100001DCu, EquipMask.FingerWearLeft), // 0x40000 (0x100001DEu, EquipMask.FingerWearRight), // 0x80000 (0x100001E1u, EquipMask.Shield), // 0x200000 (0x100001E0u, EquipMask.MissileAmmo), // 0x800000 (LIKELY — gate-verify, AP row) (0x100001DFu, WeaponSlotMask), // 0x3500000 composite (0x1000058Eu, EquipMask.TrinketOne), // 0x4000000 (0x100005E9u, EquipMask.Cloak), // 0x8000000 }; private readonly ClientObjectTable _objects; private readonly Func _playerGuid; private readonly Func _iconIds; private readonly Action? _sendWield; // (itemGuid, equipMask) → GetAndWieldItem 0x001A private readonly List<(EquipMask Mask, UiItemList List)> _slots = new(); private PaperdollController( ImportedLayout layout, ClientObjectTable objects, Func playerGuid, Func iconIds, Action? sendWield) { _objects = objects; _playerGuid = playerGuid; _iconIds = iconIds; _sendWield = sendWield; int index = 0; foreach (var (element, mask) in SlotMap) { if (layout.FindElement(element) is not UiItemList list) { index++; continue; } list.RegisterDragHandler(this); list.Cell.SourceKind = ItemDragSource.Equipment; list.Cell.SlotIndex = index++; // a stable per-slot index (routing uses the list, not this) list.Cell.EmptySprite = 0u; // TRANSPARENT empty slot (brainstorm decision; no doll behind it) _slots.Add((mask, list)); } _objects.ObjectAdded += OnObjectChanged; _objects.ObjectMoved += OnObjectMoved; _objects.ObjectRemoved += OnObjectChanged; _objects.ObjectUpdated += OnObjectChanged; Populate(); } public static PaperdollController Bind( ImportedLayout layout, ClientObjectTable objects, Func playerGuid, Func iconIds, Action? sendWield = null) => new PaperdollController(layout, objects, playerGuid, iconIds, sendWield); 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(); } /// The object is (or just became / ceased to be) the player's equipped gear. private bool Concerns(ClientObject o) { uint p = _playerGuid(); return o.CurrentlyEquippedLocation != EquipMask.None || o.WielderId == p || o.ContainerId == p; } public void Populate() { uint p = _playerGuid(); // The player's equipped gear (one pass). Scoped to the player so a vendor's/NPC's wielded item // (which can also carry CurrentWieldedLocation) can't leak into the doll. var equipped = new List(); foreach (var o in _objects.Objects) if (o.CurrentlyEquippedLocation != EquipMask.None && (o.WielderId == p || o.ContainerId == p)) equipped.Add(o); foreach (var (mask, list) in _slots) { ClientObject? worn = null; foreach (var o in equipped) if ((o.CurrentlyEquippedLocation & mask) != EquipMask.None) { worn = o; break; } if (worn is null) { list.Cell.Clear(); continue; } uint tex = _iconIds(worn.Type, worn.IconId, worn.IconUnderlayId, worn.IconOverlayId, worn.Effects); list.Cell.SetItem(worn.ObjectId, tex); } } private EquipMask MaskFor(UiItemList list) { foreach (var (mask, l) in _slots) if (ReferenceEquals(l, list)) return mask; return EquipMask.None; } // ── IItemListDragHandler ────────────────────────────────────────────────────────────────────── /// No-op: a wielded item stays put until the server confirms (same as the inventory grid, /// unlike the toolbar's remove-on-lift). Unwield happens on DROP onto the pack grid — InventoryController. public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload) { } /// Accept iff the dragged item can be worn here (its ValidLocations intersects the slot mask). /// Retail: gmPaperDollUI::OnItemListDragOver (decomp 174302). public bool OnDragOver(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload) { var item = _objects.Get(payload.ObjId); if (item is null) return false; return (item.ValidLocations & MaskFor(targetList)) != EquipMask.None; } /// Wield the dropped item: optimistic local equip (instant) + GetAndWieldItem 0x001A. /// wieldMask = ValidLocations & slotMask resolves the specific bit (the composite weapon slot, the /// chosen finger). Retail: gmPaperDollUI HandleDropRelease → GetAndWieldItem. public void HandleDropRelease(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload) { var item = _objects.Get(payload.ObjId); if (item is null) return; EquipMask wieldMask = item.ValidLocations & MaskFor(targetList); if (wieldMask == EquipMask.None) return; // not wieldable here (defensive; OnDragOver already rejected) _objects.WieldItemOptimistic(payload.ObjId, _playerGuid(), wieldMask); _sendWield?.Invoke(payload.ObjId, (uint)wieldMask); } /// Detach event handlers (idempotent). public void Dispose() { _objects.ObjectAdded -= OnObjectChanged; _objects.ObjectMoved -= OnObjectMoved; _objects.ObjectRemoved -= OnObjectChanged; _objects.ObjectUpdated -= OnObjectChanged; } } ``` - [ ] **Step 4: Run the controller tests + the full App suite** ``` dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj ``` Expected: **PASS** (the 6 `PaperdollControllerTests` + the whole App suite green; the EquipMask correction is value-agnostic for existing App tests). - [ ] **Step 5: Add the divergence-register rows** Read `docs/architecture/retail-divergence-register.md`, find the highest existing `AP-NN`, and append three rows using the next sequential numbers (the B-Drag rows AP-60/AP-61 are the current tail, so expect AP-62..AP-64 — but use whatever the file's actual max+1 is). One-line rows in the file's existing format: 1. **MissileAmmo slot mask LIKELY** — `0x100001E0 → MissileAmmo 0x800000` is inferred (the decomp immediate at `GetLocationInfoFromElementID` 173676 is corrupted to a string pointer); risk if wrong: dropping ammo onto that slot wields to the wrong location. Source: `PaperdollController.SlotMap`. Gate-verify. 2. **Dual-wield-into-shield-slot special not implemented** — retail `OnItemListDragOver` (decomp 174302) lets a melee-capable item also drop on the Shield slot; acdream's `wieldMask = ValidLocations & slotMask` rejects it. Risk: a dual-wielder can't off-hand a melee weapon via the doll. Source: `PaperdollController.HandleDropRelease`. 3. **Wield-reject rollback assumes `InventoryServerSaveFailed 0x00A0`** — an optimistic wield rolls back only if ACE emits `0x00A0` for a `GetAndWieldItem` rejection; otherwise it's corrected by the next authoritative message. Source: `GameEventWiring` 0x00A0 handler. Gate-verify via WireMCP. - [ ] **Step 6: Commit** ```bash git add src/AcDream.App/UI/Layout/PaperdollController.cs tests/AcDream.App.Tests/UI/Layout/PaperdollControllerTests.cs docs/architecture/retail-divergence-register.md git commit -m "feat(D.2b): PaperdollController — equip slots bind + wield drag handler (Slice 1)" ``` --- ## Task 6: Wire `PaperdollController` into GameWindow (App) **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (the field declaration near `_inventoryController`; the bind site at ~line 2245, right after the `InventoryController.Bind(...)` call) - [ ] **Step 1: Add the field** Find the `_inventoryController` field declaration (grep `_inventoryController` in `GameWindow.cs` — it's a `private … InventoryController? _inventoryController;`). Add directly beneath it: ```csharp private AcDream.App.UI.Layout.PaperdollController? _paperdollController; ``` - [ ] **Step 2: Add the Bind call** In the inventory-frame block, immediately after the `_inventoryController = AcDream.App.UI.Layout.InventoryController.Bind(...);` statement ends (the `sendPutItemInContainer:` line that closes with `));`, ~line 2245) and before the following `Console.WriteLine("[D.2b-B] retail inventory window …");`, insert: ```csharp // Slice 1: bind the paperdoll equip slots (same imported subtree) — show equipped gear + // wield-on-drop. Unwield is handled by InventoryController (drag an equipped item to the grid). _paperdollController = AcDream.App.UI.Layout.PaperdollController.Bind( invLayout, Objects, playerGuid: () => _playerServerGuid, iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects), sendWield: (item, mask) => _liveSession?.SendGetAndWieldItem(item, mask)); ``` - [ ] **Step 3: Build the whole solution** ``` dotnet build ``` Expected: **build succeeds** (0 errors). - [ ] **Step 4: Run the full test suite (all projects)** ``` dotnet test ``` Expected: **all green** across Core / Core.Net / App / UI.Abstractions. This is the phase-boundary full-suite gate (the B-Wire process lesson — don't trust filtered subsets). - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/Rendering/GameWindow.cs git commit -m "feat(D.2b): wire PaperdollController into the inventory frame (Slice 1)" ``` --- ## Visual gate (user) Launch the client (plain `dotnet run` — do NOT auto-kill a running client; if a rebuild is locked, ASK the user to close it), log in, press **F12**: - Equipped gear shows as icons in the correct doll slots; empty slots are transparent. - Drag a wieldable item from the pack onto a matching slot → it wields instantly (icon appears) and survives the server echo; an invalid slot shows red and rejects. - Drag an equipped item from a slot to the pack → it unwields. While testing, run WireMCP to confirm `GetAndWieldItem 0x001A` goes out on a wield and whether `0x00A0` comes back on a rejected wield (divergence row 3). ## Post-gate (after visual confirmation) - Update `claude-memory/project_d2b_retail_ui.md` with the Slice 1 SHIPPED entry (key facts + DO-NOT-RETRY). - Update `docs/plans/2026-04-11-roadmap.md` (Sub-phase C Slice 1 shipped). - Note in `docs/ISSUES.md` any gate-verify follow-ups (the AP rows).