fix(ui): match retail vitae and character info

Restore Vitae's omitted penalty paragraph, replace the invented character summary with gmCharacterInfoUI's ordered report and property meanings, preserve authored translucent body surfaces, and initialize the end-session button in its visible Normal DAT state.

Release build and all 5,830 tests pass with five intentional skips. Connected visual gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-17 12:06:14 +02:00
parent d1d603105f
commit 16c21e299c
21 changed files with 771 additions and 303 deletions

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@ -72,12 +72,21 @@ Link ping RTT and Vitae
recovery XP are live; transport packet-loss averaging and Mini Game gameplay
remain the explicitly narrowed AP-110 residual.
The 2026-07-17 retail-conformance follow-up completes the visible detail data:
Vitae now includes all three localized paragraphs; Character Information now
emits retail's birth/playtime/deaths, resistance grades, innates,
chess/fishing, earned mastery/augmentation, and burden report instead of an
invented character-sheet summary. Character/Vitae authored center surfaces
are no longer composited twice, and the end-session button enters its Normal
DAT state before hover.
**Files:** `src/AcDream.App/UI/Layout/IndicatorBarController.cs`;
`src/AcDream.App/UI/Layout/DatWidgetFactory.cs`;
`src/AcDream.Core.Net/WorldSession.cs`; `src/AcDream.App/UI/RetailUiRuntime.cs`.
**Research:**
`docs/research/2026-07-17-retail-indicator-bar-pseudocode.md`.
`docs/research/2026-07-17-retail-vitae-character-info-pseudocode.md`.
**Acceptance:** All seven authored controls render their retail sprites. Link
quality follows the 5/20/40-second thresholds and bad-link flash cadence;

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@ -722,6 +722,10 @@ Helpful/Harmful instantiate retail's DAT icon/name/time row and selected-spell
information presentation. The burden icon sends panel 3 (Character Information),
not panel 11 (Attributes/Skills). Link uses retail's payload-free ping/RTT
cadence; Vitae uses PropertyInt 129/139 and the retail XP-pool threshold formula.
The detail conformance pass also restores Vitae's omitted penalty explanation,
ports the exact Character Information report/property meanings, prevents
double-compositing authored translucent panel centers, and initializes the
end-session control in its visible Normal DAT state before hover.
The first connected gate exposed and corrected two retained-import defects:
spellbook tabs are authored stateful text controls (not buttons), and retail
text starts with zero margins. Real-DAT fixtures now pin spellbook binding,

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@ -23,10 +23,13 @@ Both Attributes + Skills tabs share a header strip filled by the base class
`UpdatePKStatus` 0x004f00a0). The tab sub-layout `0x2100002C` nests `0x10000226` which
chains again into `0x21000045` — the real header/list content is **two inheritance levels deep**.
The **text report** ("birth/age/deaths, innate attributes, augmentations, load") the earlier
pilot guessed is a SEPARATE sub-panel: LayoutDesc `0x2100001A`, `gmCharacterInfoUI`
(register 0x004b8c90), whose `m_pMainText` (`0x1000011d`) is created at RUNTIME. That window
is handled by `CharacterController` (create-the-element path) — different layout, not 0x2100002E.
The **text report** ("birth/playtime/deaths, resist grades, innate attributes,
chess/fishing, earned augmentations, load") is a SEPARATE child panel:
`gmCharacterInfoUI` (register `0x004b8c90`), root `0x10000183` under the
production shared-panel LayoutDesc `0x2100006E`. Its authored
`m_pMainText` (`0x1000011d`) and scrollbar are imported from that child tree;
the controller only supplies the report. This is different from `0x2100002E`.
See `2026-07-17-retail-vitae-character-info-pseudocode.md` for the exact report.
## Importer reality (dumped live, 2026-06-25)

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@ -0,0 +1,128 @@
# Retail Vitae and Character Information pseudocode
Sources: Sept. 2013 named retail client, installed `local_English.dat`, and the
matching v11.4186 executable. String keys are resolved from StringTable
`0x23000001`; duration formatting is StringTable `0x23000006`.
## Vitae
`gmVitaeUI::Update @ 0x004A7400`
```text
vitae = current Vitae enchantment modifier, or 1.0
lost = 100 - trunc(vitae * 100)
if lost <= 0:
mainText = ID_Vitae_Text_Full
else:
mainText = ID_Vitae_Text_Vitae(lost)
mainText += ID_Vitae_Text_Skills(lost)
remaining = VitaeCPPoolThreshold(vitae, deathLevel) - currentPool
mainText += ID_Vitae_Text_Experience(remaining)
```
The skills paragraph is not optional. It explains that health, stamina, mana,
and skills are reduced by the same percentage and warns about penalties above
15 percent.
## Character Information
`gmCharacterInfoUI::Update @ 0x004BA790` clears `m_pMainText`, appends six
sections, and inserts one empty `StringInfo` between each section:
```text
UpdatePlayerBirthAgeDeaths
blank
UpdateEnduranceInfo
blank
UpdateInnateAttributeInfo
blank
UpdateFakeSkills
blank
UpdateAugmentations
blank
UpdateLoad
```
It does not prepend character name, level, race, title, current vitals, or
invented section headings.
### Birth, play time, and deaths
`gmCharacterInfoUI::UpdatePlayerBirthAgeDeaths @ 0x004B8CB0`
```text
if PropertyInt 0x62 exists:
append ID_CharacterInfo_Birth(strftime("%c", localtime(value)))
if PropertyInt 0x7D exists:
append ID_CharacterInfo_Played(TimeUtils::QueryDuration(value))
deaths = PropertyInt 0x2B, default 0
append the None / One / Two string for 0 / 1 / 2
otherwise append ID_CharacterInfo_Deaths_Many(deaths)
```
`TimeUtils::QueryDuration @ 0x00684170` divides seconds into 365-day years,
30-day months, seven-day weeks, days, hours, minutes, and seconds. Zero units
are omitted by `ID_DurationFormat`.
### Resistance grades
`gmCharacterInfoUI::UpdateEnduranceInfo @ 0x004B8EB0`
```text
strength = current Strength
endurance = current Endurance
resist = grade(strength + endurance,
[200, 260, 320, 380, 440])
regen = grade(strength + 2 * endurance,
[200, 346, 470, 580, 690])
grade values in ascending order:
None, Poor, Mediocre, Hardy, Resilient, Indomitable
append ID_CharacterInfo_Resists(RESIST=resist, REGEN=regen)
```
The localized template uses `RESIST` for both the Natural and Drain lines and
`REGEN` for the Regeneration Bonus line.
The literal grades and thresholds were verified from the matching executable
at `0x00794028` and `0x007B1EB8..0x007B1EE8`.
### Innates and fake skills
`UpdateInnateAttributeInfo @ 0x004B87E0` appends the six innate values in the
order Strength, Endurance, Coordination, Quickness, Focus, Self.
`UpdateFakeSkills @ 0x004B8930` appends PropertyInt `0xB5` as Chess Rank and
PropertyInt `0xC0` as Fishing Skill. These are not skill-credit counters.
### Augmentations and load
`UpdateAugmentations @ 0x004B9000` emits only earned mastery, luminance, and
augmentation lines. It emits no `Augmentations` heading and no `None` line.
The first three mastery properties are `0x162`, `0x163`, and `0x16A`; ordinary
augmentation counts are read from their individual PropertyInt qualities.
`UpdateLoad @ 0x004B8A20` computes retail encumbrance capacity from Strength
and PropertyInt `0xE6`. Below 100 percent load it appends the not-overburdened
sentence. At or above 100 percent it appends excess burden and the Run/Jump/
defense reduction. When `0xE6` is positive it also appends the Seventh Mule
augmentation sentence.
## Panel surface and quit button
The Character Information and Vitae child layouts author a full-height
`0x06004CC2` center surface beneath their text. The Positive Effects child does
not; it relies on its enclosing shared panel surface. When mounting those child
layouts in acdream's standalone shared window, the outer chrome must not paint
a second center surface over an already-authored one. Two translucent center
layers compound into the opaque-looking result reported in-client.
The quit control is the ordinary button `0x100000FA` in LayoutDesc
`0x21000071`. Its DAT default is state 1 (`Normal`) with RenderSurface
`0x06007BB1`; state 3 is the pressed surface. `gmIndicatorsUI` does not own a
hover-only visibility rule, so the retained button must enter Normal during
controller initialization, before pointer input.