fix(chargen): Campaign CC gate round 1 Batch A — GF-15 input, GF-5 skills rows, GF-13 GM toggles
GF-15 (the gate blocker): the Summary name field and Finish button were
NOT structurally broken — live repro over the project's own local ACE
test server showed clicks correctly focus the field and land characters.
The real bug only surfaces after the first dialog opens: pressing Finish
empty successfully creates the NoName RetailMessageDialogView (visible,
correct 400x95 geometry) but it renders nothing and silently absorbs
every click across the whole canvas. Root cause: CharacterCreationUiController.Tick
and CharacterManagementUiController.Tick both call UiRoot.BringToFront(Root)
unconditionally every frame (needed so chargen stays above the occluded
management screen, AP-229); a dialog root is a direct sibling under the
same UiRoot, and RetailWindowManager.BringToFront is "highest ZOrder among
siblings + 1" — whichever BringToFront runs last in a frame wins.
RetailDialogFactory.Tick never re-asserted its own dialogs' z-order, so
the next frame's screen Tick buried the dialog behind the screen's opaque
backdrop while it stayed the registered Modal with exclusive input
priority. Fixed by having RetailDialogFactory.Tick re-raise every open
dialog (in open-order) each tick, matching retail's always-on-top dialog
behavior. Live-verified the complete user sequence end to end: click
field, type, press Finish empty, dialog now visibly renders, OK dismisses
cleanly, field still typable afterward. The "[ Name" prefill question is
closed as a non-bug: neither CharGenState::RandomizeCharacter nor
gmCGSummaryPage::InitializePage write text into the field in the decomp;
retail's field is genuinely empty on open, matching acdream already.
GF-5: CharacterCreationSkillsPage.RebuildRows resolved the wrong listbox
template (Templates[0], retail's own 3-child bucket-header row) and
required the root to be a UiButton (it's a plain container). Byte-traced
gmCGSkillsPage::DoSkillRecords + tagSkillRecord's copy-ctor field order
to map every child id in the real row (Templates[1]): name, level/cost
text, and the two real per-row up/down arrow buttons. Wired the arrows to
retail's own plain-click dispatch, retiring (narrowing) AP-213's
click-to-advance/double-click-retreat single-button substitution.
GF-13: dat property 0x3B (Invisible) was never read by the importer.
Elements 0x10000403/0x10000494 ("Non-Admin"/"Non-Envoy") author it true.
A blast-radius sweep found 1,083 elements client-wide author the same
flag, so this fix stays chargen-scoped only (ElementInfo.Invisible /
UiElement.AuthoredInvisible are pure data additions; only
CharacterCreationUiController acts on them, by the authored flag, not a
hardcoded id list). General importer-wide honor filed as ISSUES.md #408;
register row AP-230 records the split.
Gates: solution build green; App 5266/3 skips/0 failed; Runtime 1735/0;
full-solution run 0 failures anywhere. Register: AP-230 filed, AP-213
narrowed. ISSUES: #408 filed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
6699e0f88c
commit
1d9de5e095
11 changed files with 823 additions and 78 deletions
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@ -23,16 +23,86 @@ namespace AcDream.App.UI.Layout;
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/// <c>ChargenTableReaderInstalledDatTests</c>) are filtered out via the
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/// same two-tier presence check <c>RuntimeCharacterCreationState</c>'s
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/// <c>TryGetSkillCost</c> uses.
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///
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/// <para>
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/// <b>GF-5 fix (Campaign CC gate round 1, Batch A, 2026-08-16):</b>
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/// <c>RebuildRows</c> used to require <c>Templates[0]</c>'s resolved root to
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/// be a <c>UiButton</c> and treat its own Label as the row's whole content —
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/// both wrong. Live-DAT-probe-confirmed against the installed EoR dat and
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/// <c>gmCGSkillsPage::DoSkillRecords @ 0x004817e0</c>:
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/// <c>Templates[0]</c> (<c>0x100002F4</c>, 3 children) is retail's own
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/// bucket-HEADER row (Specialized/Trained/UseableUntrained/
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/// UnuseableUntrained — unused by this port's flat-list simplification,
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/// AP-213), and the REAL skill row is <c>Templates[1]</c>
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/// (<c>0x100002FF</c>, a plain container root, 7 children). Byte-traced
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/// through <c>DoSkillRecords</c>' own <c>GetChildRecursive</c> calls +
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/// <c>tagSkillRecord</c>'s copy-constructor field order
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/// (<c>acclient.h</c> struct <c>gmCGSkillsPage::tagSkillRecord</c>):
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/// <c>0x10000301</c> = the skill NAME (set once at row build, never
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/// refreshed — retail has no per-refresh name write either),
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/// <c>0x10000302</c> = <c>pSkillLevelText</c> (the numeric skill SCORE,
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/// <c>CharGenState::GetSkillScore</c>), <c>0x10000303</c> =
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/// <c>pUpCostText</c>, <c>0x10000306</c> = <c>pDownCostText</c>,
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/// <c>0x10000304</c> = <c>pSkillUpButton</c> (fires
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/// <c>IncreaseSkillLevel</c> on plain click,
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/// <c>ListenToElementMessage @0x004814c0</c> case <c>0x10000304</c>),
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/// <c>0x10000305</c> = <c>pSkillDownButton</c> (fires
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/// <c>DecreaseSkillLevel</c>, same dispatcher's case <c>0x10000305</c>).
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/// Both buttons fire on a PLAIN click, not click-vs-double-click on one
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/// shared row — the row now wires exactly that, retiring AP-213's own
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/// click-to-advance/double-click-retreat single-button substitution (the
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/// row's still-simplified flat-list-vs-four-bucket half is untouched and
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/// stays registered).
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/// </para>
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/// </summary>
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internal sealed class CharacterCreationSkillsPage : IDisposable
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{
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/// <summary>Retail's own row-name id (set once at row build; retail
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/// never re-writes it on refresh either — <c>DoSkillRecords</c>'
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/// <c>UIElement_Text::SetText(id_2, &var_138)</c> at
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/// <c>0x00481d5d</c> runs OUTSIDE the per-refresh <c>SetSkillText</c>
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/// call).</summary>
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private const uint RowNameTextId = 0x10000301u;
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/// <summary><c>tagSkillRecord::pSkillLevelText</c> — the numeric skill
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/// SCORE (<c>SetSkillText @0x00480600</c>'s
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/// <c>CharGenState::GetSkillScore</c> call, "%d" format).</summary>
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private const uint RowLevelTextId = 0x10000302u;
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/// <summary><c>tagSkillRecord::pUpCostText</c>.</summary>
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private const uint RowUpCostTextId = 0x10000303u;
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/// <summary><c>tagSkillRecord::pDownCostText</c>.</summary>
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private const uint RowDownCostTextId = 0x10000306u;
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/// <summary><c>tagSkillRecord::pSkillUpButton</c> —
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/// <c>ListenToElementMessage</c>'s case <c>0x10000304</c> fires
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/// <c>IncreaseSkillLevel</c> on a plain click (<c>idMessage==1</c>).</summary>
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private const uint RowUpButtonId = 0x10000304u;
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/// <summary><c>tagSkillRecord::pSkillDownButton</c> — same dispatcher's
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/// case <c>0x10000305</c> fires <c>DecreaseSkillLevel</c>.</summary>
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private const uint RowDownButtonId = 0x10000305u;
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/// <summary>One built skill row: the resolved <c>Templates[1]</c>
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/// subtree plus the child widgets <see cref="RefreshRowValues"/> needs
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/// every tick, resolved once at build time rather than re-walked per
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/// refresh.</summary>
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private readonly record struct SkillRow(
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UiElement Root,
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uint SkillId,
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UiText? LevelText,
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UiText? UpCostText,
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UiText? DownCostText,
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UiButton? UpButton,
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UiButton? DownButton);
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private readonly CharacterCreationRuntimeBindings _bindings;
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private readonly UiTemplateListBox? _list;
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private readonly UiButton? _credits;
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private readonly UiText? _infoTitle;
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private readonly UiText? _infoText;
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private readonly List<UiButton> _rows = [];
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private readonly Dictionary<UiButton, uint> _rowSkillIds = [];
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private readonly List<SkillRow> _rows = [];
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private uint _lastHeritageId;
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private bool _rowsBuilt;
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private bool _disposed;
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@ -55,6 +125,11 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
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// faithful substitute is the button's own Label, which is exactly
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// the mechanism our factory already uses to surface a consumed
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// Type-12 child's text (register AD-103).
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//
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// GF-5 note: this clobbers the button's authored "Available Skill
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// Credits" caption (retail's own m_pCreditsMeter is a SEPARATE
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// widget from any caption text) — left as-is per the gate-round
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// scope (Batch C owns the caption fix).
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_credits = UiElement.FindDescendant(pageRoot, 0x100003F9u) as UiButton;
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_infoTitle = UiElement.FindDescendant(pageRoot, 0x100003FBu) as UiText;
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_infoText = UiElement.FindDescendant(pageRoot, 0x100003FCu) as UiText;
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@ -71,12 +146,8 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
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_rowsBuilt = true;
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}
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foreach (UiButton row in _rows)
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{
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if (!_rowSkillIds.TryGetValue(row, out uint skillId))
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continue;
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row.Label = FormatSkillLabel(view, snapshot.HeritageId, skillId);
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}
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foreach (SkillRow row in _rows)
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RefreshRowValues(row, view, snapshot);
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if (_credits is { } credits)
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credits.Label = snapshot.RemainingSkillCredits.ToString(CultureInfo.InvariantCulture);
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private void RebuildRows(IRuntimeCharacterCreationView view, uint heritageId)
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{
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foreach (UiButton row in _rows)
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foreach (SkillRow row in _rows)
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{
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row.OnClick = null;
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row.OnDoubleClick = null;
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if (row.UpButton is not null) row.UpButton.OnClick = null;
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if (row.DownButton is not null) row.DownButton.OnClick = null;
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}
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_rows.Clear();
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_rowSkillIds.Clear();
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_list?.Flush();
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if (_list is null
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|| _list.Templates.Count == 0
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|| _list.Templates.Count < 2
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|| _list.TemplateResolver is null
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|| !view.Options.TryGetHeritage(heritageId, out ChargenHeritageOptions? heritage))
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{
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return;
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}
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UiTemplateListEntry template = _list.Templates[0];
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// Templates[1] (0x100002FF) is the REAL skill row — see this
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// class's own doc comment for the full byte trace.
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UiTemplateListEntry template = _list.Templates[1];
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for (uint skillId = 1; skillId < ChargenSkillAdvancementSet.SlotCount; skillId++)
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{
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if (!IsCostable(heritage, view.Options, skillId))
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continue;
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if (_list.TemplateResolver(template.TemplateLayoutId, template.TemplateElementId)
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is not UiButton row)
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is not { } rowRoot)
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{
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continue;
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}
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_list.AddPrebuiltRow(row);
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row.Enabled = true;
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row.SuppressSelfToggle = true;
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_list.AddPrebuiltRow(rowRoot);
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if (UiElement.FindDescendant(rowRoot, RowNameTextId) is UiText nameText)
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SetLine(nameText, ItemAppraisalTextFormatter.SkillName((int)skillId));
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UiText? levelText = UiElement.FindDescendant(rowRoot, RowLevelTextId) as UiText;
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UiText? upCostText = UiElement.FindDescendant(rowRoot, RowUpCostTextId) as UiText;
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UiText? downCostText = UiElement.FindDescendant(rowRoot, RowDownCostTextId) as UiText;
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UiButton? upButton = UiElement.FindDescendant(rowRoot, RowUpButtonId) as UiButton;
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UiButton? downButton = UiElement.FindDescendant(rowRoot, RowDownButtonId) as UiButton;
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uint capturedSkillId = skillId;
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row.OnClick = () => Advance(capturedSkillId);
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row.OnDoubleClick = () => Retreat(capturedSkillId);
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_rows.Add(row);
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_rowSkillIds[row] = skillId;
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if (upButton is not null)
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upButton.OnClick = () => Advance(capturedSkillId);
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if (downButton is not null)
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downButton.OnClick = () => Retreat(capturedSkillId);
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_rows.Add(new SkillRow(
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rowRoot, skillId, levelText, upCostText, downCostText, upButton, downButton));
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}
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}
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private void RefreshRowValues(
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SkillRow row,
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IRuntimeCharacterCreationView view,
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RuntimeCharacterCreationSnapshot snapshot)
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{
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ChargenSkillAdvancementClass level = view.GetSkillLevel(row.SkillId);
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(int trainedCost, int specializedCost) = GetCosts(view, snapshot.HeritageId, row.SkillId);
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uint score = _bindings.GetSkillScore?.Invoke(row.SkillId, snapshot.Attributes, level) ?? 0u;
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if (row.LevelText is { } levelText)
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SetLine(levelText, score.ToString(CultureInfo.InvariantCulture));
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// SetSkillText @0x00480600's own per-state up/down cost pair: at
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// Untrained, up=trainCost (down blank, nothing below Untrained); at
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// Trained, up=(specCost-trainCost), down=trainCost; at Specialized,
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// up=blank (nothing above Specialized), down=(specCost-trainCost).
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// Retail also blanks a cost >= 999 (data_794320, an empty
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// PStringBase) instead of showing the raw number.
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(int? upCost, int? downCost) = level switch
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{
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ChargenSkillAdvancementClass.Specialized =>
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((int?)null, (int?)(specializedCost - trainedCost)),
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ChargenSkillAdvancementClass.Trained =>
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((int?)(specializedCost - trainedCost), (int?)trainedCost),
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_ => ((int?)trainedCost, (int?)null),
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};
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if (row.UpCostText is { } upCostText)
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SetLine(upCostText, FormatCost(upCost));
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if (row.DownCostText is { } downCostText)
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SetLine(downCostText, FormatCost(downCost));
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}
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private static string FormatCost(int? cost) =>
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cost is int c && c < 999 ? c.ToString(CultureInfo.InvariantCulture) : string.Empty;
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private static void SetLine(UiText text, string content) =>
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text.LinesProvider = () => [new UiText.Line(content, text.DefaultColor)];
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/// <summary>Same dictionary-presence gate as
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/// <c>RuntimeCharacterCreationState.TryGetSkillCost</c> — heritage list
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/// first, global SkillTable fallback.</summary>
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heritage.SkillCostsBySkillId.ContainsKey(skillId)
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|| options.GlobalSkillCostsBySkillId.ContainsKey(skillId);
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private string FormatSkillLabel(
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IRuntimeCharacterCreationView view,
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uint heritageId,
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uint skillId)
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{
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string name = ItemAppraisalTextFormatter.SkillName((int)skillId);
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ChargenSkillAdvancementClass level = view.GetSkillLevel(skillId);
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(int trainedCost, int specializedCost) = GetCosts(view, heritageId, skillId);
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return string.Create(
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CultureInfo.InvariantCulture,
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$"{name}: {level} (T{trainedCost}/S{specializedCost})");
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}
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private static (int Trained, int Specialized) GetCosts(
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IRuntimeCharacterCreationView view,
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uint heritageId,
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return (0, 0);
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}
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/// <summary>OnClick: one step up (Untrained/Inactive -> Trained,
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/// Trained -> Specialized). Simplified from retail's separate
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/// Increase/Decrease affordances (<c>IncreaseSkillLevel</c>/
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/// <c>DecreaseSkillLevel</c>) to one click target per row.</summary>
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/// <summary><c>pSkillUpButton</c> click: <c>IncreaseSkillLevel
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/// @0x00480ca0</c> — Untrained/Inactive -> Trained,
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/// Trained -> Specialized.</summary>
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private void Advance(uint skillId)
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{
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if (_disposed)
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@ -177,8 +283,9 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
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_bindings.SpecializeSkill(skillId);
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}
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/// <summary>OnDoubleClick: one step down (Specialized -> Trained,
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/// Trained -> Untrained).</summary>
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/// <summary><c>pSkillDownButton</c> click: <c>DecreaseSkillLevel
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/// @0x00480d60</c> — Specialized -> Trained,
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/// Trained -> Untrained.</summary>
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private void Retreat(uint skillId)
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{
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if (_disposed)
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if (_disposed)
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return;
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_disposed = true;
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foreach (UiButton row in _rows)
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foreach (SkillRow row in _rows)
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{
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row.OnClick = null;
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row.OnDoubleClick = null;
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if (row.UpButton is not null) row.UpButton.OnClick = null;
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if (row.DownButton is not null) row.DownButton.OnClick = null;
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}
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_rows.Clear();
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_rowSkillIds.Clear();
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_list?.Flush();
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if (_list is not null)
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_list.TemplateResolver = null;
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