feat(ui): Campaign AS AS3 — per-bodypart armor-level rows (G4)

Plumbs Parsed.ArmorLevels into the extras composer and ports the retail
armor-level trio + unenchantable legend for the player examination window's
extras list (0x10000335), closing gap G4 and the legend half of G8 from
docs/research/2026-08-25-campaign-as-ground-truth.md.

Decomp evidence (docs/research/named-retail/acclient_2013_pseudo_c.txt):
- CharExamineUI::SetAppraiseInfo @0x004B45F0: the armor-level trio
  (@0x004B4FD1-@0x004B5410) gates on ANY of nine base_armor_* fields > 0,
  emits one leading spacer, then three rows "Head/Chest/Groin" (Head,
  Chest, Abdomen), "Bicep/Wrist/Hand" (UpperArm, LowerArm, Hand),
  "Thigh/Shin/Foot" (UpperLeg, LowerLeg, Foot) formatted "AL: %s/%s/%s"
  with each part "%d" below 0x270f (9999) or "*%d" with (value-9999) at/
  above it (data_794344 vs data_7b110c). The trio precedes the ratings
  block and has no trailing spacer of its own.
- The "* = Unenchantable" legend (@0x004B5D7D-@0x004B5DED) is added
  UNCONDITIONALLY after the whole `if (InqCreature)` block closes —
  confirming ruling R3's "unconditional" reading directly from the raw
  decompile, not just the BN flattening theory.
- CreatureExamineUI::SetAppraiseInfo @0x004B3FF0 (monster path): reads the
  same nine ratings properties with the same gating/spacer logic, but
  never touches base_armor_* or the unenchantable literal. Confirmed the
  monster (character:false) path gains neither the trio nor the legend —
  CreatureAppraisalRows.BuildExtra is character-gated for both.
- Ruling R4 (spacer discipline): CharExamineUI's own ratings-block leading-
  spacer flag (ebx_13) is a known BN-decompiler artifact loss (call-
  argument mangling instead of a clean `= 1` assignment). Cross-checked
  against CreatureExamineUI's clean version of the identical algorithm:
  one leading spacer before the FIRST ratings-family row that fires, one
  trailing spacer if ANY fired. The existing BuildExtra ratings logic
  (per-row gates 307|313|314, 308|315|316, 350|351; single leading/
  trailing spacer) already matched this exactly — no functional change to
  the ratings section, only the signature/threading change to make room
  for the trio and legend around it.

Changed:
- CreatureAppraisalRows.BuildExtra now takes (properties, armorLevels,
  character) instead of (properties) alone. Character-gated trio + legend
  wrap the unchanged ratings logic.
- AppraisalUiController.RebuildCreatureStats takes the character flag and
  threads appraisal.ArmorLevels through; ApplyCreature passes its own
  `character` parameter. No caching needed for the combat refresh to keep
  the AL rows: AppraiseInfoParser always parses ArmorLevels into the fresh
  Parsed value Apply receives, so a re-Apply of the refreshed response
  renders the same rows for free.
- Test signature updates only (no behavior pins changed) plus new
  coverage: ArmorLevelTrioUsesRetailGroupingLabelsAndFormatPrecedingRatings,
  ArmorLevelPartRendersUnenchantableSentinelAtOrAbove9999 (theory: 9998/
  9999/10123), ArmorLevelRowMixesStarredAndPlainPartsIndependently,
  AllNineArmorLevelsZeroOrNegativeEmitsNoTrioAndNoSpacer,
  ArmorLevelTrioAbsentWhenArmorLevelsIsNull, EachRatingRowGatesIndependently,
  LegendIsAbsentOnMonsterPathEvenWithRatingsShown,
  LegendIsAlwaysLastOnCharacterPathEvenWithNoOtherExtras (rows-level);
  CharacterResponse_ArmorLevelTrioPopulatesExtraListThroughRealBinding,
  CharacterResponse_CombatRefreshRetainsArmorLevelRows,
  CreatureResponse_NeverGainsArmorLevelTrioOrLegend (controller-level,
  through the real LayoutImporter/FixtureLoader binding seam).

No existing pin was corrected — the pre-AS3 ratings gating/spacer
behavior already matched the decomp; only the call signature changed.

Full hermetic suite: AcDream.App.Tests 6208/0 skips; full-solution
15,483/0 skips. Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-25 09:16:17 +02:00
parent bde5cae031
commit 1616cd3d39
4 changed files with 490 additions and 38 deletions

View file

@ -802,6 +802,173 @@ public sealed class AppraisalUiControllerTests
Assert.Equal(string.Empty, HeaderText(layout, 0x1000053Au));
}
// ── Campaign AS slice AS3: armor-level rows + extras-list plumbing ────
// Ground truth: docs/research/2026-08-25-campaign-as-ground-truth.md
// §2b rows 3-7 + 15 (gap G4 + partial G8). Real LayoutDesc/template
// binding, matching the AS2 controller-level pattern.
[Fact]
public void CharacterResponse_ArmorLevelTrioPopulatesExtraListThroughRealBinding()
{
ImportedLayout layout = FixtureLoader.LoadExamination();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject
{
ObjectId = ObjectId,
Name = "Dww",
Type = ItemType.Creature,
});
using var interaction = NewInteraction(objects, []);
var templates = new CreatureAppraisalRowTemplateFactory(
FixtureLoader.LoadExaminationRowTemplateInfos(),
NoTexture,
defaultFont: null);
using AppraisalUiController controller = Bind(
layout,
objects,
interaction,
new CombatState(),
[],
[],
() => { },
() => { },
templates)!;
interaction.ExamineSelectedOrEnterMode(ObjectId);
var properties = new PropertyBundle();
properties.Strings[5u] = "Template"; // Character-view marker
var armorLevels = new AppraiseInfoParser.ArmorLevel(
Head: 100, Chest: 110, Abdomen: 120,
UpperArm: 130, LowerArm: 140, Hand: 150,
UpperLeg: 160, LowerLeg: 170, Foot: 180);
Assert.True(controller.Apply(Parsed(
properties, MinimalCreatureProfile(), armorLevels: armorLevels)));
Assert.Equal(AppraisalView.Character, controller.ActiveView);
UiItemList extra = CreatureExtraList(layout);
Assert.Equal(5, extra.GetNumUIItems());
Assert.Equal(("", ""), ExtraRow(extra, 0));
Assert.Equal(
("Head/Chest/Groin", "AL: 100/110/120"), ExtraRow(extra, 1));
Assert.Equal(
("Bicep/Wrist/Hand", "AL: 130/140/150"), ExtraRow(extra, 2));
Assert.Equal(
("Thigh/Shin/Foot", "AL: 160/170/180"), ExtraRow(extra, 3));
Assert.Equal(
("* = Unenchantable", string.Empty), ExtraRow(extra, 4));
}
[Fact]
public void CharacterResponse_CombatRefreshRetainsArmorLevelRows()
{
ImportedLayout layout = FixtureLoader.LoadExamination();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject
{
ObjectId = ObjectId,
Name = "Dww",
Type = ItemType.Creature,
});
var sent = new List<uint>();
using var interaction = NewInteraction(objects, sent);
var combat = new CombatState();
var templates = new CreatureAppraisalRowTemplateFactory(
FixtureLoader.LoadExaminationRowTemplateInfos(),
NoTexture,
defaultFont: null);
using AppraisalUiController controller = Bind(
layout,
objects,
interaction,
combat,
[],
[],
() => { },
() => { },
templates)!;
interaction.ExamineSelectedOrEnterMode(ObjectId);
var properties = new PropertyBundle();
properties.Strings[5u] = "Template";
var armorLevels = new AppraiseInfoParser.ArmorLevel(
Head: 50, Chest: 60, Abdomen: 70,
UpperArm: 80, LowerArm: 90, Hand: 100,
UpperLeg: 110, LowerLeg: 120, Foot: 130);
AppraiseInfoParser.Parsed appraisal = Parsed(
properties, MinimalCreatureProfile(), armorLevels: armorLevels);
Assert.True(controller.Apply(appraisal));
controller.OnShown();
int sentBeforeRefresh = sent.Count;
combat.SetCombatMode(CombatMode.Melee);
controller.Tick(0.75);
// The 0.75 s combat refresh fired exactly one fresh wire request.
Assert.Equal(sentBeforeRefresh + 1, sent.Count);
// The refreshed response is a brand-new Parsed value coming back
// through Apply — AppraiseInfoParser always parses ArmorLevels when
// the flag is set, so nothing needs to be cached client-side for
// the re-applied response to keep rendering the same AL rows.
Assert.True(controller.Apply(appraisal));
UiItemList extra = CreatureExtraList(layout);
Assert.Equal(5, extra.GetNumUIItems());
Assert.Equal(
("Head/Chest/Groin", "AL: 50/60/70"), ExtraRow(extra, 1));
Assert.Equal(
("Bicep/Wrist/Hand", "AL: 80/90/100"), ExtraRow(extra, 2));
Assert.Equal(
("Thigh/Shin/Foot", "AL: 110/120/130"), ExtraRow(extra, 3));
}
[Fact]
public void CreatureResponse_NeverGainsArmorLevelTrioOrLegend()
{
ImportedLayout layout = FixtureLoader.LoadExamination();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject
{
ObjectId = ObjectId,
Name = "Specter",
Type = ItemType.Creature,
});
using var interaction = NewInteraction(objects, []);
var templates = new CreatureAppraisalRowTemplateFactory(
FixtureLoader.LoadExaminationRowTemplateInfos(),
NoTexture,
defaultFont: null);
using AppraisalUiController controller = Bind(
layout,
objects,
interaction,
new CombatState(),
[],
[],
() => { },
() => { },
templates)!;
interaction.ExamineSelectedOrEnterMode(ObjectId);
// No String 5 / Int 261 marker -> monster path. ArmorLevels present
// on the wire (a real ACE response always carries them for a
// successful non-player target too) must still be ignored here.
var armorLevels = new AppraiseInfoParser.ArmorLevel(
Head: 100, Chest: 110, Abdomen: 120,
UpperArm: 130, LowerArm: 140, Hand: 150,
UpperLeg: 160, LowerLeg: 170, Foot: 180);
Assert.True(controller.Apply(Parsed(
new PropertyBundle(),
MinimalCreatureProfile(),
armorLevels: armorLevels)));
Assert.Equal(AppraisalView.Creature, controller.ActiveView);
UiItemList extra = CreatureExtraList(layout);
Assert.Equal(0, extra.GetNumUIItems());
}
[Fact]
public void ResponseForNeitherPendingNorCurrent_IsIgnored()
{
@ -1263,7 +1430,8 @@ public sealed class AppraisalUiControllerTests
PropertyBundle properties,
AppraiseInfoParser.CreatureProfile? creature = null,
uint guid = ObjectId,
bool success = true)
bool success = true,
AppraiseInfoParser.ArmorLevel? armorLevels = null)
=> new(
Guid: guid,
Flags: creature is null
@ -1276,7 +1444,7 @@ public sealed class AppraisalUiControllerTests
CreatureProfile: creature,
WeaponProfile: null,
HookProfile: null,
ArmorLevels: null,
ArmorLevels: armorLevels,
ArmorEnchantments: null,
WeaponEnchantments: null,
ResistEnchantments: null);
@ -1310,6 +1478,30 @@ public sealed class AppraisalUiControllerTests
'\n', text.LinesProvider().Select(line => line.Text));
}
private static UiItemList CreatureExtraList(ImportedLayout layout)
{
UiElement extraHost = layout.FindElement(
AppraisalUiController.CreatureExtraListId)!;
UiElement creaturePanel = layout.FindElement(
AppraisalUiController.CreaturePanelId)!;
return Assert.Single(
creaturePanel.Children.OfType<UiItemList>(),
candidate => candidate.Top == extraHost.Top);
}
private static (string Label, string Value) ExtraRow(
UiItemList extra, int index)
{
var slot = Assert.IsType<UiTemplateListSlot>(extra.GetItem(index));
string label = Assert.Single(((UiText)slot.Content.FindElement(
CreatureAppraisalRowTemplateFactory.LabelId)!)
.LinesProvider()).Text;
string value = Assert.Single(((UiText)slot.Content.FindElement(
CreatureAppraisalRowTemplateFactory.ValueId)!)
.LinesProvider()).Text;
return (label, value);
}
private static void AssertSpellText(
ImportedLayout layout,
uint elementId,