acdream/src/AcDream.App/RuntimeOptions.cs
Erik b7dc91a053 feat(ui): D.2b item interaction + retail cursors + live character sheet
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>
2026-07-03 09:18:43 +02:00

113 lines
5 KiB
C#

using System;
using System.Globalization;
namespace AcDream.App;
/// <summary>
/// Typed bundle of startup-time configuration read from the process
/// environment. Built once in <c>Program.cs</c> and passed to
/// <c>GameWindow</c> so the rest of the app reads its config through
/// strongly-typed fields instead of scattered
/// <c>Environment.GetEnvironmentVariable</c> calls.
/// </summary>
/// <remarks>
/// <para>
/// <strong>Scope:</strong> startup-time only — values that don't change
/// once the window is up. Runtime diagnostic toggles
/// (e.g. <c>ACDREAM_DUMP_MOTION</c>, <c>ACDREAM_PROBE_*</c>) belong in
/// diagnostic owner classes (see <c>AcDream.Core.Physics.PhysicsDiagnostics</c>
/// for the template), not here.
/// </para>
/// <para>
/// See <c>docs/architecture/code-structure.md</c> §2 Rule 4 for the
/// rule that drove this extraction, and §4 Step 1 for the broader
/// extraction sequence this is the first cut of.
/// </para>
/// </remarks>
public sealed record RuntimeOptions(
string DatDir,
bool LiveMode,
string LiveHost,
int LivePort,
string? LiveUser,
string? LivePass,
bool DevTools,
bool DumpMoveTruth,
bool NoAudio,
bool EnableSkyPesDebug,
int HidePartIndex,
bool RetailCloseDegrades,
bool DumpSceneryZ,
bool DumpLiveSpawns,
int? LegacyStreamRadius,
bool RetailUi,
string? AcDir,
bool UiProbeDump,
string? UiProbeScript)
{
/// <summary>
/// Build options from the process environment. Used by
/// <c>Program.cs</c> at startup.
/// </summary>
public static RuntimeOptions FromEnvironment(string datDir)
=> Parse(datDir, Environment.GetEnvironmentVariable);
/// <summary>
/// Build options from a custom environment getter. Used by tests to
/// inject controlled env values without touching the process
/// environment.
/// </summary>
/// <param name="datDir">Resolved dat-file directory.</param>
/// <param name="env">Function returning the value for an env-var
/// name, or <c>null</c> when unset.</param>
public static RuntimeOptions Parse(string datDir, Func<string, string?> env)
{
if (datDir is null) throw new ArgumentNullException(nameof(datDir));
if (env is null) throw new ArgumentNullException(nameof(env));
return new RuntimeOptions(
DatDir: datDir,
LiveMode: IsExactlyOne(env("ACDREAM_LIVE")),
LiveHost: env("ACDREAM_TEST_HOST") ?? "127.0.0.1",
LivePort: TryParseInt(env("ACDREAM_TEST_PORT")) ?? 9000,
LiveUser: NullIfEmpty(env("ACDREAM_TEST_USER")),
LivePass: NullIfEmpty(env("ACDREAM_TEST_PASS")),
DevTools: IsExactlyOne(env("ACDREAM_DEVTOOLS")),
DumpMoveTruth: IsExactlyOne(env("ACDREAM_DUMP_MOVE_TRUTH")),
NoAudio: IsExactlyOne(env("ACDREAM_NO_AUDIO")),
EnableSkyPesDebug: IsExactlyOne(env("ACDREAM_ENABLE_SKY_PES")),
HidePartIndex: TryParseInt(env("ACDREAM_HIDE_PART")) ?? -1,
// Default-on: any value other than the literal string "0" enables
// retail close-detail degrades. Set ACDREAM_RETAIL_CLOSE_DEGRADES=0
// only for before/after diagnostic comparisons.
RetailCloseDegrades: !string.Equals(env("ACDREAM_RETAIL_CLOSE_DEGRADES"), "0", StringComparison.Ordinal),
DumpSceneryZ: IsExactlyOne(env("ACDREAM_DUMP_SCENERY_Z")),
DumpLiveSpawns: IsExactlyOne(env("ACDREAM_DUMP_LIVE_SPAWNS")),
// Legacy override for ACDREAM_STREAM_RADIUS. Caller applies it on
// top of the quality preset's radii. Null when unset or invalid.
LegacyStreamRadius: TryParseNonNegativeInt(env("ACDREAM_STREAM_RADIUS")),
RetailUi: IsExactlyOne(env("ACDREAM_RETAIL_UI")),
AcDir: NullIfEmpty(env("ACDREAM_AC_DIR")),
UiProbeDump: IsExactlyOne(env("ACDREAM_UI_PROBE_DUMP")),
UiProbeScript: NullIfEmpty(env("ACDREAM_UI_PROBE_SCRIPT")));
}
/// <summary>True iff live-mode credentials are present and valid for connecting.</summary>
public bool HasLiveCredentials =>
LiveMode && !string.IsNullOrEmpty(LiveUser) && !string.IsNullOrEmpty(LivePass);
/// <summary>True when the opt-in retail UI automation probe should be constructed.</summary>
public bool UiProbeEnabled => UiProbeDump || !string.IsNullOrEmpty(UiProbeScript);
private static bool IsExactlyOne(string? s)
=> string.Equals(s, "1", StringComparison.Ordinal);
private static string? NullIfEmpty(string? s)
=> string.IsNullOrEmpty(s) ? null : s;
private static int? TryParseInt(string? s)
=> int.TryParse(s, NumberStyles.Integer, CultureInfo.InvariantCulture, out var v) ? v : null;
private static int? TryParseNonNegativeInt(string? s)
=> TryParseInt(s) is { } v && v >= 0 ? v : null;
}