acdream/docs/plans/2026-07-23-world-interaction-completion.md
Erik 643cdfe66e feat(ui): port retail appraisal panel
Preserve retail's one-pending-appraisal busy lifetime, parse the complete gated response, and mount the authored examination layout in the shared main-panel host. Keep known 3D preview and inscription-write gaps explicit in AP-110.
2026-07-23 11:34:08 +02:00

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Raw Blame History

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. The existing retail Assess command has been reconciled and Slice 3's examination panel is code-complete; its connected visual gate is next. 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 canonical shared main-panel host.
  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 new retained panel controller mounted by the canonical main-panel host
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 <item> to wear that. Research: ../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. 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 includes the three-word HookProfile and rejects truncated gated payloads rather than continuing from a corrupt cursor. LayoutDesc 0x2100006B, root 0x100005F2, supplies the complete 310 x 400 floaty chrome, title, item/creature/character subviews, close control, and authored scrollbars. The panel participates in the canonical one-active main-panel geometry/lifecycle rather than owning a parallel location. Basic item, creature, and player reports are live; exact 3D preview/specialized detail regions, conditional inscription editing, and selection-follow remain the narrowed AP-110 residual. Research: ../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, 3,488 App tests / 3 skips, and 7,885 complete-solution tests / 5 skips.

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.

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 the retail layout and registers it with RetailPanelUiController, so Inventory, Skills, Spellbook, effects, and Examination remain views of the same movable/resizable main panel.
  5. Network workers deliver immutable parsed data through the existing session router; retained state changes remain on the update thread.

Connected gate

  • Select an item and click the magnifying glass (or press Assess): the shared panel should show its name, available properties, descriptions, inscription/signature, retail chrome, and working scrollbar.
  • Assess a monster, NPC, and player: the correct creature/character page should appear and the busy cursor should clear.
  • In combat, leave a creature assessment open long enough to observe a health refresh; closing it or opening another shared panel must stop refreshes.
  • Move/resize Examination, switch to Inventory or Skills, and confirm the shared rectangle is retained.