Preserve PublicWeenieDesc hook identity from CreateObject through the item model so hook appraisals suppress sentinel capacities exactly. Use appraisal-only Value and Burden presence, retain AddItemInfo paragraph and authored font-color selection, and port retail lock, page, enchantment, and spell-block formatting. Co-authored-by: Codex <codex@openai.com>
19 KiB
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. Slice 3's first
connected gate exposed an incorrect IdentifyResponse flag table, a non-retail
shared-panel mount, and its missing inscription transaction. All three are
corrected and live-confirmed. The creature-page follow-up now has retail's
ordered stat rows and animated private preview. The follow-up item report and
authored 310 x 400 layout correction are implemented; their connected visual
gate is pending.
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:
- Favorite spell bars expose their DAT-authored overflow arrows and scroll through every server-persisted favorite.
- The status bar's hand and magnifying-glass controls invoke the same Use and Assess commands as their keyboard paths.
- Assessing a creature, player, NPC, or object opens its retail information in the independent movable/resizable retail floaty examination window.
- World picking can resolve visible equipped children, such as a character's wielded weapon, while selection markers remain anchored to the picked child.
- Vendor use opens the authored vendor surface, publishes its inventory, and supports retail selection/browsing.
- 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 | retained controller in an independent floaty examination window |
| 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 uses ACE/retail's exact flag values and
positional order, includes the three-word HookProfile, and rejects truncated
gated payloads rather than continuing from a corrupt cursor. The first live
monster gate found that 0x0100 had been mislabeled WeaponProfile; the parser
dropped every creature response before response acceptance, leaving the one
busy reference held. A literal ACE 0x0100 creature fixture now protects that
packet-to-controller path.
LayoutDesc 0x2100006B, root 0x100005F2, supplies the complete 310 x 400
floaty chrome, title, item/creature/character subviews, close control, and
authored scrollbars. gmFloatyExaminationUI is an independent top-level
window, so Inventory/Skills/Spellbook no longer replace it or inherit its
geometry. The imported multiline inscription field now ports
ItemExamineUI's public/hook inscribability, inventory ownership and
same-scribe permission rules, placeholder/signature presentation, exact
failure notices, focus commit behavior, and CP-1252 SetInscription (0x00BF)
transaction. Basic item and player reports are live. The creature page now
resolves its type through retail EnumMapper 0x2200000E, preserves the
authored Character/Level header, creates the exact nine stat rows from
template 0x10000166, and renders a fixed-heading animated clone through a
private viewport using retail's bounding-box camera and distant light.
The visual-gate correction also ports the separate 0x10000335
damage/critical/resistance rating list, places authored row chrome behind the
animated preview and text in front, adds the balanced row inset, and follows
the current selection automatically while the examination window is visible.
Item-object preview, specialized item/character detail regions, and exact
creature appraisal font-state selection remain the narrowed AP-110 residual.
The item report now retains PublicWeenieDesc hook identity, applies
appraisal-only Value/Burden unknowns, suppresses mounted-hook sentinel
capacities, preserves retail line/paragraph boundaries, and selects the
authored white/green/red item font-color entries. 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, 3,496 App
tests / 3 skips, and 7,913 complete-solution tests / 5 skips.
The creature presentation follow-up adds real-DAT row-template and EnumMapper fixtures plus pure conformance coverage for row order/formatting, enchantment semantics, failed assessments, stable clone identity, live animated mesh updates, hydrated mesh bounds, and retail camera fitting. The warning-free App code, Release solution build, 3,506 App tests / 3 skips, and 7,923 complete-solution tests / 5 skips pass. The connected visual result remains the closeout gate.
The rating/layering/selection-follow correction adds 18 focused green tests, passes the Release solution build with the 17 warnings already tracked by #228, 3,510 App tests / 3 skips, and 7,927 complete-solution tests / 5 skips. Its corrected connected visual result remains the closeout gate.
The item-report/layout correction restores the authored 310 x 400 examination
size for the connected profile, leaves retail's ordinary resize range intact,
keeps row chrome at its LayoutDesc origin while insetting only foreground
creature text, and starts generated item prose at the top of its authored
scroll surface. ItemAppraisalTextFormatter now owns the decomp-ordered item
projection outside GameWindow and outside the examination controller. It
ports common weapon damage ranges/speed/range/ammunition, armor protection
bands, defense/caster modifiers, workmanship, ratings, wield/use/activation
requirements, item XP/capacity/lock/mana/uses/creator/rare data, cooldown and
imbued special properties, and both short spell lists and full DAT spell
descriptions. The conformance follow-up replaces public-value fallbacks with
retail's appraisal presence semantics, restores hook/capacity/lock behavior,
and carries each AddItemInfo fragment's paragraph and font-color index into
the retained text shaper. AP-110 now names only the remaining specialized,
player-dependent, DAT-display-name, creature-font-state, and object-preview gaps.
Focused conformance fixtures cover the geometry layering plus melee, launcher,
armor, spell, and special-property reports. The Release solution build passes
with the 17 warnings already tracked by #228, 3,514 App tests / 3 skips, and
7,931 complete-solution tests / 5 skips. The connected visual result remains
the closeout gate.
The item-format conformance correction adds literal hook-tail cursor fixtures, wire/session/object-table propagation tests, the exact Black Phyntos Hive report, capacity/page/lock presence cases, structured paragraph checks, and LayoutDesc color-palette/enchantment-style coverage. The isolated Release solution build passes with the same 17 tracked warnings; 3,522 App tests / 3 skips and 7,942 complete-solution tests / 5 skips pass while the previously launched client retains the normal Release output lock. The corrected connected item visual remains the closeout gate.
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
- Generalize
DatWidgetFactory.BuildScrollbarso horizontal and vertical scrollbars both import the referenced decrement/increment children, including their authored positions, dimensions, Normal/rollover/pressed media, and HideDisabled property. - Generalize
UiScrollbarto 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. - 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.
- In
SpellcastingUiController, bind each group's scrollbar to itsUiItemList.Scroll, enable horizontal scrolling, and retain one independent pixel offset per favorite tab. - Match
SpellCastSubMenu::SetSelected: selecting a spell through keyboard, shortcut, or code scrolls that item into view; passive state refresh does not re-expose it. - 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.
- Pin the importer, arrow hit extents, 32-pixel step, no-overflow behavior, controller binding, and selection exposure with focused App tests.
- 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
ItemInteractionPolicy.IsToolbarUseEnabledis the pure named-retail selection predicate.ItemInteractionController.IsToolbarUseEnabledadapts the selected live object without triggering a request or consuming the use throttle.ToolbarControllersubscribes to canonicalSelectionState.Changedand selected-object add/update/remove notices, then sets the imported button's normal or ghosted state throughUiButton.Enabled.- Enabled clicks retain the one existing activation path:
equipment enters
AutoWieldController, ordinary use enters the normal Use request owner, and targeted items enterUseItemOnTarget, which already owns the retail target cursor.
Slice 2 closeout
- The shared item-cooldown visual gate passed.
gmToolbarUI::ListenToElementMessage @ 0x004BEE90confirms 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
AppraiseInfoParserowns the complete positional response payload, including HookProfile and strict truncation failure.ItemInteractionControllerowns the pending/current GUID pair and the balanced shared busy reference.AppraisalUiControllerowns response acceptance, item/creature/character subview selection, report projection, scroll preservation, first-response visibility, and visible-combat refresh.RetailUiRuntimeimports and registers retail'sgmFloatyExaminationUIas its own top-level window. It deliberately does not enterRetailPanelUiController; Inventory, Skills, Spellbook, and effects keep their shared main-panel geometry while Examination coexists.- Network workers deliver immutable parsed data through the existing session router; retained state changes remain on the update thread.
AppraisalUiControllerowns inscription presentation and optimistic field state;WorldSessionowns the exact0x00BFGameAction send. Authoritative inventory/appraisal data remains the source on the next response.
Connected gate
- Select an item and click the magnifying glass (or press Assess): a separate floaty window should show its name, available properties, descriptions, inscription/signature, retail chrome, and working scrollbars.
- Assess a monster, NPC, and player: the correct creature/character page should appear and the busy cursor should clear.
- On a monster, verify the animated creature is centered behind the exact Strength/Endurance/Coordination/Quickness/Focus/Self/Health/Stamina/Mana order, with its creature type and level in the authored header. Assess differently sized monsters to verify the retail bounding-box fit.
- In combat, leave a creature assessment open long enough to observe a health refresh; closing the examination window must stop refreshes.
- Keep Examination open while opening/moving Inventory or Skills and confirm both windows coexist with independent rectangles.
- Assess an owned inscribable weapon. Edit and clear its inscription by clicking elsewhere, then reassess it. An item authored by another player is read-only and reports the exact retail permission line when clicked.