Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02 UI architecture review mandated before commit: - ItemInteractionController: single owner of double-click use/equip/ container-open, targeted-use mode (health kits), drag-out drop; toolbar shortcut drags don't drop the real item. ItemEquipRules for multi-slot (coat) coverage via equip masks. - Cursor phase: CursorFeedbackController (semantic priority chain: drag > resize > window-move > target-mode > text) + RetailCursorCatalog (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState 0x00564630) resolved through the portal EnumIDMap chain by RetailCursorResolver; RetailCursorManager applies dat cursor art to the OS cursor. Register row AP-72 covers the OS standard-cursor fallback. - Character window goes live: CharacterSheetProvider owns sheet assembly, XP-curve/raise-cost math and the raise flow — extracted out of GameWindow per Code Structure Rule 1 instead of committing the ~430-line feature body there. Optimistic XP/credit debits go through eventful store APIs (new ClientObjectTable.UpdateInt64Property + LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw property-dictionary writes; register row AP-73 covers the still-missing raise ledger (#163). - RetailWindowFrame: the shared nine-slice window mount recipe; the character window uses it, remaining windows migrate via #164. - Status-bar buttons toggle inventory/character windows; retail row-major backpack ordering; WorldSession.SendUseWithTarget + raise/train sends. GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the sheet/raise logic is unit-tested in CharacterSheetProviderTests instead of trapped in the god object. Build green; full suite 3,286 tests pass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
using AcDream.Core.Items;
|
|
|
|
namespace AcDream.App.UI;
|
|
|
|
internal static class ItemEquipRules
|
|
{
|
|
// Retail CPlayerSystem::AutoWear / gmPaperDollUI inventory mask: 0x08007FFF.
|
|
public const EquipMask AutoWearMask =
|
|
EquipMask.HeadWear
|
|
| EquipMask.ChestWear
|
|
| EquipMask.AbdomenWear
|
|
| EquipMask.UpperArmWear
|
|
| EquipMask.LowerArmWear
|
|
| EquipMask.HandWear
|
|
| EquipMask.UpperLegWear
|
|
| EquipMask.LowerLegWear
|
|
| EquipMask.FootWear
|
|
| EquipMask.ChestArmor
|
|
| EquipMask.AbdomenArmor
|
|
| EquipMask.UpperArmArmor
|
|
| EquipMask.LowerArmArmor
|
|
| EquipMask.UpperLegArmor
|
|
| EquipMask.LowerLegArmor
|
|
| EquipMask.Cloak;
|
|
|
|
public static bool IsAutoWearItem(ClientObject item)
|
|
=> (item.ValidLocations & AutoWearMask) != EquipMask.None;
|
|
|
|
public static EquipMask ResolvePaperdollDropWieldMask(ClientObject item, EquipMask targetMask)
|
|
{
|
|
if ((item.ValidLocations & targetMask) == EquipMask.None)
|
|
return EquipMask.None;
|
|
|
|
return IsAutoWearItem(item)
|
|
? item.ValidLocations
|
|
: item.ValidLocations & targetMask;
|
|
}
|
|
}
|