Mounts host 0x2100006E slot 0x1000018C (RetailPanelCatalog.MapHouse = 16) as a two-tab UiTabPanel (Map default, House second) through the OP3/FA3 recipe (LayoutImporter.Build -> Bind -> ActivateTabBehavior). Toolbar button 0x1000019A un-ghosts (added to both RetailPanelCatalog.Mounted and .Toolbar). Combined into one commit because MapHousePanelController.Bind depends on both MapPageController and HousePageController existing — splitting them would mean landing dead code first. Map tab (gmMapUI, MapPageController): - Calendar formatter matching gmMapUI::Update's "Date: %s\nTime: %s" shape, reusing WorldTimeService.CurrentCalendar (new Func<DerethDateTime.Calendar> dependency threaded through InteractionRetainedUiDependencies/GameWindow — a stable long-lived service, not routed through the deferred-binding machinery Radar's per-session state needs). MonthName enum values already match retail display text; HourName's "AndHalf" suffix is rewritten to "-and-Half". - Coordinate math + marker placement reuse RadarCoordinates/ LandDefs.GidToLcoord verbatim (both already byte-exact ports of CPlayerSystem::InqPlayerCoords/LandDefs::gid_to_lcoord) — no re-port. PlaceMarkerOnMap's centering math (m_x0 + x - w/2) ported from gmMapUI::PlaceMarkerOnMap @0x004a18b0. Indoor gating clears the coordinate text and hides the player marker, matching gmMapUI::Update's else branch. - 53-town s_rgLocations table ported verbatim into MapLocations.cs. Markers built once at bind time via the panel's own RowTemplateResolver against m_pMap's authored hotspot-template attrs (0x47/0x48), with literal-string tooltips through AuthoredTooltipText/Enabled (RetailTooltipPresenter) — closes divergence-register row TS-85's last item, gmMapUI::AddMapNote @0x004A1C51. - Structural finding: m_pMap (0x100001EC) is itself authored as a Type-1 BUTTON (the GM click-to-teleport hook at gmMapUI::ListenToElementMessage), and the player/house icons (0x100001ED/EE) are its own NESTED children, not siblings — UiButton.ConsumesDatChildren swallows them from the normally-built tree. Both are re-resolved standalone through the same template resolver the town hotspots use and reattached under m_pMap. House tab (gmHouseUI, HousePageController): mounts the ListBox (0x100001E6) with its authored row template, wired to an empty Lines() source by default — genuinely empty until Slice 4's wire lands, matching retail's own PostInit (no Update call, no static content). 21 new tests (7 MapHousePanelControllerTests, 14 MapPageControllerTests): tab table pairing, close button, town-hotspot count/tooltips, calendar formatter golden values (Frostfell 27/119 P.Y., every HourName incl. AndHalf), player/house marker placement and indoor-gating reproduced against the real fixture via already-tested RadarCoordinates (no re-derivation). Fixture map_house_2100006E_1000018C.json captured via the shared RetailLayoutFixtureGenerator (other 34 fixtures deliberately NOT regenerated — out of scope for this batch, would touch unrelated panels' schema drift). Full solution builds clean; App suite 5391/0 failed/71 skipped (non-live; one earlier flaky streaming failure unrelated to this change, confirmed pre-existing on the branch before these commits). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
113 lines
4.6 KiB
C#
113 lines
4.6 KiB
C#
namespace AcDream.App.UI;
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/// <summary>
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/// Retail <c>gmPanelUI</c> panel ids carried by DAT property <c>0x10000029</c>.
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/// The toolbar exposes only a subset of these ids; Helpful/Harmful effects use
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/// the authored <c>gmUIElement_EffectsIndicator</c> buttons instead.
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/// </summary>
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public static class RetailPanelCatalog
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{
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public const uint CharacterInformation = 3u;
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public const uint PositiveEffects = 4u;
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public const uint NegativeEffects = 5u;
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public const uint Inventory = 7u;
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public const uint LinkStatus = 8u;
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public const uint MiniGame = 9u;
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public const uint Character = 11u;
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public const uint Magic = 13u;
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public const uint Vitae = 15u;
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/// <summary>
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/// The retail Options panel's <c>gmPanelUI</c> slot key — byte-verified
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/// from the toolbar options button's OWN authored property
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/// <c>0x10000029 = 10</c> (fixture <c>toolbar_21000016.json</c>,
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/// element <c>0x1000019B</c>) and independently corroborated by
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/// <c>docs/research/2026-08-10-options-panel-structure.md</c> §1.4's
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/// decompiled slot-key table (host <c>0x2100006E</c>, slot
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/// <c>0x1000018D</c> → key 10). Campaign OP slice OP3.
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/// </summary>
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public const uint Options = 10u;
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/// <summary>
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/// Campaign FA slice FA3: the four-tab Friends/Allegiance/Fellowship/
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/// Squelch panel's <c>gmPanelUI</c> slot key — byte-verified from the
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/// live installed DATs (host <c>0x2100006E</c> slot <c>0x1000018F</c>'s
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/// own authored <c>0x10000029 = 12</c>, <c>FaPanelSlotProbeTests</c>).
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/// No toolbar button authors this id (lane A §6.1: the open path is
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/// keyboard-only, F3/F4) — <see cref="SocialPanel"/> is therefore in
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/// <see cref="Mounted"/> only, not <see cref="Toolbar"/>, the same
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/// convention <see cref="PositiveEffects"/>/<see cref="NegativeEffects"/>/
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/// <see cref="LinkStatus"/>/<see cref="MiniGame"/>/<see cref="Vitae"/>
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/// already use for their own non-toolbar open paths.
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/// </summary>
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public const uint SocialPanel = 12u;
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/// <summary>
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/// Batch C (overnight hover/UI round, 2026-08-17): the two-tab Map/House
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/// panel's <c>gmPanelUI</c> slot key — byte-verified from the live
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/// installed DATs (host <c>0x2100006E</c> slot <c>0x1000018C</c>'s own
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/// authored <c>0x10000029 = 16</c>, and the toolbar Map/House button
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/// <c>0x1000019A</c>'s own authored <c>0x10000029 = 16</c>,
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/// <c>MapHousePanelSlotProbeTests</c>). Already independently named by
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/// the FA campaign's full 16-slot dump
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/// (<c>docs/research/2026-08-11-fa-panel-structure.md:927-933</c>,
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/// "gmMapUI+gmHouseUI pages"). Unlike <see cref="SocialPanel"/>, a real
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/// toolbar button opens this one — it is in BOTH <see cref="Mounted"/>
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/// and <see cref="Toolbar"/>.
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/// </summary>
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public const uint MapHouse = 16u;
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private static readonly (uint PanelId, string WindowName)[] Mounted =
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{
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(CharacterInformation, WindowNames.CharacterInformation),
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(PositiveEffects, WindowNames.PositiveEffects),
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(NegativeEffects, WindowNames.NegativeEffects),
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(Inventory, WindowNames.Inventory),
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(LinkStatus, WindowNames.LinkStatus),
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(MiniGame, WindowNames.MiniGame),
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(Character, WindowNames.Character),
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(Magic, WindowNames.Spellbook),
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(Vitae, WindowNames.Vitae),
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(Options, WindowNames.Options),
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(SocialPanel, WindowNames.SocialPanel),
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(MapHouse, WindowNames.MapHouse),
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};
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private static readonly (uint PanelId, string WindowName)[] Toolbar =
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{
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(Inventory, WindowNames.Inventory),
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(Character, WindowNames.Character),
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(Magic, WindowNames.Spellbook),
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(Options, WindowNames.Options),
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(MapHouse, WindowNames.MapHouse),
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};
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public static IReadOnlyList<(uint PanelId, string WindowName)> MountedPanels => Mounted;
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public static IReadOnlyList<(uint PanelId, string WindowName)> ToolbarPanels => Toolbar;
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public static bool TryGetWindowName(uint panelId, out string windowName)
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{
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foreach (var entry in Mounted)
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{
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if (entry.PanelId != panelId) continue;
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windowName = entry.WindowName;
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return true;
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}
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windowName = string.Empty;
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return false;
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}
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public static bool TryGetPanelId(string windowName, out uint panelId)
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{
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foreach (var entry in Mounted)
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{
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if (!string.Equals(entry.WindowName, windowName, StringComparison.Ordinal)) continue;
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panelId = entry.PanelId;
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return true;
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}
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panelId = 0;
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return false;
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}
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}
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