feat(content): Campaign CC CC1 — chargen table reader and typed options model
Adds the CC1 data layer for Campaign CC (retail character creation): a reader for portal.dat's CharGen table (0x0E000002) plus a presentation-free, Chorizite-free typed options model, and the pure attribute/skill credit math the later CC3 Runtime owner needs. Retail oracle (docs/research/named-retail/acclient_2013_pseudo_c.txt): - ACCharGenData::Serialize @ 0x005C36D0 (table shape: StartingAreas + HeritageGroups) - HeritageGroup_CG::Serialize @ 0x005C2100 - Sex_CG::Serialize @ 0x005C1600 - Template_CG::Serialize @ 0x005C0450 - CharGenState::SetHeritageGroup @ 0x005C67A0 and the six attribute-slider setters (~0x005C46CE..0x005C494E): remainingAtrbCredits = totalAtrbCredits - (str+end+coord+quick+focus+self) — a heritage's AttributeCredits is the budget the six RAW attribute values must fit, not points above the floor. - CharGenState::Reset @ 0x005C68A0: atrbMin=10, atrbMax=100. - gmCharGenMainUI::DoFinish @ 0x004E9170: Finish refuses only when remainingAtrbCredits > 0 (attributes only — skill credits are never gated to zero, confirmed by reading the function body). - CharGenState::UpdateRemainingSkillCredits @ 0x005C37C0: exactly one of NormalCost/PrimaryCost is charged per Trained/Specialized skill. - gmCGAppearancePage::Update @ 0x0047E8F0: the mHeritageGroup==0xc/0xd (Olthoi/OlthoiAcid) camera-offset branch CC6 will need. Cross-checked against ACE's ACE.DatLoader.FileTypes.CharGen and ACE.DatLoader.Entity.HeritageGroupCG/SexCG/TemplateCG/SkillCG loaders (same field order, different byte format) and ACE.Entity.Enum.HeritageGroup / SkillAdvancementClass for the two small stable enums the model exposes. src/AcDream.Core/CharGen/: ChargenOptions (root: StarterAreas + HeritagesById), ChargenHeritageOptions, ChargenGenderOptions (BaseObjDesc + every appearance-option list: hair styles/colors, eye colors, eye/nose/ mouth strips, headgear/shirt/pants/footwear, clothing colors), ChargenTemplate, ChargenObjDesc (palette/subpalette/texture/anim-part-swap shape, mirrors PaletteOverride's presentation-free pattern), and the pure math: ChargenAttributeMath (RemainingCredits/IsFullySpent/range checks) and ChargenSkillCreditMath (retail's Trained-xor-Specialized cost sum) plus ChargenSkillAdvancementSet, a structurally-fixed 55-slot type (reserved slot 0 + SkillId 1..54) so CC2's future wire builder cannot send anything but exactly 55 entries. src/AcDream.Content/CharGen/ChargenTableReader.cs projects the Chorizite DBObj graph into the Core model (MagicCatalog.Load's shape) — no Chorizite type crosses into ChargenOptions. Tests: hand-built-fixture unit tests for the pure math (Core.Tests) and the Content projector (Content.Tests), plus six installed-DAT gate tests (ContentConformanceDats pattern) against the real portal.dat: 13 heritage groups (11 standard + 2 Olthoi), the four named heritages with retail display names incl. "Gharu'ndim", every heritage has a gender with non-empty appearance option lists, every template's attributes stay in 10..100 and never exceed its heritage's budget (discovered live: NOT every template fully spends it — each human heritage's "Adventurer" template sits at the floor as retail's real-DAT-backed "Custom" starting point), start-area indices resolve into the shared list, and skill costs key to valid 1..54 wire ids. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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215
src/AcDream.Content/CharGen/ChargenTableReader.cs
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215
src/AcDream.Content/CharGen/ChargenTableReader.cs
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using AcDream.Core.CharGen;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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using CoreChargenObjDesc = AcDream.Core.CharGen.ChargenObjDesc;
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using DatCharGen = DatReaderWriter.DBObjs.CharGen;
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using DatObjDesc = DatReaderWriter.Types.ObjDesc;
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namespace AcDream.Content.CharGen;
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/// <summary>
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/// Projects portal.dat's CharGen table (id <see cref="ChargenTableDid"/>,
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/// retail <c>ACCharGenData::Serialize @ 0x005C36D0</c>) into acdream's
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/// presentation-free <see cref="AcDream.Core.CharGen.ChargenOptions"/> tree.
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/// Mirrors <c>MagicCatalog.Load</c>'s shape: one static entry point over
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/// <see cref="IDatReaderWriter"/>, no Chorizite types cross into the
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/// returned model. Cross-checked against ACE's
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/// <c>ACE.DatLoader.FileTypes.CharGen</c> +
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/// <c>ACE.DatLoader.Entity.HeritageGroupCG/SexCG/TemplateCG</c> loaders,
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/// which unpack the identical field order from the same DAT bytes.
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/// </summary>
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public static class ChargenTableReader
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{
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/// <summary>Retail's CharGen DAT file id (ACE:
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/// <c>ACE.DatLoader.FileTypes.CharGen.FILE_ID</c>).</summary>
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public const uint ChargenTableDid = 0x0E000002u;
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/// <summary>
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/// Loads and projects the installed CharGen table. Returns
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/// <see cref="ChargenOptions.Empty"/> if the table is missing from the
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/// supplied dat source (mirrors <c>MagicCatalog</c>'s tolerance for a
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/// missing optional table — callers that require the table present
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/// should check <c>HeritagesById.Count</c> themselves).
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/// </summary>
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public static ChargenOptions Load(IDatReaderWriter dats)
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{
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ArgumentNullException.ThrowIfNull(dats);
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DatCharGen? table = dats.Get<DatCharGen>(ChargenTableDid);
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return table is null ? ChargenOptions.Empty : Project(table);
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}
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/// <summary>Pure projection from an already-loaded DAT record — split out
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/// from <see cref="Load"/> so tests can exercise it against
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/// hand-built <see cref="DatCharGen"/> fixtures without a live DAT.</summary>
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public static ChargenOptions Project(DatCharGen table)
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{
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ArgumentNullException.ThrowIfNull(table);
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var starterAreas = new List<ChargenStarterArea>(table.StartingAreas.Count);
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for (int i = 0; i < table.StartingAreas.Count; i++)
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starterAreas.Add(ProjectStarterArea(i, table.StartingAreas[i]));
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var heritagesById = new Dictionary<uint, ChargenHeritageOptions>(table.HeritageGroups.Count);
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foreach (KeyValuePair<uint, HeritageGroupCG> pair in table.HeritageGroups)
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heritagesById[pair.Key] = ProjectHeritage(pair.Key, pair.Value);
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return new ChargenOptions(starterAreas, heritagesById);
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}
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private static ChargenStarterArea ProjectStarterArea(int index, StartingArea area)
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{
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var locations = new List<ChargenPosition>(area.Locations.Count);
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foreach (Position position in area.Locations)
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{
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locations.Add(new ChargenPosition(
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position.CellId,
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position.Frame.Origin,
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position.Frame.Orientation));
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}
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return new ChargenStarterArea(index, area.Name.Value, locations);
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}
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private static ChargenHeritageOptions ProjectHeritage(uint heritageId, HeritageGroupCG cg)
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{
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var skillCosts = new Dictionary<uint, ChargenSkillCost>(cg.Skills.Count);
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foreach (SkillCG skill in cg.Skills)
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{
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uint skillId = (uint)skill.Id;
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skillCosts[skillId] = new ChargenSkillCost(skillId, skill.NormalCost, skill.PrimaryCost);
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}
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var templates = new List<ChargenTemplate>(cg.Templates.Count);
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foreach (TemplateCG template in cg.Templates)
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templates.Add(ProjectTemplate(template));
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var gendersByKey = new Dictionary<int, ChargenGenderOptions>(cg.Genders.Count);
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foreach (KeyValuePair<int, SexCG> pair in cg.Genders)
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gendersByKey[pair.Key] = ProjectGender(pair.Key, pair.Value);
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return new ChargenHeritageOptions(
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heritageId,
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cg.Name.Value,
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cg.IconId.DataId,
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cg.SetupId.DataId,
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cg.EnvironmentSetupId.DataId,
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cg.AttributeCredits,
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cg.SkillCredits,
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new List<int>(cg.PrimaryStartAreas),
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new List<int>(cg.SecondaryStartAreas),
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skillCosts,
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templates,
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gendersByKey);
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}
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private static ChargenTemplate ProjectTemplate(TemplateCG template)
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{
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var normalSkills = new List<uint>(template.NormalSkills.Count);
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foreach (var skillId in template.NormalSkills)
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normalSkills.Add((uint)skillId);
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var primarySkills = new List<uint>(template.PrimarySkills.Count);
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foreach (var skillId in template.PrimarySkills)
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primarySkills.Add((uint)skillId);
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return new ChargenTemplate(
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template.Name.Value,
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template.IconId.DataId,
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template.Title,
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new ChargenAttributeValues(
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template.Strength,
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template.Endurance,
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template.Coordination,
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template.Quickness,
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template.Focus,
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template.Self),
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normalSkills,
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primarySkills);
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}
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private static ChargenGenderOptions ProjectGender(int genderKey, SexCG sex)
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{
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var hairStyles = new List<ChargenHairStyle>(sex.HairStyles.Count);
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foreach (HairStyleCG hair in sex.HairStyles)
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{
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hairStyles.Add(new ChargenHairStyle(
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hair.IconId.DataId,
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hair.Bald,
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hair.AlternateSetup,
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ProjectObjDesc(hair.ObjDesc)));
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}
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var eyeStrips = new List<ChargenEyeStrip>(sex.EyeStrips.Count);
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foreach (EyeStripCG eye in sex.EyeStrips)
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{
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eyeStrips.Add(new ChargenEyeStrip(
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eye.IconId.DataId,
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eye.BaldIconId,
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ProjectObjDesc(eye.ObjDesc),
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ProjectObjDesc(eye.BaldObjDesc)));
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}
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var noseStrips = new List<ChargenFaceStrip>(sex.NoseStrips.Count);
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foreach (FaceStripCG strip in sex.NoseStrips)
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noseStrips.Add(new ChargenFaceStrip(strip.IconId.DataId, ProjectObjDesc(strip.ObjDesc)));
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var mouthStrips = new List<ChargenFaceStrip>(sex.MouthStrips.Count);
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foreach (FaceStripCG strip in sex.MouthStrips)
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mouthStrips.Add(new ChargenFaceStrip(strip.IconId.DataId, ProjectObjDesc(strip.ObjDesc)));
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return new ChargenGenderOptions(
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genderKey,
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sex.Name.Value,
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sex.Scale,
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sex.SetupId.DataId,
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sex.SoundTable.DataId,
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sex.IconId.DataId,
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sex.BasePalette.DataId,
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sex.SkinPalSet.DataId,
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sex.PhysicsTable.DataId,
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sex.MotionTable.DataId,
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sex.CombatTable.DataId,
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ProjectObjDesc(sex.BaseObjDesc),
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new List<uint>(sex.HairColors),
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hairStyles,
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new List<uint>(sex.EyeColors),
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eyeStrips,
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noseStrips,
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mouthStrips,
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ProjectGearList(sex.Headgears),
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ProjectGearList(sex.Shirts),
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ProjectGearList(sex.Pants),
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ProjectGearList(sex.Footwear),
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new List<uint>(sex.ClothingColors));
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}
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private static List<ChargenGearOption> ProjectGearList(List<GearCG> gearList)
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{
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var result = new List<ChargenGearOption>(gearList.Count);
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foreach (GearCG gear in gearList)
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result.Add(new ChargenGearOption(gear.Name.Value, gear.ClothingTable.DataId, gear.WeenieDefault));
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return result;
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}
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private static CoreChargenObjDesc ProjectObjDesc(DatObjDesc objDesc)
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{
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var subPalettes = new List<ChargenSubPalette>(objDesc.SubPalettes.Count);
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foreach (SubPalette sub in objDesc.SubPalettes)
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subPalettes.Add(new ChargenSubPalette(sub.SubId.DataId, sub.Offset, sub.NumColors));
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var textureChanges = new List<ChargenTextureChange>(objDesc.TextureChanges.Count);
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foreach (TextureMapChange change in objDesc.TextureChanges)
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{
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textureChanges.Add(new ChargenTextureChange(
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change.PartIndex,
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change.OldTexture.DataId,
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change.NewTexture.DataId));
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}
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var animPartChanges = new List<ChargenAnimPartChange>(objDesc.AnimPartChanges.Count);
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foreach (AnimationPartChange change in objDesc.AnimPartChanges)
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animPartChanges.Add(new ChargenAnimPartChange(change.PartIndex, change.PartId.DataId));
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return new CoreChargenObjDesc(objDesc.PaletteId.DataId, subPalettes, textureChanges, animPartChanges);
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}
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}
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41
src/AcDream.Core/CharGen/ChargenAppearanceOptions.cs
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src/AcDream.Core/CharGen/ChargenAppearanceOptions.cs
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namespace AcDream.Core.CharGen;
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/// <summary>
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/// One hair-style option in a <see cref="ChargenGenderOptions.HairStyles"/>
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/// list. Retail schema: <c>HairStyle_CG</c> (nested inside
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/// <c>Sex_CG::Serialize @ 0x005C1600</c>). <c>Bald</c> and
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/// <c>AlternateSetup</c> handle the Gear Knight / Olthoi bald-head special
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/// case ACE's <c>SexCG.GetHeadObject</c> comment documents.
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/// </summary>
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public sealed record ChargenHairStyle(
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uint IconId,
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bool Bald,
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uint AlternateSetup,
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ChargenObjDesc ObjDesc);
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/// <summary>
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/// One eye-strip option. Retail carries a SEPARATE bald variant
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/// (<c>BaldIconId</c> / <c>BaldObjDesc</c>) because a bald hairstyle
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/// selection changes which eye texture applies — see ACE's
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/// <c>SexCG.GetEyeTexture(strip, isBald)</c>.
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/// </summary>
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public sealed record ChargenEyeStrip(
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uint IconId,
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uint BaldIconId,
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ChargenObjDesc ObjDesc,
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ChargenObjDesc BaldObjDesc);
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/// <summary>One nose- or mouth-strip option (retail <c>FaceStrip_CG</c>).</summary>
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public sealed record ChargenFaceStrip(uint IconId, ChargenObjDesc ObjDesc);
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/// <summary>
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/// One clothing-slot option (headgear/shirt/pants/footwear). Retail schema:
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/// <c>Gear_CG</c>. <c>ClothingTableId</c> resolves through
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/// <c>ClothingTable::BuildObjDesc</c>; <c>WeenieDefaultId</c> is the weenie
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/// class the character actually receives in inventory on creation (ACE's
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/// <c>SexCG.GetHeadgearWeenie</c> family).
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/// </summary>
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public sealed record ChargenGearOption(
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string Name,
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uint ClothingTableId,
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uint WeenieDefaultId);
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56
src/AcDream.Core/CharGen/ChargenAttributeMath.cs
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src/AcDream.Core/CharGen/ChargenAttributeMath.cs
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namespace AcDream.Core.CharGen;
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/// <summary>
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/// Pure port of retail's attribute-credit budget math
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/// (<c>CharGenState::SetHeritageGroup @ 0x005C67A0</c> and the six
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/// attribute-slider setters around <c>0x005C46CE..0x005C494E</c>, all of
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/// the shape <c>remainingAtrbCredits = totalAtrbCredits - (str + end +
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/// coord + quick + focus + self)</c>): a heritage's <c>AttributeCredits</c>
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/// is the total budget the SIX RAW attribute values (each already including
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/// its 10-point floor) must sum to exactly — not a budget of points spent
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/// above the floor. Retail's Finish gate
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/// (<c>gmCharGenMainUI::DoFinish @ 0x004E9170</c>, line
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/// <c>if (arg2 != 0 && eax->remainingAtrbCredits > 0)</c>) aborts
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/// creation with a warning dialog whenever credits remain unspent — retail
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/// forces a full spend. ACE's server does not re-validate this; acdream
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/// ports the CLIENT gate (see the campaign plan's Finish section).
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/// </summary>
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public static class ChargenAttributeMath
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{
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/// <summary>Retail's <c>CharGenState::Reset @ 0x005C68A0</c>
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/// <c>this->atrbMin = 0xa</c> — every attribute's floor.</summary>
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public const int AttributeMin = 10;
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/// <summary>Retail's <c>CharGenState::Reset</c>
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/// <c>this->atrbMax = 0x64</c> — every attribute's ceiling.</summary>
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public const int AttributeMax = 100;
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/// <summary><c>attributeCreditBudget - values.Total</c>. Zero means the
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/// budget is exactly spent; positive means credits remain (Finish must
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/// refuse); this port never expects negative (retail's own slider
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/// clamping through <c>ConstrainAllByHeritage</c> prevents overspend,
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/// but callers building a candidate outside that UI path should treat a
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/// negative result as an invalid state, not silently accept it).</summary>
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public static int RemainingCredits(uint attributeCreditBudget, ChargenAttributeValues values) =>
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checked((int)attributeCreditBudget) - values.Total;
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/// <summary>Retail's Finish gate: creation may proceed only when this is
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/// true.</summary>
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public static bool IsFullySpent(uint attributeCreditBudget, ChargenAttributeValues values) =>
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RemainingCredits(attributeCreditBudget, values) == 0;
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/// <summary>True when a single attribute value falls within
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/// <see cref="AttributeMin"/>..<see cref="AttributeMax"/> inclusive.</summary>
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public static bool IsWithinRange(int value) => value >= AttributeMin && value <= AttributeMax;
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/// <summary>True when every one of the six attributes falls within
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/// range individually (does not check the credit total — see
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/// <see cref="IsFullySpent"/> for that).</summary>
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public static bool AreAllWithinRange(ChargenAttributeValues values) =>
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IsWithinRange(values.Strength)
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&& IsWithinRange(values.Endurance)
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&& IsWithinRange(values.Coordination)
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&& IsWithinRange(values.Quickness)
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&& IsWithinRange(values.Focus)
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&& IsWithinRange(values.Self);
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}
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22
src/AcDream.Core/CharGen/ChargenAttributeValues.cs
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src/AcDream.Core/CharGen/ChargenAttributeValues.cs
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namespace AcDream.Core.CharGen;
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/// <summary>
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/// The six primary attributes in retail's chargen wire/serialization order
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/// (Strength, Endurance, Coordination, Quickness, Focus, Self) — matches
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/// both <c>Template_CG::Serialize @ 0x005C0450</c> and the 0xF656
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/// <c>ACCharGenData::CG_Pack @ 0x005C7200</c> attribute block the plan
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/// documents. Used both for a preset <see cref="ChargenTemplate"/>'s fixed
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/// spread and, by CC3's Runtime owner, as the candidate values a "Custom"
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/// profession is actively assigning via the six attribute sliders
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/// (0x100003e6..eb).
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/// </summary>
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public readonly record struct ChargenAttributeValues(
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int Strength,
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int Endurance,
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int Coordination,
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int Quickness,
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int Focus,
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int Self)
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{
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public int Total => Strength + Endurance + Coordination + Quickness + Focus + Self;
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}
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54
src/AcDream.Core/CharGen/ChargenGenderOptions.cs
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src/AcDream.Core/CharGen/ChargenGenderOptions.cs
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namespace AcDream.Core.CharGen;
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/// <summary>
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/// Per-gender chargen options for one heritage: base body model plus every
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/// appearance option list the Appearance page's spin/color controls
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/// (0x100003af..b8, 0x1000030e..0x10000321) enumerate. Retail schema:
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/// <c>Sex_CG::Serialize @ 0x005C1600</c> (ACE's <c>SexCG.Unpack</c> mirrors
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/// the same field order). <c>GenderKey</c> is the raw key from
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/// <c>HeritageGroupCG.Genders</c> (retail/ACE both key this as a small int —
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/// carried through unmapped rather than assumed 0=male/1=female, confirmed
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/// live by CC1's installed-DAT tests).
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/// </summary>
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||||
public sealed record ChargenGenderOptions(
|
||||
int GenderKey,
|
||||
string Name,
|
||||
uint Scale,
|
||||
uint SetupId,
|
||||
uint SoundTableId,
|
||||
uint IconId,
|
||||
uint BasePaletteId,
|
||||
uint SkinPalSetId,
|
||||
uint PhysicsTableId,
|
||||
uint MotionTableId,
|
||||
uint CombatTableId,
|
||||
ChargenObjDesc BaseObjDesc,
|
||||
IReadOnlyList<uint> HairColors,
|
||||
IReadOnlyList<ChargenHairStyle> HairStyles,
|
||||
IReadOnlyList<uint> EyeColors,
|
||||
IReadOnlyList<ChargenEyeStrip> EyeStrips,
|
||||
IReadOnlyList<ChargenFaceStrip> NoseStrips,
|
||||
IReadOnlyList<ChargenFaceStrip> MouthStrips,
|
||||
IReadOnlyList<ChargenGearOption> Headgears,
|
||||
IReadOnlyList<ChargenGearOption> Shirts,
|
||||
IReadOnlyList<ChargenGearOption> Pants,
|
||||
IReadOnlyList<ChargenGearOption> Footwear,
|
||||
IReadOnlyList<uint> ClothingColors)
|
||||
{
|
||||
/// <summary>
|
||||
/// Every appearance option list is non-empty for a playable gender —
|
||||
/// CC1's installed-DAT gate asserts this holds for at least one gender
|
||||
/// per heritage. A gender missing an option list can still be a valid
|
||||
/// data shape (e.g. a bald-only heritage's hair styles), so callers
|
||||
/// building UI should still defend against empty lists individually.
|
||||
/// </summary>
|
||||
public bool HasAnyAppearanceOptions =>
|
||||
HairStyles.Count > 0
|
||||
|| EyeStrips.Count > 0
|
||||
|| NoseStrips.Count > 0
|
||||
|| MouthStrips.Count > 0
|
||||
|| Headgears.Count > 0
|
||||
|| Shirts.Count > 0
|
||||
|| Pants.Count > 0
|
||||
|| Footwear.Count > 0;
|
||||
}
|
||||
31
src/AcDream.Core/CharGen/ChargenHeritageGroup.cs
Normal file
31
src/AcDream.Core/CharGen/ChargenHeritageGroup.cs
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
namespace AcDream.Core.CharGen;
|
||||
|
||||
/// <summary>
|
||||
/// Retail's 11 standard player heritages plus the two Olthoi player-race
|
||||
/// variants (ACE's loader comment on <c>CharGen.Unpack</c>: "HERITAGE
|
||||
/// GROUPS -- 11 standard player races and 2 Olthoi"). Numeric values match
|
||||
/// ACE's <c>ACE.Entity.Enum.HeritageGroup</c> exactly — the same ids the
|
||||
/// wire uses and the same ids that key
|
||||
/// <see cref="ChargenOptions.HeritagesById"/>. Display names come from the
|
||||
/// DAT's own <c>HeritageGroupCG.Name</c> string, not this enum — this enum
|
||||
/// exists only for callers that need to branch on a KNOWN heritage
|
||||
/// identity (e.g. CC6's Olthoi-vs-human camera offsets, per the campaign
|
||||
/// plan's 3D-preview recon).
|
||||
/// </summary>
|
||||
public enum ChargenHeritageGroup : uint
|
||||
{
|
||||
Invalid = 0,
|
||||
Aluvian = 1,
|
||||
Gharundim = 2,
|
||||
Sho = 3,
|
||||
Viamontian = 4,
|
||||
Shadowbound = 5,
|
||||
Gearknight = 6,
|
||||
Tumerok = 7,
|
||||
Lugian = 8,
|
||||
Empyrean = 9,
|
||||
Penumbraen = 10,
|
||||
Undead = 11,
|
||||
Olthoi = 12,
|
||||
OlthoiAcid = 13,
|
||||
}
|
||||
32
src/AcDream.Core/CharGen/ChargenHeritageOptions.cs
Normal file
32
src/AcDream.Core/CharGen/ChargenHeritageOptions.cs
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
namespace AcDream.Core.CharGen;
|
||||
|
||||
/// <summary>
|
||||
/// Everything the Heritage/Profession/Skills/Appearance/Town pages need for
|
||||
/// one heritage. Retail schema: <c>HeritageGroup_CG::Serialize @
|
||||
/// 0x005C2100</c> (ACE's <c>HeritageGroupCG.Unpack</c> mirrors the same
|
||||
/// field order). <c>PrimaryStartAreaIndices</c> / <c>SecondaryStartAreaIndices</c>
|
||||
/// index into the CharGen table's SHARED <c>ChargenOptions.StarterAreas</c>
|
||||
/// list, not a per-heritage list of their own.
|
||||
/// </summary>
|
||||
public sealed record ChargenHeritageOptions(
|
||||
uint HeritageId,
|
||||
string Name,
|
||||
uint IconId,
|
||||
uint SetupId,
|
||||
uint EnvironmentSetupId,
|
||||
uint AttributeCredits,
|
||||
uint SkillCredits,
|
||||
IReadOnlyList<int> PrimaryStartAreaIndices,
|
||||
IReadOnlyList<int> SecondaryStartAreaIndices,
|
||||
IReadOnlyDictionary<uint, ChargenSkillCost> SkillCostsBySkillId,
|
||||
IReadOnlyList<ChargenTemplate> Templates,
|
||||
IReadOnlyDictionary<int, ChargenGenderOptions> GendersByKey)
|
||||
{
|
||||
/// <summary>True for the two Olthoi player-race variants (ids 12/13) —
|
||||
/// CC6's 3D preview hard-codes a different camera target position for
|
||||
/// these (<c>gmCGAppearancePage::Update @ 0x0047E8F0</c>, the
|
||||
/// <c>mHeritageGroup == 0xc || mHeritageGroup == 0xd</c> branch).</summary>
|
||||
public bool IsOlthoi =>
|
||||
HeritageId == (uint)ChargenHeritageGroup.Olthoi
|
||||
|| HeritageId == (uint)ChargenHeritageGroup.OlthoiAcid;
|
||||
}
|
||||
41
src/AcDream.Core/CharGen/ChargenObjDesc.cs
Normal file
41
src/AcDream.Core/CharGen/ChargenObjDesc.cs
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
namespace AcDream.Core.CharGen;
|
||||
|
||||
/// <summary>
|
||||
/// One palette overlay range inside a <see cref="ChargenObjDesc"/>. Retail
|
||||
/// applies <c>NumColors * 8</c> colors from <c>SubPaletteId</c> starting at
|
||||
/// <c>Offset * 8</c> in the base palette (Chorizite.ACProtocol.Types.Subpalette
|
||||
/// docs; the live-session equivalent is
|
||||
/// <see cref="AcDream.Core.World.PaletteOverride.SubPaletteRange"/>).
|
||||
/// </summary>
|
||||
public readonly record struct ChargenSubPalette(uint SubPaletteId, byte Offset, byte NumColors);
|
||||
|
||||
/// <summary>One texture-map override inside a <see cref="ChargenObjDesc"/>.
|
||||
/// <c>PartIndex</c> identifies which GfxObj part's surface list the swap
|
||||
/// applies to.</summary>
|
||||
public readonly record struct ChargenTextureChange(byte PartIndex, uint OldTextureId, uint NewTextureId);
|
||||
|
||||
/// <summary>One animated-part swap override inside a <see cref="ChargenObjDesc"/>.</summary>
|
||||
public readonly record struct ChargenAnimPartChange(byte PartIndex, uint PartId);
|
||||
|
||||
/// <summary>
|
||||
/// Presentation-free projection of Chorizite's <c>ObjDesc</c> shape (retail's
|
||||
/// <c>CObjDesc</c>): the palette id plus the overlay/texture/part-swap deltas
|
||||
/// a live appearance is built from. Used both for a gender's base body
|
||||
/// (<see cref="ChargenGenderOptions.BaseObjDesc"/>) and for every appearance
|
||||
/// option's own overlay (hair styles, eye/nose/mouth strips) — CC6's
|
||||
/// index→ObjDesc appearance factory composes these the same way retail's
|
||||
/// <c>ClothingTable::BuildObjDesc</c> / <c>DoObjDescChangesFromDefault</c>
|
||||
/// pipeline does.
|
||||
/// </summary>
|
||||
public sealed record ChargenObjDesc(
|
||||
uint PaletteId,
|
||||
IReadOnlyList<ChargenSubPalette> SubPalettes,
|
||||
IReadOnlyList<ChargenTextureChange> TextureChanges,
|
||||
IReadOnlyList<ChargenAnimPartChange> AnimPartChanges)
|
||||
{
|
||||
public static ChargenObjDesc Empty { get; } = new(
|
||||
0u,
|
||||
Array.Empty<ChargenSubPalette>(),
|
||||
Array.Empty<ChargenTextureChange>(),
|
||||
Array.Empty<ChargenAnimPartChange>());
|
||||
}
|
||||
34
src/AcDream.Core/CharGen/ChargenOptions.cs
Normal file
34
src/AcDream.Core/CharGen/ChargenOptions.cs
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
namespace AcDream.Core.CharGen;
|
||||
|
||||
/// <summary>
|
||||
/// Top-level, presentation-free, immutable projection of retail's CharGen
|
||||
/// DAT table (portal.dat 0x0E000002, <c>ACCharGenData::Serialize @
|
||||
/// 0x005C36D0</c>). Production builds create this from the installed DAT
|
||||
/// through Content's <c>AcDream.Content.CharGen.ChargenTableReader.Load</c>;
|
||||
/// this type itself has no DAT/Chorizite dependency so it is safe to hand
|
||||
/// to plugin-facing or test code. Everything a "typed chargen options
|
||||
/// model" needs — starter areas, heritages, templates, per-gender
|
||||
/// appearance option lists, skill costs — hangs off this one root.
|
||||
/// </summary>
|
||||
public sealed record ChargenOptions(
|
||||
IReadOnlyList<ChargenStarterArea> StarterAreas,
|
||||
IReadOnlyDictionary<uint, ChargenHeritageOptions> HeritagesById)
|
||||
{
|
||||
public static ChargenOptions Empty { get; } = new(
|
||||
Array.Empty<ChargenStarterArea>(),
|
||||
new Dictionary<uint, ChargenHeritageOptions>());
|
||||
|
||||
public bool TryGetHeritage(uint heritageId, out ChargenHeritageOptions heritage) =>
|
||||
HeritagesById.TryGetValue(heritageId, out heritage!);
|
||||
|
||||
public bool TryGetStarterArea(int index, out ChargenStarterArea area)
|
||||
{
|
||||
if (index >= 0 && index < StarterAreas.Count)
|
||||
{
|
||||
area = StarterAreas[index];
|
||||
return true;
|
||||
}
|
||||
area = null!;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
80
src/AcDream.Core/CharGen/ChargenSkillAdvancement.cs
Normal file
80
src/AcDream.Core/CharGen/ChargenSkillAdvancement.cs
Normal file
|
|
@ -0,0 +1,80 @@
|
|||
namespace AcDream.Core.CharGen;
|
||||
|
||||
/// <summary>
|
||||
/// Retail's four skill states. Wire values match ACE's
|
||||
/// <c>ACE.Entity.Enum.SkillAdvancementClass</c> exactly (0=Inactive,
|
||||
/// 1=Untrained, 2=Trained, 3=Specialized) — ACE unpacks the 0xF656
|
||||
/// <c>CharacterCreateInfo.SkillAdvancementClasses</c> list with this same
|
||||
/// numbering, and retail's <c>CharGenState::UpdateRemainingSkillCredits @
|
||||
/// 0x005C37C0</c> only charges credits for Trained (2) and Specialized (3).
|
||||
/// </summary>
|
||||
public enum ChargenSkillAdvancementClass : uint
|
||||
{
|
||||
Inactive = 0,
|
||||
Untrained = 1,
|
||||
Trained = 2,
|
||||
Specialized = 3,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// One skill's retail training cost for a heritage. Retail schema:
|
||||
/// <c>SkillCG</c>, entries of <c>HeritageGroupCG.Skills</c>.
|
||||
/// <c>PrimaryCost</c> is the TOTAL cost to reach Specialized (not an
|
||||
/// increment on top of <c>NormalCost</c>) — retail's
|
||||
/// <c>UpdateRemainingSkillCredits</c> adds exactly one of the two per
|
||||
/// skill, never both.
|
||||
/// </summary>
|
||||
public readonly record struct ChargenSkillCost(uint SkillId, int NormalCost, int PrimaryCost);
|
||||
|
||||
/// <summary>
|
||||
/// Retail's fixed-size per-character skill-advancement array
|
||||
/// (<c>CharGenState.skillLevels</c>). ACE's <c>CharacterCreateInfo.Unpack</c>
|
||||
/// terminates the connection if the wire's <c>numSkills</c> count is not
|
||||
/// exactly <see cref="SlotCount"/> (55): retail's own loop in
|
||||
/// <c>UpdateRemainingSkillCredits</c> walks indices <c>1..totalNumSkills</c>
|
||||
/// (skipping reserved slot 0), and Chorizite's <c>SkillId</c> enum runs
|
||||
/// 1..54 — 54 real skills plus the reserved slot 0 is exactly 55. This type
|
||||
/// makes that shape structural: it always holds exactly 55 slots, so a
|
||||
/// caller building the 0xF656 body (CC2) cannot accidentally send a
|
||||
/// different count.
|
||||
/// </summary>
|
||||
public sealed class ChargenSkillAdvancementSet
|
||||
{
|
||||
/// <summary>Slot 0 is reserved (unused by retail); slots 1..54 map 1:1
|
||||
/// to Chorizite's <c>DatReaderWriter.Enums.SkillId</c> values.</summary>
|
||||
public const int SlotCount = 55;
|
||||
|
||||
private readonly ChargenSkillAdvancementClass[] _slots = new ChargenSkillAdvancementClass[SlotCount];
|
||||
|
||||
/// <summary>Skill state by raw skill id. Ids outside <c>1..54</c> read
|
||||
/// as <see cref="ChargenSkillAdvancementClass.Inactive"/> and cannot be
|
||||
/// set.</summary>
|
||||
public ChargenSkillAdvancementClass this[uint skillId]
|
||||
{
|
||||
get => skillId >= 1 && skillId < SlotCount
|
||||
? _slots[skillId]
|
||||
: ChargenSkillAdvancementClass.Inactive;
|
||||
set
|
||||
{
|
||||
if (skillId < 1 || skillId >= SlotCount)
|
||||
throw new ArgumentOutOfRangeException(
|
||||
nameof(skillId),
|
||||
skillId,
|
||||
$"Skill id must be in 1..{SlotCount - 1}.");
|
||||
_slots[skillId] = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Materializes the wire body shape: exactly <see cref="SlotCount"/>
|
||||
/// entries, slot 0 first, matching ACE's
|
||||
/// <c>CharacterCreateInfo.SkillAdvancementClasses</c> read order.
|
||||
/// </summary>
|
||||
public IReadOnlyList<uint> ToWireClasses()
|
||||
{
|
||||
var wire = new uint[SlotCount];
|
||||
for (int i = 0; i < SlotCount; i++)
|
||||
wire[i] = (uint)_slots[i];
|
||||
return wire;
|
||||
}
|
||||
}
|
||||
62
src/AcDream.Core/CharGen/ChargenSkillCreditMath.cs
Normal file
62
src/AcDream.Core/CharGen/ChargenSkillCreditMath.cs
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
namespace AcDream.Core.CharGen;
|
||||
|
||||
/// <summary>
|
||||
/// Pure port of retail's skill-credit spend calculation
|
||||
/// (<c>CharGenState::UpdateRemainingSkillCredits @ 0x005C37C0</c>): walk
|
||||
/// every skill slot, add <c>NormalCost</c> for Trained or <c>PrimaryCost</c>
|
||||
/// for Specialized (never both), and subtract the total from the heritage's
|
||||
/// <c>SkillCredits</c> budget. No DAT/DatReaderWriter dependency — callers
|
||||
/// (CC3's Runtime owner) pass in the heritage's already-projected
|
||||
/// <see cref="ChargenSkillCost"/> lookup.
|
||||
/// </summary>
|
||||
public static class ChargenSkillCreditMath
|
||||
{
|
||||
/// <summary>
|
||||
/// Total credits spent across every Trained/Specialized skill in
|
||||
/// <paramref name="advancement"/>. A skill with no cost entry for the
|
||||
/// active heritage (i.e. the heritage doesn't offer it) is skipped —
|
||||
/// retail's own UI can never reach that state, so this is defensive
|
||||
/// rather than a documented retail behavior.
|
||||
/// </summary>
|
||||
public static int ComputeSpent(
|
||||
ChargenSkillAdvancementSet advancement,
|
||||
IReadOnlyDictionary<uint, ChargenSkillCost> costsBySkillId)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(advancement);
|
||||
ArgumentNullException.ThrowIfNull(costsBySkillId);
|
||||
|
||||
int spent = 0;
|
||||
for (uint skillId = 1; skillId < ChargenSkillAdvancementSet.SlotCount; skillId++)
|
||||
{
|
||||
ChargenSkillAdvancementClass cls = advancement[skillId];
|
||||
if (cls != ChargenSkillAdvancementClass.Trained
|
||||
&& cls != ChargenSkillAdvancementClass.Specialized)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!costsBySkillId.TryGetValue(skillId, out ChargenSkillCost cost))
|
||||
continue;
|
||||
|
||||
spent += cls == ChargenSkillAdvancementClass.Specialized
|
||||
? cost.PrimaryCost
|
||||
: cost.NormalCost;
|
||||
}
|
||||
return spent;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <c>totalSkillCredits - ComputeSpent(...)</c> — retail's
|
||||
/// <c>remainingSkillCredits</c>. Retail's Finish gate (<c>DoFinish @
|
||||
/// 0x004E91F2</c>-adjacent) only checks <c>remainingAtrbCredits > 0</c>
|
||||
/// for attributes; skill credits are NOT required to hit exactly zero
|
||||
/// (unspent skill credits are simply lost on creation) — callers should
|
||||
/// not port an "exact spend" gate for skills the way
|
||||
/// <see cref="ChargenAttributeMath.IsFullySpent"/> does for attributes.
|
||||
/// </summary>
|
||||
public static int RemainingCredits(
|
||||
uint totalSkillCredits,
|
||||
ChargenSkillAdvancementSet advancement,
|
||||
IReadOnlyDictionary<uint, ChargenSkillCost> costsBySkillId) =>
|
||||
checked((int)totalSkillCredits) - ComputeSpent(advancement, costsBySkillId);
|
||||
}
|
||||
23
src/AcDream.Core/CharGen/ChargenStarterArea.cs
Normal file
23
src/AcDream.Core/CharGen/ChargenStarterArea.cs
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
using System.Numerics;
|
||||
|
||||
namespace AcDream.Core.CharGen;
|
||||
|
||||
/// <summary>One spawn point inside a <see cref="ChargenStarterArea"/>. Retail
|
||||
/// schema: <c>Position</c> nested inside <c>StartingArea</c>
|
||||
/// (<c>ACCharGenData::Serialize @ 0x005C36D0</c>).</summary>
|
||||
public readonly record struct ChargenPosition(uint CellId, Vector3 Origin, Quaternion Orientation);
|
||||
|
||||
/// <summary>
|
||||
/// One named starting area (a town/region a heritage may spawn a new
|
||||
/// character in) with its candidate spawn points. The CharGen table holds
|
||||
/// ONE shared list of these — <see cref="ChargenHeritageOptions.PrimaryStartAreaIndices"/>
|
||||
/// and <c>SecondaryStartAreaIndices</c> reference this list by index, they
|
||||
/// do not carry their own copies. Retail schema:
|
||||
/// <c>ACCharGenData::Serialize @ 0x005C36D0</c> (ACE's loader comment names
|
||||
/// this <c>StarterArea</c>; Chorizite names the DAT type <c>StartingArea</c>
|
||||
/// — same shape).
|
||||
/// </summary>
|
||||
public sealed record ChargenStarterArea(
|
||||
int Index,
|
||||
string Name,
|
||||
IReadOnlyList<ChargenPosition> Locations);
|
||||
19
src/AcDream.Core/CharGen/ChargenTemplate.cs
Normal file
19
src/AcDream.Core/CharGen/ChargenTemplate.cs
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
namespace AcDream.Core.CharGen;
|
||||
|
||||
/// <summary>
|
||||
/// One profession preset (Bowhunter, Swashbuckler, Lifecaster, Warmage,
|
||||
/// Wayfarer, Soldier, ...) offered on the Profession page
|
||||
/// (<c>UpdateProfession @ 0x00478d1c/0x0047a4a4</c>-adjacent per the
|
||||
/// campaign plan's recon; template buttons 0x100003da..df). "Custom" is NOT
|
||||
/// one of these — it is retail's own free-attribute-assignment mode
|
||||
/// selected by button 0x100003d9 and has no <see cref="ChargenTemplate"/>
|
||||
/// entry. Retail schema: <c>Template_CG::Serialize @ 0x005C0450</c>
|
||||
/// (ACE's <c>TemplateCG.Unpack</c> mirrors the same field order).
|
||||
/// </summary>
|
||||
public sealed record ChargenTemplate(
|
||||
string Name,
|
||||
uint IconId,
|
||||
uint TitleStringId,
|
||||
ChargenAttributeValues Attributes,
|
||||
IReadOnlyList<uint> NormalSkills,
|
||||
IReadOnlyList<uint> PrimarySkills);
|
||||
Loading…
Add table
Add a link
Reference in a new issue