Merge campaign-cc-batch-f: Batch F — skills selection, scrollbar, cost text, arrow states

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-16 14:19:01 +02:00
commit 0ecd332fb1
5 changed files with 615 additions and 33 deletions

File diff suppressed because one or more lines are too long

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@ -267,6 +267,36 @@ by construction (`SetBackdrop` throws if called without a reserved slot,
and the entity-list-assembly helper `BuildDrawEntities` degrades to
exactly the main entity whenever no backdrop is configured/set).
**Batch F (Skills page completion — R2-4 + review F1/F2) is CODE-COMPLETE
2026-08-16, pending the user's visual gate.** Four of R2-4's five
sub-items are fixed; R2-4b (the four-bucket sorted model) is NOT — see the
AP-213 register row for the exact missing data channel this batch's
investigation pinned down (`SkillBase.MinLevel`, confirmed present in the
installed dat but not threaded through `ChargenOptions`/
`CharacterCreationRuntimeBindings`). **Fixed:** R2-4a (row selection — a
row click, or an arrow click matching retail's own post-Increase/
DecreaseSkillLevel re-select, highlights the row and writes the info
panes' TITLE — name + score — and a level-gated bonus line; the
description/formula halves stay unported for the SAME missing-data reason
as R2-4b, documented on `CharacterCreationSkillsPage.RefreshInfoBox`'s own
doc rather than a new register row since no file outside the page's own
scope was needed to identify it); R2-4c (the listbox's own authored
scrollbar link, live-DAT-CONFIRMED at `0x100003F8` — exactly this batch's
own "+1 from the listbox" hypothesis — wired to the listbox's `Scroll`
model, the ordinary page-level linkage every other `UiTemplateListBox`
owner uses); review F1 (the Untrained-down/Specialized-up literal `"0"`
cost text the prior port rendered blank, and the exact per-branch 999-blank
gate — up-cost only, never down-cost); review F2 (the
`pSkillUpButton`/`pSkillDownButton` Ghosted/Enabled state pair, gated on
credits and a re-derived `bUntrainable`/`bUnspecializable` — the row's own
effective cost being nonzero — using cost data the page already resolves,
no new channel needed). Fixture + one live-DAT test this round (no
graphical client launch); App suite live-DAT env went from 5321/3 to
5328/3 (+7, zero regressions — one pre-existing baseline flake, the
streaming "injected dungeon enqueue failure" test, is a known standalone-
pass-only flake unrelated to this batch and did not reproduce on the full
post-fix run), Runtime 1735/0 unchanged.
User ran the six-page chargen flow live (build `1.0.2-cc.e`, RDP session,
windowed). Screenshots: retail Heritage, acdream Heritage, retail
Profession. The user's side-by-side retail reports are AXIOMS

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@ -1,4 +1,5 @@
using System.Globalization;
using System.Numerics;
using AcDream.Core.CharGen;
using AcDream.Runtime;
using AcDream.Runtime.Session;
@ -54,6 +55,59 @@ namespace AcDream.App.UI.Layout;
/// row's still-simplified flat-list-vs-four-bucket half is untouched and
/// stays registered).
/// </para>
///
/// <para>
/// <b>Batch F fixes (Campaign CC gate round 1, 2026-08-16 — R2-4 + review
/// F1/F2):</b> four of R2-4's five sub-items are fixed here; the
/// four-bucket sorted model (R2-4b) is NOT — see the batch report and the
/// AP-213 row for the exact missing data channel (retail's Useable-vs-
/// Unuseable-Untrained split reads <c>SkillBase.MinLevel</c>, which
/// <see cref="AcDream.Core.CharGen.ChargenOptions"/>/
/// <see cref="CharacterCreationRuntimeBindings"/> do not carry today).
/// <list type="bullet">
/// <item>R2-4a (row selection): a row click (or an arrow click, matching
/// retail's own post-Increase/DecreaseSkillLevel <c>SetSelectedItem(...,
/// 1)</c> re-select) now selects that skill — the row's NAME text swaps to
/// <see cref="SelectedNameColor"/> (best-derived "brighter white" per the
/// user's own report + the GF-11b precedent) and the info panes
/// (<c>0x100003fb</c>/<c>0x100003fc</c>) get <c>ShowSkillsText
/// @0x00481250</c>'s title (name + score, <c>" (%d)\n"</c>) and bonus line
/// (<c>"Training Bonus +5"</c>/<c>"Specialization Bonus +10"</c>) — a
/// PARTIAL port: the description (<c>SkillBase._description</c>) and
/// <c>MakeSkillFormula @0x00480e10</c>'s computed formula text are not
/// reachable from this page's current data surface; see
/// <see cref="RefreshInfoBox"/>'s own doc.</item>
/// <item>R2-4c (scrollbar): the listbox's own authored scrollbar link
/// (<see cref="AcDream.App.UI.UiTemplateListBox.ScrollbarElementId"/>, dat
/// property <c>0x72</c>) is now wired to
/// <see cref="AcDream.App.UI.UiTemplateListBox.Scroll"/> — the SAME
/// page-level <c>UiScrollbar.Model</c> linkage every other
/// <c>UiTemplateListBox</c> owner uses (no widget change).</item>
/// <item>Review F1 (cost text): <c>SetSkillText</c>'s Untrained down-cost
/// (<c>@0x00480877</c>) and Specialized up-cost (<c>@0x0048067f</c>) are
/// literal <c>"0"</c>, unconditional — the prior port rendered blank
/// (<c>null</c>) instead. The <c>&lt;0x3e7</c> (999) blank gate exists
/// ONLY on the up-cost at Untrained (<c>@0x00480819</c>) and Trained
/// (<c>@0x0048071f</c>); every down-cost write is unconditional
/// (<c>@0x00480877</c>/<c>@0x00480780</c>/<c>@0x004806c1</c>), including
/// Trained's raw <c>iTrainCost</c> even when it would exceed 999.</item>
/// <item>Review F2 (arrow states): <c>SetSkillText</c> ends every branch
/// driving <c>pSkillUpButton</c>/<c>pSkillDownButton</c> through its own
/// custom Ghosted/Enabled state pair (<see cref="ArrowGhostedStateId"/>/
/// <see cref="ArrowEnabledStateId"/> — raw ids via
/// <see cref="IUiDatStateful.TrySetRetailState"/>, the SAME "authored
/// custom pair" shape as GF-1's Unselected/Selected). Up is gated on
/// <c>remainingSkillCredits</c> vs. the advance cost and is ALWAYS ghosted
/// at Specialized (nothing above it); Down is ALWAYS ghosted at Untrained
/// (nothing below it) and otherwise gated on <c>bUntrainable</c>/
/// <c>bUnspecializable</c> — re-derived from <c>DoSkillRecords</c>'s own
/// tagSkillRecord build (<c>@0x00480e40</c>-region) as "the row's OWN
/// effective trained/specialized cost is nonzero" (a free/heritage-granted
/// skill or specialization locks its own down arrow), using the SAME
/// heritage-then-global cost this page already resolves via
/// <see cref="GetCosts"/> — no new data needed.</item>
/// </list>
/// </para>
/// </summary>
internal sealed class CharacterCreationSkillsPage : IDisposable
{
@ -84,18 +138,44 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
/// case <c>0x10000305</c> fires <c>DecreaseSkillLevel</c>.</summary>
private const uint RowDownButtonId = 0x10000305u;
/// <summary>Retail's own custom Ghosted state id for
/// <c>pSkillUpButton</c>/<c>pSkillDownButton</c> (<c>SetSkillText</c>'s
/// own <c>SetState(0x1000001a)</c> calls) — distinct from the standard
/// <c>UiButtonStateMachine.Ghosted</c> (13) numbering; the same
/// "authored custom pair, raw retail id" shape as GF-1's
/// Unselected/Selected (<c>0x10000016</c>/<c>0x10000017</c>).</summary>
private const uint ArrowGhostedStateId = 0x1000001Au;
/// <summary>Retail's own custom Enabled state id for the same two
/// buttons (<c>SetState(0x1000001b)</c>).</summary>
private const uint ArrowEnabledStateId = 0x1000001Bu;
/// <summary>R2-4a row-selection highlight: pure white. Re-derived from
/// the GF-11b precedent (list-caption color swap Normal
/// <c>(218,167,85)</c> -&gt; Highlight/white <c>(255,255,255)</c> on
/// selection) plus the user's own report ("retail selection turns the
/// row brighter white") absent a skills-row-specific cdb capture — the
/// direction (unselected -&gt; brighter/whiter) is directly evidenced;
/// the exact target RGB is the best available derivation, not a live
/// measurement.</summary>
private static readonly Vector4 SelectedNameColor = Vector4.One;
/// <summary>One built skill row: the resolved <c>Templates[1]</c>
/// subtree plus the child widgets <see cref="RefreshRowValues"/> needs
/// every tick, resolved once at build time rather than re-walked per
/// refresh.</summary>
/// refresh. <see cref="UnselectedNameColor"/> is the row's OWN authored
/// (DAT-default) name color, captured at build time so R2-4a's
/// selection highlight can restore it exactly on deselect.</summary>
private readonly record struct SkillRow(
UiElement Root,
uint SkillId,
UiText? NameText,
UiText? LevelText,
UiText? UpCostText,
UiText? DownCostText,
UiButton? UpButton,
UiButton? DownButton);
UiButton? DownButton,
Vector4 UnselectedNameColor);
private readonly CharacterCreationRuntimeBindings _bindings;
private readonly UiTemplateListBox? _list;
@ -104,6 +184,7 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
private readonly UiText? _infoText;
private readonly List<SkillRow> _rows = [];
private uint _lastHeritageId;
private uint? _selectedSkillId;
private bool _rowsBuilt;
private bool _disposed;
@ -116,6 +197,20 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
_list = UiElement.FindDescendant(pageRoot, 0x100003F7u) as UiTemplateListBox;
if (_list is not null)
_list.TemplateResolver = templateResolver;
// R2-4c (Batch F): wire the listbox's own authored scrollbar (dat
// property 0x72, UiTemplateListBox.ScrollbarElementId) the SAME
// page-level Model linkage every other UiTemplateListBox owner uses
// (ConfigOptionsPageController, SocialFriendsPageController, et
// al.) — no widget change, just resolving the id the importer
// already read and pointing its Model at this listbox's own Scroll.
if (_list is not null
&& _list.ScrollbarElementId != 0
&& UiElement.FindDescendant(pageRoot, _list.ScrollbarElementId) is UiScrollbar scrollbar)
{
scrollbar.Model = _list.Scroll;
}
// Live-DAT probe (CharacterCreationLiveDatTests): the credits meter
// (retail's m_pCreditsMeter, decomp id 0x100002f3) authors as a raw
// dat CHILD of button 0x100003f9, not as a standalone descendant of
@ -152,6 +247,8 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
foreach (SkillRow row in _rows)
RefreshRowValues(row, view, snapshot);
RefreshInfoBox(view, snapshot);
if (_credits is { } credits)
credits.ValueLabel = snapshot.RemainingSkillCredits.ToString(CultureInfo.InvariantCulture);
}
@ -162,10 +259,16 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
{
if (row.UpButton is not null) row.UpButton.OnClick = null;
if (row.DownButton is not null) row.DownButton.OnClick = null;
if (row.Root is UiDatElement datRoot) datRoot.OnClick = null;
}
_rows.Clear();
_list?.Flush();
// The skill list is rebuilding under a (possibly new) heritage —
// any previously selected skill id may no longer exist as a row.
_selectedSkillId = null;
ClearInfoBox();
if (_list is null
|| _list.Templates.Count < 2
|| _list.TemplateResolver is null
@ -189,8 +292,14 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
_list.AddPrebuiltRow(rowRoot);
if (UiElement.FindDescendant(rowRoot, RowNameTextId) is UiText nameText)
UiText? nameText = UiElement.FindDescendant(rowRoot, RowNameTextId) as UiText;
if (nameText is not null)
SetLine(nameText, ItemAppraisalTextFormatter.SkillName((int)skillId));
// Captured AFTER SetLine (which never touches DefaultColor —
// it's read lazily inside the LinesProvider closure) so this is
// the row's own DAT-authored default color, for R2-4a's
// selection highlight to restore on deselect.
Vector4 unselectedColor = nameText?.DefaultColor ?? Vector4.One;
UiText? levelText = UiElement.FindDescendant(rowRoot, RowLevelTextId) as UiText;
UiText? upCostText = UiElement.FindDescendant(rowRoot, RowUpCostTextId) as UiText;
UiText? downCostText = UiElement.FindDescendant(rowRoot, RowDownCostTextId) as UiText;
@ -198,13 +307,33 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
UiButton? downButton = UiElement.FindDescendant(rowRoot, RowDownButtonId) as UiButton;
uint capturedSkillId = skillId;
// R2-4a: retail re-selects the row after an arrow click too
// (ListenToElementMessage @0x004814c0's SetSelectedItem(...,1)
// call following IncreaseSkillLevel/DecreaseSkillLevel).
if (upButton is not null)
upButton.OnClick = () => Advance(capturedSkillId);
upButton.OnClick = () => { Advance(capturedSkillId); SelectRow(capturedSkillId); };
if (downButton is not null)
downButton.OnClick = () => Retreat(capturedSkillId);
downButton.OnClick = () => { Retreat(capturedSkillId); SelectRow(capturedSkillId); };
// R2-4a: the row-click equivalent of retail's listbox-level
// selection notification (idElement==0x100003f7 &&
// idMessage==4 in ListenToElementMessage) — UiTemplateListBox
// has no generic selection mechanism of its own (see its class
// doc), so this page opts the row in directly. Templates[1]
// (0x100002FF) resolves through DatWidgetFactory's Type-3
// (generic-container) fallback arm to UiDatElement, which
// already carries a page-opt-in OnClick/ClickThrough seam for
// exactly this — "generic decoration; behavioral widgets opt
// back in" (UiDatElement's own doc).
if (rowRoot is UiDatElement datRow)
{
datRow.ClickThrough = false;
datRow.OnClick = () => SelectRow(capturedSkillId);
}
_rows.Add(new SkillRow(
rowRoot, skillId, levelText, upCostText, downCostText, upButton, downButton));
rowRoot, skillId, nameText, levelText, upCostText, downCostText,
upButton, downButton, unselectedColor));
}
}
@ -220,28 +349,71 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
if (row.LevelText is { } levelText)
SetLine(levelText, score.ToString(CultureInfo.InvariantCulture));
// SetSkillText @0x00480600's own per-state up/down cost pair: at
// Untrained, up=trainCost (down blank, nothing below Untrained); at
// Trained, up=(specCost-trainCost), down=trainCost; at Specialized,
// up=blank (nothing above Specialized), down=(specCost-trainCost).
// Retail also blanks a cost >= 999 (data_794320, an empty
// PStringBase) instead of showing the raw number.
(int? upCost, int? downCost) = level switch
// Review F1/F2 fix (Batch F): SetSkillText @0x00480600's exact
// per-state cost text + arrow-enable pair — see this class's own
// header doc for the full byte trace of every address cited below.
string upCostText;
string downCostText;
bool upEnabled;
bool downEnabled;
switch (level)
{
ChargenSkillAdvancementClass.Specialized =>
((int?)null, (int?)(specializedCost - trainedCost)),
ChargenSkillAdvancementClass.Trained =>
((int?)(specializedCost - trainedCost), (int?)trainedCost),
_ => ((int?)trainedCost, (int?)null),
};
if (row.UpCostText is { } upCostText)
SetLine(upCostText, FormatCost(upCost));
if (row.DownCostText is { } downCostText)
SetLine(downCostText, FormatCost(downCost));
case ChargenSkillAdvancementClass.Specialized:
// @0x0048067f: up = literal "0", unconditional (nothing
// above Specialized). @0x004806c1: down = specCost-
// trainCost, UNCONDITIONAL (no 999-blank gate).
// @0x004806fc: up arrow ALWAYS ghosted. @0x0048070c +
// @0x004807f1/@0x004807f4: down arrow enabled iff
// bUnspecializable — re-derived as specializedCost != 0
// (a free/heritage-granted specialization, cost 0, locks
// its own down arrow — DoSkillRecords zeroes
// bUnspecializable exactly there, @0x00480e40 region).
upCostText = "0";
downCostText = (specializedCost - trainedCost).ToString(CultureInfo.InvariantCulture);
upEnabled = false;
downEnabled = specializedCost != 0;
break;
case ChargenSkillAdvancementClass.Trained:
// @0x0048071f: up = specCost-trainCost, blank if >=999.
// @0x00480780: down = trainCost, UNCONDITIONAL (no gate,
// even past 999). @0x004807ce: up arrow enabled iff
// remainingSkillCredits >= specCost-trainCost.
// @0x004807ec + @0x004807f1/@0x004807f4: down arrow
// enabled iff bUntrainable — re-derived as trainedCost != 0
// (same free-skill-locks-the-down-arrow rule, mirrored on
// the trained cost).
upCostText = FormatGatedCost(specializedCost - trainedCost);
downCostText = trainedCost.ToString(CultureInfo.InvariantCulture);
upEnabled = snapshot.RemainingSkillCredits >= specializedCost - trainedCost;
downEnabled = trainedCost != 0;
break;
default:
// Untrained/Inactive. @0x00480819: up = trainCost, blank if
// >=999. @0x00480877: down = literal "0", unconditional.
// @0x004808b3: down arrow ALWAYS ghosted (nothing below
// Untrained). @0x004808d1: up arrow enabled iff
// remainingSkillCredits >= trainCost.
upCostText = FormatGatedCost(trainedCost);
downCostText = "0";
upEnabled = snapshot.RemainingSkillCredits >= trainedCost;
downEnabled = false;
break;
}
if (row.UpCostText is { } upCostTextWidget)
SetLine(upCostTextWidget, upCostText);
if (row.DownCostText is { } downCostTextWidget)
SetLine(downCostTextWidget, downCostText);
row.UpButton?.TrySetRetailState(upEnabled ? ArrowEnabledStateId : ArrowGhostedStateId);
row.DownButton?.TrySetRetailState(downEnabled ? ArrowEnabledStateId : ArrowGhostedStateId);
}
private static string FormatCost(int? cost) =>
cost is int c && c < 999 ? c.ToString(CultureInfo.InvariantCulture) : string.Empty;
/// <summary>The up-cost-only 999 blank gate (<c>&lt; 0x3e7</c>,
/// <c>data_794320</c> — an empty <c>PStringBase</c>). Never applied to a
/// down-cost or a literal "0" write — see the per-branch citations in
/// <see cref="RefreshRowValues"/>.</summary>
private static string FormatGatedCost(int cost) =>
cost < 999 ? cost.ToString(CultureInfo.InvariantCulture) : string.Empty;
private static void SetLine(UiText text, string content) =>
text.LinesProvider = () => [new UiText.Line(content, text.DefaultColor)];
@ -301,6 +473,92 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
_bindings.UntrainSkill(skillId);
}
/// <summary>
/// R2-4a: row click / arrow click selection — the port's equivalent of
/// retail's listbox-level <c>SetSelectedItem</c> notification (see
/// <see cref="RebuildRows"/>'s own wiring doc). Applies the highlight
/// to every row (so the PREVIOUSLY selected row also gets restored to
/// its own <see cref="SkillRow.UnselectedNameColor"/>) and refreshes
/// the info panes for the newly selected skill. <see cref="_bindings"/>'
/// <c>View</c> is resolved fresh here, never cached, per
/// <c>feedback_resolve_deferred_funcs_per_call.md</c>.
/// </summary>
private void SelectRow(uint skillId)
{
if (_disposed)
return;
_selectedSkillId = skillId;
foreach (SkillRow row in _rows)
{
if (row.NameText is { } nameText)
nameText.DefaultColor = row.SkillId == skillId ? SelectedNameColor : row.UnselectedNameColor;
}
if (_bindings.View() is { } view)
RefreshInfoBox(view, view.Snapshot);
}
/// <summary>
/// <c>gmCGSkillsPage::ShowSkillsText @0x00481250</c> — writes
/// <c>m_pInfoBoxTitle</c> (<c>0x100003fb</c>) and <c>m_pInfoBoxText</c>
/// (<c>0x100003fc</c>) for the currently selected skill, or clears both
/// when nothing is selected (retail's own <c>arg2==0</c>/lookup-miss
/// arms, both <c>UIElement_Text::ClearAllText</c>). Title is the skill
/// name plus its current score (<c>" (%d)\n"</c>, e.g. "Loyalty (5)").
/// Body is level-gated bonus text
/// (<c>"Training Bonus +5"</c>/<c>"Specialization Bonus +10"</c> —
/// TWO spaces before the number, matching the compiled literal
/// verbatim) only.
///
/// <para>
/// <b>PARTIAL PORT — see the batch report:</b> retail's body ALSO
/// prepends the skill's DESCRIPTION (<c>SkillBase._description</c>,
/// read via <c>eax_2[7]</c> off the row's own cached
/// <c>tagSkillRecord</c>) and appends
/// <c>MakeSkillFormula @0x00480e10</c>'s computed "Formula : ..." text
/// (attribute names + weighted-formula arithmetic, sourced from
/// <c>SkillBase._formula</c>). Neither is reachable from this page's
/// current data surface: <see cref="AcDream.Core.CharGen.ChargenOptions"/>
/// carries per-skill COSTS only (never description/formula), and
/// <see cref="CharacterCreationRuntimeBindings"/> has no resolver for
/// either (unlike <see cref="CharacterCreationRuntimeBindings.GetSkillScore"/>,
/// which already exists for the score). Porting them needs a new
/// binding of that same shape, backed by the global SkillTable — out of
/// this file's edit contract for this batch.
/// </para>
/// </summary>
private void RefreshInfoBox(IRuntimeCharacterCreationView view, RuntimeCharacterCreationSnapshot snapshot)
{
if (_selectedSkillId is not { } skillId)
{
ClearInfoBox();
return;
}
ChargenSkillAdvancementClass level = view.GetSkillLevel(skillId);
uint score = _bindings.GetSkillScore?.Invoke(skillId, snapshot.Attributes, level) ?? 0u;
string name = ItemAppraisalTextFormatter.SkillName((int)skillId);
if (_infoTitle is { } title)
SetLine(title, $"{name} ({score.ToString(CultureInfo.InvariantCulture)})");
if (_infoText is { } text)
{
string bonus = level switch
{
ChargenSkillAdvancementClass.Trained => "Training Bonus +5",
ChargenSkillAdvancementClass.Specialized => "Specialization Bonus +10",
_ => string.Empty,
};
SetLine(text, bonus);
}
}
private void ClearInfoBox()
{
if (_infoTitle is { } title) SetLine(title, string.Empty);
if (_infoText is { } text) SetLine(text, string.Empty);
}
public void Dispose()
{
if (_disposed)
@ -310,6 +568,7 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
{
if (row.UpButton is not null) row.UpButton.OnClick = null;
if (row.DownButton is not null) row.DownButton.OnClick = null;
if (row.Root is UiDatElement datRow) datRow.OnClick = null;
}
_rows.Clear();
_list?.Flush();

View file

@ -1137,6 +1137,66 @@ public sealed class CharacterCreationLiveDatTests
Assert.Equal(0x100002F4u, list.Templates[0].TemplateElementId);
}
/// <summary>
/// R2-4c (Campaign CC gate round 1 Batch F). Live-DAT probe: pins the
/// Skills listbox's own authored scrollbar link (dat property
/// <c>0x72</c>, <see cref="UiTemplateListBox.ScrollbarElementId"/>) —
/// CONFIRMED as <c>0x100003F8</c>, exactly the "+1 from the listbox"
/// hypothesis this batch's own investigation raised — and confirms a
/// real <see cref="UiScrollbar"/> resolves at that id under the Skills
/// page root, the exact fact
/// <see cref="CharacterCreationSkillsPage"/>'s constructor now wires
/// (<c>scrollbar.Model = list.Scroll</c>).
///
/// <para>
/// Also pins <c>Templates[0]</c>'s (<c>0x100002F4</c>) own header-
/// caption child id (<c>0x100002f6</c>, <c>DoSkillRecords @0x00481840</c>'s
/// own <c>GetChildRecursive</c> call) as prep evidence for whoever ports
/// the four-bucket sorted model (R2-4b, still open — see the AP-213
/// row): live-DAT-measured as a <see cref="UiButton"/>, NOT a
/// <see cref="UiText"/> — the SAME <c>UIElement_Button</c>-is-
/// <c>DynamicCast(0xc)</c>-compatible-with-<c>UIElement_Text</c> quirk
/// this campaign already ported for the six attribute-slider labels
/// (GF-4b) — retail's own <c>DynamicCast(0xc)</c> cast at
/// <c>0x00481855</c> would return null on a REAL Button object
/// otherwise, and the very next line unconditionally calls
/// <c>UIElement_Text::SetStringInfo</c> on it. A future port reads the
/// header caption through <c>UiButton.Label</c>, the same seam GF-4b
/// already established.
/// </para>
/// </summary>
[InstalledDatFact]
public void SkillsPage_Listbox_HasAScrollbarLink_AndHeaderTemplateHasACaptionChild()
{
using var dats = new DatCollection(DatDirectory, DatAccessType.Read);
uint layoutId = RetailDataIdResolver.Resolve(
dats, CharacterCreationUiController.RootEnum, 5u);
ImportedLayout screen = BuildSelected(
dats, layoutId, CharacterCreationUiController.RootElementId);
UiElement skillsRoot = Assert.IsAssignableFrom<UiElement>(
screen.FindElement(CharacterCreationUiController.SkillsPageElementId));
UiTemplateListBox list = Assert.IsType<UiTemplateListBox>(
UiElement.FindDescendant(skillsRoot, 0x100003F7u));
Console.WriteLine(
$"[CC-Batch-F-DAT] Skills listbox ScrollbarElementId=0x{list.ScrollbarElementId:X8}");
Assert.Equal(0x100003F8u, list.ScrollbarElementId);
Assert.IsType<UiScrollbar>(
UiElement.FindDescendant(skillsRoot, list.ScrollbarElementId));
UiTemplateListEntry headerTemplate = list.Templates[0];
Assert.Equal(0x100002F4u, headerTemplate.TemplateElementId);
UiElement? headerRow = LayoutImporter.Import(
dats,
headerTemplate.TemplateLayoutId,
headerTemplate.TemplateElementId,
_ => (0u, 0, 0),
null)?.Root;
UiElement realHeaderRow = Assert.IsAssignableFrom<UiElement>(headerRow);
Assert.IsType<UiButton>(UiElement.FindDescendant(realHeaderRow, 0x100002F6u));
}
/// <summary>
/// GF-15 (Campaign CC gate round 1, Batch A). Live-DAT-probe-confirmed
/// during the investigation: the Message dialog catalog's popup

View file

@ -24,6 +24,13 @@ public sealed class CharacterCreationUiControllerTests
private const uint SkillTrainOnly = 1u;
private const uint SkillSpecializable = 2u;
/// <summary>Review fix round F2 (Batch F): a "free" skill (trained
/// cost 0 in Aluvian's own per-heritage cost list) — pins
/// <c>SetSkillText</c>'s <c>bUntrainable</c> re-derivation
/// (<c>trainedCost != 0</c>), which locks the down arrow at Trained for
/// exactly this shape.</summary>
private const uint SkillFreeTrained = 3u;
[Fact]
public void ActiveScreen_KeepsAuthoredRootExtent_AndDefaultsToTheHeritagePage()
{
@ -329,8 +336,9 @@ public sealed class CharacterCreationUiControllerTests
.OnClick!();
IReadOnlyList<UiElement> rows = environment.SkillsList().ViewportForTest!.Children;
// Aluvian's fixture only costs SkillTrainOnly(1)/SkillSpecializable(2).
Assert.Equal(2, rows.Count);
// Aluvian's fixture costs SkillTrainOnly(1)/SkillSpecializable(2)/
// SkillFreeTrained(3, added for the F2 arrow-lock coverage below).
Assert.Equal(3, rows.Count);
UiElement row = Assert.Single(rows, candidate =>
UiElement.FindDescendant(candidate, 0x10000301u) is UiText name
@ -341,11 +349,13 @@ public sealed class CharacterCreationUiControllerTests
Assert.Equal((SkillTrainOnly * 10u).ToString(), JoinedText(level));
// Default (never-touched) level: up cost = trained cost (2), down
// cost blank (nothing below Untrained/Inactive).
// cost = literal "0" (nothing below Untrained/Inactive, but
// SetSkillText @0x00480600's own Untrained branch writes a literal
// 0, unconditional — review fix round F1, Batch F).
UiText upCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000303u));
UiText downCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000306u));
Assert.Equal("2", JoinedText(upCost));
Assert.Equal(string.Empty, JoinedText(downCost));
Assert.Equal("0", JoinedText(downCost));
// Advancing to Trained flips the cost pair: up = specCost-trainCost
// (6-2=4), down = trainCost (2). FakeRuntime.SetSkillLevel is a
@ -361,6 +371,169 @@ public sealed class CharacterCreationUiControllerTests
Assert.Equal("2", JoinedText(downCost));
}
// ── Campaign CC gate round 1 Batch F: R2-4 + review F1/F2 ───────────
/// <summary>R2-4a: a plain row click selects the skill — the row's own
/// NAME text swaps to <c>Vector4.One</c> (the best-derived "brighter
/// white") and the info title
/// (<c>ShowSkillsText @0x00481250</c>'s <c>" (%d)"</c> score suffix)
/// populates. Untrained/Inactive carries no bonus line, so the info
/// TEXT pane stays blank (the still-missing description/formula halves
/// — see <see cref="CharacterCreationSkillsPage.RefreshInfoBox"/>'s own
/// doc).</summary>
[Fact]
public void SkillsPage_RowClick_SelectsRow_HighlightsNameAndPopulatesInfoBoxTitle()
{
using var environment = new EnvironmentHarness();
environment.Controller.Open();
environment.Runtime.SelectHeritageDirect(AluvianId);
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
(UiDatElement row, UiText nameText) = environment.SkillRow(SkillTrainOnly);
Vector4 unselectedColor = nameText.DefaultColor;
// Nothing selected yet.
Assert.Equal(string.Empty, JoinedText(environment.SkillInfoTitle()));
row.OnClick!();
Assert.Equal(Vector4.One, nameText.DefaultColor);
Assert.NotEqual(unselectedColor, nameText.DefaultColor);
// FakeRuntime.GetSkillScore's deterministic stand-in: skillId * 10.
string expectedTitle =
$"{ItemAppraisalTextFormatter.SkillName((int)SkillTrainOnly)} ({SkillTrainOnly * 10u})";
Assert.Equal(expectedTitle, JoinedText(environment.SkillInfoTitle()));
Assert.Equal(string.Empty, JoinedText(environment.SkillInfoText()));
}
/// <summary>R2-4a: retail re-selects the row after an arrow click too
/// (<c>ListenToElementMessage @0x004814c0</c>'s own
/// <c>SetSelectedItem(...,1)</c> call following
/// IncreaseSkillLevel/DecreaseSkillLevel) — the info TEXT pane tracks
/// the level-gated bonus line as the skill advances (the TWO-space
/// literal <c>"Training Bonus +5"</c>/<c>"Specialization Bonus +10"</c>,
/// matching the compiled string verbatim).</summary>
[Fact]
public void SkillsPage_ArrowClick_AlsoSelectsRow_InfoBoxShowsLevelBonusLine()
{
using var environment = new EnvironmentHarness();
environment.Controller.Open();
environment.Runtime.SelectHeritageDirect(AluvianId);
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
(UiButton up, _) = environment.SkillRowArrows(SkillTrainOnly);
up.OnClick!(); // Untrained/Inactive -> Trained.
BumpRevisionAndTick(environment);
Assert.Equal("Training Bonus +5", JoinedText(environment.SkillInfoText()));
up.OnClick!(); // Trained -> Specialized.
BumpRevisionAndTick(environment);
Assert.Equal("Specialization Bonus +10", JoinedText(environment.SkillInfoText()));
}
/// <summary>R2-4a: selecting a SECOND row restores the FIRST row's own
/// authored (unselected) color instead of leaving it stuck
/// highlighted.</summary>
[Fact]
public void SkillsPage_RowClick_DeselectsPreviousRow_RestoresItsOwnColor()
{
using var environment = new EnvironmentHarness();
environment.Controller.Open();
environment.Runtime.SelectHeritageDirect(AluvianId);
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
(UiDatElement firstRow, UiText firstName) = environment.SkillRow(SkillTrainOnly);
Vector4 firstUnselected = firstName.DefaultColor;
(UiDatElement secondRow, UiText secondName) = environment.SkillRow(SkillSpecializable);
firstRow.OnClick!();
Assert.Equal(Vector4.One, firstName.DefaultColor);
secondRow.OnClick!();
Assert.Equal(Vector4.One, secondName.DefaultColor);
Assert.Equal(firstUnselected, firstName.DefaultColor);
}
/// <summary>Review fix round F1: <c>SetSkillText</c>'s Specialized
/// branch (<c>@0x00480679</c>) writes a literal <c>"0"</c> up-cost,
/// unconditional (nothing above Specialized needs the 999-blank gate),
/// and an UNCONDITIONAL down-cost — no gate even though this fixture's
/// value (4) happens to be well under 999.</summary>
[Fact]
public void SkillsPage_SpecializedCostText_UpCostIsLiteralZero_DownCostUnconditional()
{
using var environment = new EnvironmentHarness();
environment.Controller.Open();
environment.Runtime.SelectHeritageDirect(AluvianId);
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
environment.Runtime.View.SetSkillLevel(SkillSpecializable, ChargenSkillAdvancementClass.Specialized);
BumpRevisionAndTick(environment);
(UiElement row, _) = environment.SkillRow(SkillSpecializable);
UiText upCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000303u));
UiText downCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000306u));
Assert.Equal("0", JoinedText(upCost));
Assert.Equal("4", JoinedText(downCost)); // specCost(6) - trainCost(2).
}
/// <summary>Review fix round F2: the Up/Down arrow Ghosted
/// (<c>0x1000001a</c>)/Enabled (<c>0x1000001b</c>) state pair —
/// Untrained's Down is ALWAYS ghosted (nothing below it); Up is gated
/// on <c>remainingSkillCredits</c>; a "free" skill (trained cost 0)
/// locks its OWN down arrow at Trained
/// (<c>bUntrainable</c> re-derived as <c>trainedCost != 0</c>) and
/// unlocks it again once Specialized (specialized cost is non-zero),
/// where its own Up arrow is then ALWAYS ghosted (nothing above
/// Specialized).</summary>
[Fact]
public void SkillsPage_ArrowStates_GatedOnCreditsAndFreeSkillLocksDownArrow()
{
using var environment = new EnvironmentHarness();
environment.Controller.Open();
environment.Runtime.SelectHeritageDirect(AluvianId);
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
// Untrained/Inactive: Down ALWAYS ghosted; Up enabled (credits 50
// >= trainedCost 2).
(UiButton up, UiButton down) = environment.SkillRowArrows(SkillTrainOnly);
Assert.Equal(0x1000001Bu, up.ActiveRetailStateId);
Assert.Equal(0x1000001Au, down.ActiveRetailStateId);
up.OnClick!(); // -> Trained. trainedCost(2) != 0 -> Down enabled.
BumpRevisionAndTick(environment);
Assert.Equal(0x1000001Bu, down.ActiveRetailStateId);
(UiButton freeUp, UiButton freeDown) = environment.SkillRowArrows(SkillFreeTrained);
freeUp.OnClick!(); // -> Trained. trainedCost(0) == 0 -> Down locked.
BumpRevisionAndTick(environment);
Assert.Equal(0x1000001Au, freeDown.ActiveRetailStateId);
freeUp.OnClick!(); // -> Specialized. specCost(6) != 0 -> Down unlocks;
BumpRevisionAndTick(environment); // Up is now ALWAYS ghosted.
Assert.Equal(0x1000001Au, freeUp.ActiveRetailStateId);
Assert.Equal(0x1000001Bu, freeDown.ActiveRetailStateId);
}
/// <summary>R2-4c: the listbox's own authored scrollbar link
/// (<see cref="UiTemplateListBox.ScrollbarElementId"/>) is wired to the
/// SAME listbox's <see cref="UiTemplateListBox.Scroll"/> model — the
/// ordinary page-level <c>UiScrollbar.Model</c> linkage, no widget
/// change.</summary>
[Fact]
public void SkillsPage_ListboxScrollbar_IsLinkedToTheListsOwnScroll()
{
using var environment = new EnvironmentHarness();
environment.Controller.Open();
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
UiScrollbar scrollbar = environment.SkillsScrollbar();
Assert.Same(environment.SkillsList().Scroll, scrollbar.Model);
}
[Fact]
public void TownButton_SelectsTheLiteralStartAreaIndex()
{
@ -1804,6 +1977,33 @@ public sealed class CharacterCreationUiControllerTests
return (up, down);
}
/// <summary>R2-4a (Batch F): locates a built skill row's ROOT
/// element (<c>Templates[1]</c>'s own <c>UiDatElement</c>) by its
/// name text, for row-CLICK (not arrow-click) selection tests.
/// Also returns the row's own name <see cref="UiText"/> so a test
/// can assert its <see cref="UiText.DefaultColor"/> selection
/// highlight.</summary>
public (UiDatElement Row, UiText NameText) SkillRow(uint skillId)
{
string skillName = ItemAppraisalTextFormatter.SkillName((int)skillId);
UiElement row = Assert.Single(
SkillsList().ViewportForTest!.Children,
candidate => UiElement.FindDescendant(candidate, 0x10000301u) is UiText name
&& JoinedText(name) == skillName);
UiDatElement datRow = Assert.IsType<UiDatElement>(row);
UiText nameText = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000301u));
return (datRow, nameText);
}
public UiText SkillInfoTitle() =>
Assert.IsType<UiText>(Screen.FindElement(0x100003FBu));
public UiText SkillInfoText() =>
Assert.IsType<UiText>(Screen.FindElement(0x100003FCu));
public UiScrollbar SkillsScrollbar() =>
Assert.IsType<UiScrollbar>(Screen.FindElement(0x100003F8u));
public UiTemplateListBox SummaryListBox() =>
Assert.IsType<UiTemplateListBox>(Screen.FindElement(CharacterCreationSummaryPage.ListBoxId));
@ -2171,6 +2371,7 @@ public sealed class CharacterCreationUiControllerTests
{
[SkillTrainOnly] = new(SkillTrainOnly, NormalCost: 2, PrimaryCost: 6),
[SkillSpecializable] = new(SkillSpecializable, NormalCost: 2, PrimaryCost: 6),
[SkillFreeTrained] = new(SkillFreeTrained, NormalCost: 0, PrimaryCost: 6),
};
var aluvian = new ChargenHeritageOptions(
@ -2406,6 +2607,12 @@ public sealed class CharacterCreationUiControllerTests
Y = 40f,
Width = 300f,
Height = 320f,
// R2-4c (Batch F): the listbox's own authored scrollbar link
// (dat property 0x72) — an arbitrary but plausible sibling id
// (retail's own "+1 from the listbox" convention, matching the
// hypothesis this batch's own investigation raised) since no
// live-DAT probe has pinned the real installed value yet.
ScrollbarElementId = 0x100003F8u,
};
// GF-5 (2026-08-16): [0] is retail's own bucket-HEADER row
// (0x100002F4, unused by this port's flat-list simplification);
@ -2415,6 +2622,7 @@ public sealed class CharacterCreationUiControllerTests
list.TemplateList.Add(new UiTemplateListEntry(0x21000038u, 0x100002F4u));
list.TemplateList.Add(new UiTemplateListEntry(0x21000038u, 0x100002FFu));
page.Children.Add(list);
page.Children.Add(ScrollbarInfo(0x100003F8u));
page.Children.Add(ButtonInfo(0x100003F9u)); // credits badge
page.Children.Add(TextInfo(0x100003FBu));
page.Children.Add(TextInfo(0x100003FCu));
@ -2552,6 +2760,24 @@ public sealed class CharacterCreationUiControllerTests
/// a bare button shape since this port's flat-list simplification never
/// resolves it.
/// </summary>
/// <summary>Review fix round F2 (Batch F): retail's own custom
/// Ghosted(<c>0x1000001a</c>)/Enabled(<c>0x1000001b</c>) state pair for
/// <c>pSkillUpButton</c>/<c>pSkillDownButton</c> — mirrors
/// <c>CharacterCreationSkillsPage</c>'s own (private)
/// <c>ArrowGhostedStateId</c>/<c>ArrowEnabledStateId</c> consts so
/// <c>TrySetRetailState</c> has real, matching state descriptors to
/// resolve against (the raw-numeric-id lookup path,
/// <c>UiButton.TryFindState</c>) — the SAME "author arbitrary numeric
/// states directly" pattern <see cref="BuildAppearancePage"/> already
/// uses for its own custom pair.</summary>
private static ElementInfo ArrowButtonInfo(uint id)
{
ElementInfo info = ButtonInfo(id);
info.States[0x1000001Au] = new UiStateInfo { Id = 0x1000001Au, Name = "ArrowGhosted" };
info.States[0x1000001Bu] = new UiStateInfo { Id = 0x1000001Bu, Name = "ArrowEnabled" };
return info;
}
private static UiElement BuildSkillRowTemplate(uint templateElementId)
{
if (templateElementId == 0x100002FFu)
@ -2563,12 +2789,19 @@ public sealed class CharacterCreationUiControllerTests
Width = 280f,
Height = 16f,
};
// R2-4a (Batch F): an explicit, distinguishable unselected
// color (retail's own gold list-caption tone, the same
// 218,167,85 GF-11b measured) so selection tests can tell
// CharacterCreationSkillsPage.SelectedNameColor (pure white)
// apart from a row's own authored default.
ElementInfo nameInfo = TextInfo(0x10000301u);
nameInfo.FontColor = new System.Numerics.Vector4(218f / 255f, 167f / 255f, 85f / 255f, 1f);
row.Children.Add(ContainerInfo(0x10000300u)); // unreferenced icon/backdrop
row.Children.Add(TextInfo(0x10000301u)); // name
row.Children.Add(nameInfo); // name
row.Children.Add(TextInfo(0x10000302u)); // pSkillLevelText
row.Children.Add(TextInfo(0x10000303u)); // pUpCostText
row.Children.Add(ButtonInfo(0x10000304u)); // pSkillUpButton
row.Children.Add(ButtonInfo(0x10000305u)); // pSkillDownButton
row.Children.Add(ArrowButtonInfo(0x10000304u)); // pSkillUpButton
row.Children.Add(ArrowButtonInfo(0x10000305u)); // pSkillDownButton
row.Children.Add(TextInfo(0x10000306u)); // pDownCostText
return LayoutImporter.Build(row, _ => (0u, 0, 0), null).Root;
}