5-task TDD plan for the OPEN empty-slot-art issue: ItemListCellTemplate resolver (ports UIElement_ItemList::InternalCreateItem's 0x1000000e -> 0x21000037 lookup), UiItemList.CellEmptySprite, InventoryController + GameWindow wiring, divergence rows AP-55/AP-56, ISSUES close + visual gate. Each task is test-first with exact code; Task 1 pins the exact retail sprites from the live dat. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
28 KiB
D.2b Inventory empty-slot art — 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: Make the inventory contents grid, side-bag column, and main-pack cell render their correct per-list empty-slot background — resolved from the dat exactly as retail does — instead of the hardcoded generic toolbar square.
Architecture: Port retail's UIElement_ItemList::InternalCreateItem resolver into a small static helper (ItemListCellTemplate.ResolveEmptySprite): read attribute 0x1000000e off the list's ElementDesc → a cell-template element id → look it up in catalog LayoutDesc 0x21000037 → take that prototype's empty-slot media. A new UiItemList.CellEmptySprite carries the resolved sprite to the cells; InventoryController sets it for the three lists; GameWindow resolves and passes the three values (mirroring the existing 0x21000037 digit-array read + ToolbarController.Bind). UiItemSlot and the toolbar are untouched.
Tech Stack: C# / .NET 10, xUnit, DatReaderWriter (dat reader), the existing AcDream.App.UI.Layout importer.
Spec: docs/superpowers/specs/2026-06-22-d2b-empty-slot-art-design.md.
File Structure
| File | Create/Modify | Responsibility |
|---|---|---|
src/AcDream.App/UI/Layout/ItemListCellTemplate.cs |
Create | The pure dat→sprite resolver (port of InternalCreateItem's template lookup). |
tests/AcDream.App.Tests/UI/Layout/ItemListCellTemplateTests.cs |
Create | Real-dat smoke + the "pin the exact asset" printout (skips without the dat). |
src/AcDream.App/UI/UiItemList.cs |
Modify | Add CellEmptySprite (stamps cells). |
tests/AcDream.App.Tests/UI/UiItemListTests.cs |
Modify | Unit test for CellEmptySprite (no dat). |
src/AcDream.App/UI/Layout/InventoryController.cs |
Modify | Bind/ctor gain the three sprites; apply to the three lists. |
tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs |
Modify | Test the three lists receive the sprites. |
src/AcDream.App/Rendering/GameWindow.cs |
Modify (near :2217) |
Resolve the three sprites; pass into InventoryController.Bind. |
docs/architecture/retail-divergence-register.md |
Modify | Two AP rows (toolbar hardcode; flat-cell approximation). |
docs/ISSUES.md |
Modify | Move the empty-slot-art issue to Recently closed (inventory portion). |
UiItemSlot.cs is not modified — its 0x060074CF default stays (correct for the toolbar); cells receive the per-list value via UiItemList.CellEmptySprite.
Task 1: The resolver + real-dat pinning test
Files:
-
Create:
src/AcDream.App/UI/Layout/ItemListCellTemplate.cs -
Test:
tests/AcDream.App.Tests/UI/Layout/ItemListCellTemplateTests.cs -
Step 1: Write the failing real-dat test
Create tests/AcDream.App.Tests/UI/Layout/ItemListCellTemplateTests.cs:
using System;
using System.IO;
using AcDream.App.UI.Layout;
using DatReaderWriter;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.App.Tests.UI.Layout;
/// <summary>
/// Real-dat test for <see cref="ItemListCellTemplate.ResolveEmptySprite"/>: the inventory
/// item-lists must resolve their empty-slot sprite from the dat cell template (attribute
/// 0x1000000e -> catalog 0x21000037 prototype's ItemSlot_Empty), NOT the generic toolbar
/// square 0x060074CF. Also PRINTS the resolved ids — the "pin the exact asset" record.
/// Skips when the live dat directory is absent (CI).
/// </summary>
public class ItemListCellTemplateTests
{
private const uint Generic = 0x060074CFu; // generic toolbar-shortcut empty square (the bug)
private const uint ContentsLayout = 0x21000021u; private const uint ContentsGrid = 0x100001C6u;
private const uint BackpackLayout = 0x21000022u; private const uint SideBag = 0x100001CAu;
private const uint MainPack = 0x100001C9u;
private readonly ITestOutputHelper _out;
public ItemListCellTemplateTests(ITestOutputHelper o) => _out = o;
private static string? DatDir()
{
var d = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
return Directory.Exists(d) ? d : null;
}
[Fact]
public void Inventory_lists_resolve_a_real_nongeneric_empty_sprite()
{
var datDir = DatDir();
if (datDir is null) return; // CI: no live dat — skip (smoke test)
using var dats = new DatCollection(datDir, DatAccessType.Read);
foreach (var (name, layout, elem) in new[]
{
("contents", ContentsLayout, ContentsGrid),
("side-bag", BackpackLayout, SideBag),
("main-pack", BackpackLayout, MainPack),
})
{
uint sprite = ItemListCellTemplate.ResolveEmptySprite(dats, layout, elem);
_out.WriteLine($"{name}: list 0x{elem:X8} (layout 0x{layout:X8}) -> empty sprite 0x{sprite:X8}");
Assert.True(sprite != 0u, $"{name}: resolved 0 (no 0x1000000e attr / prototype / media)");
Assert.True(sprite != Generic, $"{name}: resolved the generic 0x060074CF — the bug, not the fix");
Assert.True((sprite & 0xFF000000u) == 0x06000000u, $"{name}: 0x{sprite:X8} is not a 0x06 RenderSurface id");
}
}
}
- Step 2: Run the test to verify it fails
Run: dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ItemListCellTemplateTests"
Expected: compile error — ItemListCellTemplate does not exist.
- Step 3: Implement the resolver
Create src/AcDream.App/UI/Layout/ItemListCellTemplate.cs:
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Resolves the empty-slot background sprite for a UIElement_ItemList's cells the way retail
/// does. Retail ref: UIElement_ItemList::InternalCreateItem (acclient_2013_pseudo_c.txt:231486 /
/// 0x004e3570): GetAttribute_Enum(this, 0x1000000e, &id) -> GetByEnum(0x10000038,5,0x23) [the
/// shared UIItem catalog LayoutDesc, = 0x21000037] -> CreateChildElement(catalog, id); the cloned
/// prototype's ItemSlot_Empty (state 0x1000001c) media is the empty-cell background.
/// </summary>
public static class ItemListCellTemplate
{
/// <summary>The shared UIItem cell-template catalog. Hardcoded: retail resolves it via
/// GetByEnum(0x10000038,5,0x23) through a master enum-map DAT object (no code literal);
/// 0x21000037 is the only LayoutDesc that is a catalog of standalone UIItem (0x10000032)
/// prototypes. Validated by the real-dat test (the resolved sprite must be a real 0x06 surface).</summary>
public const uint CatalogLayoutId = 0x21000037u;
private const uint CellTemplateAttr = 0x1000000eu; // UIElement attribute: cell-template element id
private const uint IconChildId = 0x1000033Bu; // m_elem_Icon sub-element (carries ItemSlot_Empty)
private const string ItemSlotEmpty = "ItemSlot_Empty"; // UIStateId.ToString() for state 0x1000001c
/// <summary>
/// Resolve the empty-slot sprite (a 0x06xxxxxx RenderSurface id) for the cells of item-list
/// element <paramref name="listElementId"/> in LayoutDesc <paramref name="listLayoutId"/>.
/// Returns 0 when the layout/element/attribute/prototype/media is absent (the caller keeps
/// the <see cref="UiItemSlot"/> default).
/// </summary>
public static uint ResolveEmptySprite(DatCollection dats, uint listLayoutId, uint listElementId)
{
var listLd = dats.Get<LayoutDesc>(listLayoutId);
if (listLd is null) return 0;
var listElem = FindDesc(listLd, listElementId);
if (listElem is null) return 0;
uint protoId = ReadCellTemplateId(listElem); // attr 0x1000000e
if (protoId == 0) return 0;
var catalog = dats.Get<LayoutDesc>(CatalogLayoutId);
if (catalog is null) return 0;
var proto = FindDesc(catalog, protoId);
if (proto is null) return 0;
// Priority: a child's DirectState background frame (the 36x36 backpack cell's recessed
// border, e.g. 0x06005D9C); else the m_elem_Icon child's ItemSlot_Empty media (the 32x32
// contents cell, e.g. 0x06004D20). See the spec's explicit single-sprite contract.
uint frame = FirstChildDirectStateImage(proto);
return frame != 0 ? frame : IconChildEmptyImage(proto);
}
// ── attribute 0x1000000e (read like the font DID 0x1A: bare DataIdBaseProperty or an array) ──
private static uint ReadCellTemplateId(ElementDesc elem)
{
uint id = ReadIdFromState(elem.StateDesc);
if (id != 0) return id;
foreach (var s in elem.States)
{
id = ReadIdFromState(s.Value);
if (id != 0) return id;
}
return 0;
}
private static uint ReadIdFromState(StateDesc? sd)
{
if (sd?.Properties is null) return 0;
return sd.Properties.TryGetValue(CellTemplateAttr, out var raw) ? ReadId(raw) : 0;
}
private static uint ReadId(BaseProperty raw)
{
if (raw is ArrayBaseProperty arr && arr.Value.Count > 0) return ReadId(arr.Value[0]);
if (raw is DataIdBaseProperty did) return did.Value;
return 0;
}
// ── prototype media ──
private static uint FirstChildDirectStateImage(ElementDesc proto)
{
foreach (var kv in proto.Children)
{
uint f = DirectStateImage(kv.Value);
if (f != 0) return f;
}
return 0;
}
private static uint IconChildEmptyImage(ElementDesc proto)
{
var icon = FindDescIn(proto, IconChildId); // recursive: handles inner wrappers (e.g. 0x10000340)
if (icon is null) return 0;
foreach (var s in icon.States)
if (s.Key.ToString() == ItemSlotEmpty)
{
uint f = StateImage(s.Value);
if (f != 0) return f;
}
return DirectStateImage(icon); // some prototypes carry empty media on the DirectState
}
private static uint DirectStateImage(ElementDesc d)
=> d.StateDesc is null ? 0u : StateImage(d.StateDesc);
private static uint StateImage(StateDesc sd)
{
foreach (var m in sd.Media)
if (m is MediaDescImage img && img.File != 0) return img.File;
return 0;
}
// ── depth-first element search by id (LayoutImporter.FindDesc is private there) ──
private static ElementDesc? FindDesc(LayoutDesc ld, uint id)
{
foreach (var kv in ld.Elements)
{
var f = FindDescIn(kv.Value, id);
if (f is not null) return f;
}
return null;
}
private static ElementDesc? FindDescIn(ElementDesc d, uint id)
{
if (d.ElementId == id) return d;
foreach (var kv in d.Children)
{
var f = FindDescIn(kv.Value, id);
if (f is not null) return f;
}
return null;
}
}
- Step 4: Run the test to verify it passes (and PIN the values)
Run (this machine has the live dat at ~/Documents/Asheron's Call):
dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ItemListCellTemplateTests" -v n
Expected: PASS. In the test output, record the three printed sprite ids (the "pin the exact asset" deliverable), e.g. contents: ... -> empty sprite 0x06004D20. If any line prints 0x00000000 or fails the != Generic assert, the 0x1000000e attribute was not found where expected — fall back to the cdb route in the spec §6 (break at InternalCreateItem 004e3616, read arg4 + the catalog DID) and extend ReadId/the priority before continuing.
- Step 5: Commit
git add src/AcDream.App/UI/Layout/ItemListCellTemplate.cs tests/AcDream.App.Tests/UI/Layout/ItemListCellTemplateTests.cs
git commit -m "feat(ui): D.2b empty-slot art — ItemListCellTemplate resolver (0x1000000e -> 0x21000037)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
Task 2: UiItemList.CellEmptySprite
Files:
-
Modify:
src/AcDream.App/UI/UiItemList.cs -
Test:
tests/AcDream.App.Tests/UI/UiItemListTests.cs -
Step 1: Write the failing unit test
Add to tests/AcDream.App.Tests/UI/UiItemListTests.cs (inside the existing test class):
[Fact]
public void CellEmptySprite_stamps_existing_and_future_cells()
{
var list = new UiItemList(); // ctor adds one default cell
Assert.Equal(0x060074CFu, list.GetItem(0)!.EmptySprite); // UiItemSlot default before set
list.CellEmptySprite = 0x06004D20u; // a pack-slot sprite
Assert.Equal(0x06004D20u, list.GetItem(0)!.EmptySprite); // existing cell re-stamped
list.AddItem(new UiItemSlot());
Assert.Equal(0x06004D20u, list.GetItem(1)!.EmptySprite); // new cell stamped
}
[Fact]
public void CellEmptySprite_zero_leaves_the_UiItemSlot_default()
{
var list = new UiItemList();
list.CellEmptySprite = 0u;
Assert.Equal(0x060074CFu, list.GetItem(0)!.EmptySprite); // unchanged default
}
- Step 2: Run the test to verify it fails
Run: dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~UiItemListTests.CellEmptySprite"
Expected: compile error — UiItemList has no CellEmptySprite.
- Step 3: Implement
CellEmptySprite
In src/AcDream.App/UI/UiItemList.cs, add the property after the SpriteResolve property (around line 29):
private uint _cellEmptySprite;
/// <summary>Empty-slot sprite for THIS list's cells, resolved from the dat cell template
/// (retail attribute 0x1000000e -> catalog 0x21000037 prototype's ItemSlot_Empty; see
/// <see cref="Layout.ItemListCellTemplate.ResolveEmptySprite"/>). 0 = leave the
/// <see cref="UiItemSlot.EmptySprite"/> default (0x060074CF). Applied to every existing
/// AND future cell.</summary>
public uint CellEmptySprite
{
get => _cellEmptySprite;
set
{
_cellEmptySprite = value;
if (value != 0)
foreach (var c in _cells) c.EmptySprite = value;
}
}
In AddItem, after the existing cell.SpriteResolve ??= SpriteResolve; line, add:
if (_cellEmptySprite != 0) cell.EmptySprite = _cellEmptySprite;
- Step 4: Run the test to verify it passes
Run: dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~UiItemListTests.CellEmptySprite"
Expected: PASS (both tests).
- Step 5: Commit
git add src/AcDream.App/UI/UiItemList.cs tests/AcDream.App.Tests/UI/UiItemListTests.cs
git commit -m "feat(ui): D.2b empty-slot art — UiItemList.CellEmptySprite stamps cells
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
Task 3: InventoryController applies the three sprites
Files:
-
Modify:
src/AcDream.App/UI/Layout/InventoryController.cs -
Test:
tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs -
Step 1: Write the failing test
Add to tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs:
[Fact]
public void Empty_sprites_are_applied_to_the_three_lists()
{
var (layout, grid, containers, top, _, _, _, _) = BuildLayout();
InventoryController.Bind(layout, new ClientObjectTable(), () => Player,
iconIds: (_, _, _, _, _) => 0u, strength: () => 100, datFont: null,
contentsEmptySprite: 0x06004D20u, sideBagEmptySprite: 0x06005D9Cu, mainPackEmptySprite: 0x06005D9Cu);
Assert.Equal(0x06004D20u, grid.GetItem(0)!.EmptySprite); // a padded empty contents cell
Assert.Equal(0x06005D9Cu, containers.GetItem(0)!.EmptySprite); // a padded empty side-bag cell
Assert.Equal(0x06005D9Cu, top.GetItem(0)!.EmptySprite); // the main-pack cell
}
- Step 2: Run the test to verify it fails
Run: dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~InventoryControllerTests.Empty_sprites"
Expected: compile error — Bind has no contentsEmptySprite/sideBagEmptySprite/mainPackEmptySprite parameters.
- Step 3: Add the parameters and apply them
In src/AcDream.App/UI/Layout/InventoryController.cs:
(a) Add three parameters to the private constructor signature (after UiDatFont? datFont):
UiDatFont? datFont,
uint contentsEmptySprite,
uint sideBagEmptySprite,
uint mainPackEmptySprite)
(b) Inside the constructor, after the existing if (_containerList is not null) { ... } block that sets Columns/CellWidth/CellHeight (and before the burden-meter block), add:
// Per-list empty-slot art, resolved from the dat cell template (retail attr 0x1000000e
// -> catalog 0x21000037 prototype's ItemSlot_Empty). 0 = leave the UiItemSlot default.
if (_contentsGrid is not null) _contentsGrid.CellEmptySprite = contentsEmptySprite;
if (_containerList is not null) _containerList.CellEmptySprite = sideBagEmptySprite;
if (_topContainer is not null) _topContainer.CellEmptySprite = mainPackEmptySprite;
(c) Update the public Bind factory to take + forward the three values (defaulted to 0 so every existing caller and test still compiles):
public static InventoryController Bind(
ImportedLayout layout,
ClientObjectTable objects,
Func<uint> playerGuid,
Func<ItemType, uint, uint, uint, uint, uint> iconIds,
Func<int?> strength,
UiDatFont? datFont,
uint contentsEmptySprite = 0u,
uint sideBagEmptySprite = 0u,
uint mainPackEmptySprite = 0u)
=> new InventoryController(layout, objects, playerGuid, iconIds, strength, datFont,
contentsEmptySprite, sideBagEmptySprite, mainPackEmptySprite);
- Step 4: Run the test to verify it passes
Run: dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~InventoryControllerTests"
Expected: PASS (the new test + all existing InventoryControllerTests — the defaults keep them green).
- Step 5: Commit
git add src/AcDream.App/UI/Layout/InventoryController.cs tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs
git commit -m "feat(ui): D.2b empty-slot art — InventoryController applies per-list empty sprites
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
Task 4: GameWindow wiring + divergence rows
Files:
-
Modify:
src/AcDream.App/Rendering/GameWindow.cs(around theInventoryController.Bindcall,:2217) -
Modify:
docs/architecture/retail-divergence-register.md -
Step 1: Resolve the three sprites and pass them into
Bind
In src/AcDream.App/Rendering/GameWindow.cs, immediately before the _inventoryController = AcDream.App.UI.Layout.InventoryController.Bind( call (currently at ~line 2217), insert:
// Resolve each inventory list's empty-slot art from the dat cell template
// (retail UIElement_ItemList::InternalCreateItem 0x004e3570: attr 0x1000000e ->
// catalog 0x21000037 prototype's ItemSlot_Empty). The contents grid lives in
// gm3DItemsUI (0x21000021); the side-bag + main-pack in gmBackpackUI (0x21000022).
uint contentsEmpty, sideBagEmpty, mainPackEmpty;
lock (_datLock)
{
contentsEmpty = AcDream.App.UI.Layout.ItemListCellTemplate.ResolveEmptySprite(_dats!, 0x21000021u, 0x100001C6u);
sideBagEmpty = AcDream.App.UI.Layout.ItemListCellTemplate.ResolveEmptySprite(_dats!, 0x21000022u, 0x100001CAu);
mainPackEmpty = AcDream.App.UI.Layout.ItemListCellTemplate.ResolveEmptySprite(_dats!, 0x21000022u, 0x100001C9u);
}
Console.WriteLine($"[D.2b empty-slot] contents=0x{contentsEmpty:X8} sideBag=0x{sideBagEmpty:X8} mainPack=0x{mainPackEmpty:X8}");
Then extend the existing Bind(...) call's argument list — after datFont: vitalsDatFont (the current last argument, line ~2224) change the trailing ); so the call ends:
datFont: vitalsDatFont,
contentsEmptySprite: contentsEmpty,
sideBagEmptySprite: sideBagEmpty,
mainPackEmptySprite: mainPackEmpty);
- Step 2: Add the two divergence-register rows
In docs/architecture/retail-divergence-register.md, in the AP (Approximation/Adaptation) table (after the AP-54 row, line ~156), add two rows (renumber if AP-55/AP-56 are taken — use the next free ids):
| AP-55 | The toolbar's item slots keep the hardcoded `UiItemSlot.EmptySprite = 0x060074CF` rather than resolving their cell template via attribute `0x1000000e`. Correct in outcome (the toolbar's `0x1000000e` resolves to a generic prototype whose empty media is `0x060074CF`) but not dat-resolved. | `src/AcDream.App/UI/UiItemSlot.cs` (`EmptySprite` default); `src/AcDream.App/UI/Layout/ToolbarController.cs` | The inventory lists now port the retail resolver (`ItemListCellTemplate`); the toolbar was left on its hardcoded default to avoid regressing frozen, working art. Retire when the toolbar is routed through `ItemListCellTemplate`. | If a future toolbar layout's `0x1000000e` points at a non-generic prototype, the toolbar would show stale art. | `UIElement_ItemList::InternalCreateItem` 0x004e3570; catalog `0x21000037` |
| AP-56 | `UiItemSlot` is a flat single-sprite cell; for a prototype with both a frame child and an inner icon (the 36×36 backpack prototype `0x1000033F`: frame `0x06005D9C` + inner `0x06000F6E`), only the dominant background (the frame) is drawn. Retail clones the full prototype subtree (frame + inner layered). | `src/AcDream.App/UI/UiItemSlot.cs`; `src/AcDream.App/UI/Layout/ItemListCellTemplate.cs` (`ResolveEmptySprite` single-sprite contract) | acdream's cell draws one empty sprite; replicating retail's multi-layer prototype needs a layered cell or a subtree clone. Frame-first chosen as the dominant visible art. Revisit at the visual gate / build a layered cell if the backpack slots read wrong. | The 36×36 backpack cells may lack the inner placeholder layer vs retail. | `UIElement_ItemList::InternalCreateItem` 0x004e3570; prototype `0x1000033F` |
- Step 3: Build and run the full inventory test slice
Run: dotnet build src/AcDream.App/AcDream.App.csproj -c Debug
Expected: build succeeds.
Run: dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~InventoryControllerTests|FullyQualifiedName~ItemListCellTemplateTests|FullyQualifiedName~UiItemListTests"
Expected: PASS.
- Step 4: Commit
git add src/AcDream.App/Rendering/GameWindow.cs docs/architecture/retail-divergence-register.md
git commit -m "feat(ui): D.2b empty-slot art — GameWindow resolves + wires per-list empty sprites
Inventory contents grid / side-bag / main-pack cells now render the retail
pack-slot empty art (dat cell template via ItemListCellTemplate) instead of the
generic toolbar square. Divergence rows AP-55 (toolbar still hardcoded) + AP-56
(flat single-sprite cell vs retail's layered prototype).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
Task 5: Full verification, ISSUES, and the visual gate
Files:
-
Modify:
docs/ISSUES.md -
Step 1: Run the FULL test suite (all four projects)
Run: dotnet test
Expected: 0 failures across Core.Net / App / UI / Core. (Run the full suite — a filtered batch hid a cross-file regression during B-Wire.)
- Step 2: Move the ISSUES entry to Recently closed (inventory portion)
In docs/ISSUES.md, find the OPEN issue "Inventory + equipment slots show the wrong empty-slot background art". Edit it so the inventory portion is closed and only the paperdoll equip-slot silhouettes remain (Sub-phase C):
-
Change its status line to:
**Status:** PARTIALLY CLOSED — inventory contents grid + side-bag + main-pack empty art now resolved from the dat cell template (ItemListCellTemplate), commit <Task-4 SHA>. REMAINING: paperdoll equip-slot silhouettes (Sub-phase C — needs the 0x10000032 UiItemSlot registration + UiViewport). -
If the repo convention is to fully close + open a follow-up, instead move the whole entry to Recently closed with the SHA and add a one-line OPEN issue "Paperdoll equip slots show a generic blue border, not per-slot silhouettes (Sub-phase C)". Match whichever pattern the surrounding ISSUES entries use.
-
Step 3: Commit the ISSUES update
git add docs/ISSUES.md
git commit -m "docs: D.2b empty-slot art — close inventory portion of the empty-slot-art issue
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
- Step 4: STOP — visual gate (user)
This is the acceptance test and requires the user's eyes. Launch the client (plain dotnet run --no-build, do not auto-kill a running client — ask the user to close it if a rebuild is locked), open the inventory (F12, ACDREAM_RETAIL_UI=1), and have the user confirm:
- The contents-grid empty cells show the retail pack-slot background (not the generic toolbar square).
- The side-bag column empty cells show the correct backpack-slot art.
If the 36×36 backpack cells read wrong (frame-only vs retail's frame+inner), that is AP-56 — escalate to a layered UiItemSlot empty (out of this plan's scope) or flip the ResolveEmptySprite priority to icon-first; confirm with the user before changing.
Self-Review
Spec coverage:
- §2 retail mechanism → Task 1 resolver (ports
InternalCreateItem's0x1000000e→ catalog →ItemSlot_Empty). ✓ - §4.1 components (helper,
CellEmptySprite, controller, GameWindow) → Tasks 1–4. ✓ - §4.2
CellEmptySprite(stamps existing + future cells) → Task 2. ✓ - §4.3 resolver contract (frame-first → icon-empty) → Task 1
ResolveEmptySprite. ✓ - §4.4 data flow (per-list resolution from
0x21000021/0x21000022→Bind→ cells) → Tasks 3–4. ✓ - §5 divergence rows (toolbar hardcode + flat-cell) → Task 4 Step 2. ✓
- §6 step-1 validation (pin
0x1000000evalues) → Task 1 Step 4 (the test prints them). ✓ - §7 testing (resolver smoke non-zero/≠generic/0x06;
CellEmptySpriteunit; controller applies;DefaultEmptySprite_isToolbarBorderuntouched) → Tasks 1–3 + Task 5 full suite. ✓ - §8 acceptance (build+test green; rows + ISSUES; visual gate) → Tasks 4–5. ✓
Placeholder scan: No "TBD"/"TODO"/"implement later". The recorded 0x1000000e values (Task 1 Step 4) are an output to capture at run time, not a code placeholder — the resolver is value-agnostic; the test asserts structural properties (non-zero, ≠ generic, 0x06-prefixed), so no magic literal is required for the suite to pass. The 0x06004D20/0x06005D9C literals in the Task 2/3 unit tests are illustrative pack-slot ids (any non-zero values exercise the stamping logic); they are not asserted against the dat.
Type consistency: ResolveEmptySprite(DatCollection, uint, uint) → uint is used identically in Task 1 (test), Task 4 (GameWindow). UiItemList.CellEmptySprite (uint) set in Task 3, defined in Task 2. InventoryController.Bind(..., uint contentsEmptySprite=0, uint sideBagEmptySprite=0, uint mainPackEmptySprite=0) defined in Task 3, called with named args in Task 4. UiItemSlot.EmptySprite (existing, uint) read in Tasks 2–3 tests. Consistent throughout.