Sub-phase C, Slice 1 — bind the ~25 paperdoll equip slots to live equipped-item data + make them drag-drop wield/unwield targets. No 3D doll (that's Slice 2). Brainstorm findings baked in: - The handoff's "build the wire gap" premise is STALE: BuildGetAndWieldItem + SendGetAndWieldItem already shipped in B-Wire. The whole optimistic-move machine + InventoryController:IItemListDragHandler already exist — Slice 1 mirrors them. Unwield is free (the inventory grid handler already does it). - Found a latent bug: acdream's EquipMask enum diverges from canonical AC (acclient.h:3193 INVENTORY_LOC) from bit 0x2000 up (phantom HandArmor/ FootArmor). Correct it to the verbatim retail values + a numeric-pin test. Blast radius is safe (4 round-trip test refs). - Empty equip slots are TRANSPARENT (EmptySprite=0), per the user — faithful, zero Slice-2 rework. Real scope: correct EquipMask (Core) + WieldItemOptimistic & equip-aware rollback snapshot (Core) + ConfirmMove on the WieldObject 0x0023 handler (Core.Net) + PaperdollController (App) + GameWindow wiring. Element-id→mask map verified dump ↔ deep-dive §3a ↔ acclient.h. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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| .. | ||
| architecture | ||
| audit | ||
| plans | ||
| research | ||
| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||