merge: #267 vitae character-panel display (attributes vitae-immune per retail; skill dual parentheticals)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 18:14:48 +02:00
commit 2493f24c63
12 changed files with 984 additions and 108 deletions

View file

@ -89,6 +89,10 @@ public sealed class CharacterSheet
// ── Innate attributes (UpdateInnateAttributeInfo 0x004b87e0) ────────────
// InqAttribute order: 1,2,4,3,5,6 = Strength, Endurance, Quickness, Coordination, Focus, Self.
// Issue #267: these are the EFFECTIVE (post-buff) values — retail
// CACQualities::EnchantAttribute (0x00594570). Primary attributes are
// vitae-immune in retail; only active buffs move this number away from
// AttributeBaseValues below.
public int Strength { get; init; }
public int Endurance { get; init; }
public int Quickness { get; init; }
@ -96,6 +100,17 @@ public sealed class CharacterSheet
public int Focus { get; init; }
public int Self { get; init; }
/// <summary>
/// Unenchanted base value for each of the 6 primary attributes, in
/// POSITIONAL order matching <c>CharacterStatController.AttrRows</c>
/// (Strength, Endurance, Coordination, Quickness, Focus, Self — note
/// this differs from the individual-property declaration order above).
/// Issue #267: paired with the effective values above to compute the
/// retail footer-title delta parenthetical
/// (<c>gmAttributeUI::DisplaySelectionFooter_Attribute</c> 0x0049d280).
/// </summary>
public int[] AttributeBaseValues { get; init; } = Array.Empty<int>();
// ── Skills (UpdateFakeSkills 0x004b8930) ────────────────────────────────
// Character Information uses 0xB5/0xC0 for Chess/Fishing; skill credits use 0x18.
// InqInt(0x18) = available skill credits — footer 0x10000245 in the Attributes tab.
@ -187,9 +202,18 @@ public sealed record CharacterSkill(
uint IconDid,
CharacterSkillAdvancementClass AdvancementClass,
int BaseLevel,
// Issue #267: CurrentLevel is now the EFFECTIVE (vitae + buff) level —
// retail CACQualities::EnchantSkill (0x005947b0). Previously an alias of
// BaseLevel; this activates the existing CharacterStatController.
// SkillValueColor buffed/debuffed row coloring.
int CurrentLevel,
bool UsableUntrained,
int TrainedCost,
int SpecializedCost,
long RaiseCost,
long Raise10Cost = 0L);
long Raise10Cost = 0L,
// Issue #267: vitae's isolated contribution to CurrentLevel (always ≤ 0),
// retail SkillInfoRegion::GetVitaeModifier (0x004f0fa0). Used for the
// footer-title vitae-specific parenthetical, separate from the buff delta
// (CurrentLevel VitaeModifier BaseLevel).
int VitaeModifier = 0);

View file

@ -141,12 +141,16 @@ public sealed class CharacterSheetProvider
ManaCurrent = VitalCurrent(LocalPlayerState.VitalKind.Mana),
ManaMax = VitalMax(LocalPlayerState.VitalKind.Mana),
Strength = AttrCurrent(LocalPlayerState.AttributeKind.Strength),
Endurance = AttrCurrent(LocalPlayerState.AttributeKind.Endurance),
Coordination = AttrCurrent(LocalPlayerState.AttributeKind.Coordination),
Quickness = AttrCurrent(LocalPlayerState.AttributeKind.Quickness),
Focus = AttrCurrent(LocalPlayerState.AttributeKind.Focus),
Self = AttrCurrent(LocalPlayerState.AttributeKind.Self),
// Issue #267: the panel's main attribute values are EFFECTIVE
// (post-buff) — retail CACQualities::EnchantAttribute. Base values
// for the footer-title delta parenthetical live in
// AttributeBaseValues below, in the same positional order.
Strength = AttrEffective(LocalPlayerState.AttributeKind.Strength),
Endurance = AttrEffective(LocalPlayerState.AttributeKind.Endurance),
Coordination = AttrEffective(LocalPlayerState.AttributeKind.Coordination),
Quickness = AttrEffective(LocalPlayerState.AttributeKind.Quickness),
Focus = AttrEffective(LocalPlayerState.AttributeKind.Focus),
Self = AttrEffective(LocalPlayerState.AttributeKind.Self),
UnspentSkillCredits = skillCredits,
SpecializedSkillCredits = 0,
@ -163,6 +167,15 @@ public sealed class CharacterSheetProvider
UnassignedXp = unassignedXp,
AttributeRaiseCosts = BuildAttributeRaiseCosts(amount: 1),
AttributeRaise10Costs = BuildAttributeRaiseCosts(amount: 10),
AttributeBaseValues = new[]
{
AttrCurrent(LocalPlayerState.AttributeKind.Strength),
AttrCurrent(LocalPlayerState.AttributeKind.Endurance),
AttrCurrent(LocalPlayerState.AttributeKind.Coordination),
AttrCurrent(LocalPlayerState.AttributeKind.Quickness),
AttrCurrent(LocalPlayerState.AttributeKind.Focus),
AttrCurrent(LocalPlayerState.AttributeKind.Self),
},
Skills = BuildLiveCharacterSkills(),
BurdenCurrent = props.GetInt(5u),
BurdenMax = props.GetInt(96u),
@ -207,6 +220,12 @@ public sealed class CharacterSheetProvider
owner._objects.Cleared += OnCleared;
owner._localPlayer.AttributeChanged += OnAttributeChanged;
owner._localPlayer.CharacterChanged += OnCharacterChanged;
// Issue #267: skills/attributes are now vitae + buff aware, so the
// sheet must refresh whenever the active-enchantment set changes
// (vitae applied/removed on death/lifestone, a buff cast/expired),
// not only on raw property/attribute updates.
if (owner._localPlayer.Spellbook is { } spellbook)
spellbook.EnchantmentsChanged += OnCleared;
}
private void OnObjectChanged(ClientObject value)
@ -235,6 +254,8 @@ public sealed class CharacterSheetProvider
owner._objects.Cleared -= OnCleared;
owner._localPlayer.AttributeChanged -= OnAttributeChanged;
owner._localPlayer.CharacterChanged -= OnCharacterChanged;
if (owner._localPlayer.Spellbook is { } spellbook)
spellbook.EnchantmentsChanged -= OnCleared;
}
}
@ -349,18 +370,27 @@ public sealed class CharacterSheetProvider
long raiseCost = SkillRaiseCost(xp, advancement, snapshot, 1);
long raise10Cost = SkillRaiseCost(xp, advancement, snapshot, 10);
// Issue #267: CurrentLevel is the EFFECTIVE (vitae + buff) level —
// retail CACQualities::EnchantSkill (0x005947b0). VitaeModifier
// isolates vitae's own contribution for the footer's separate
// vitae parenthetical (SkillInfoRegion::GetVitaeModifier 0x004f0fa0).
int effectiveLevel = _localPlayer.GetEffectiveSkill(snapshot.SkillId)
?? checked((int)Math.Min(int.MaxValue, snapshot.CurrentLevel));
int vitaeModifier = _localPlayer.GetSkillVitaeModifier(snapshot.SkillId);
result.Add(new CharacterSkill(
snapshot.SkillId,
name,
icon,
advancement,
checked((int)Math.Min(int.MaxValue, snapshot.BaseLevel)),
checked((int)Math.Min(int.MaxValue, snapshot.CurrentLevel)),
effectiveLevel,
IsUsableUntrained(snapshot.SkillId),
trainedCost,
specializedCost,
raiseCost,
raise10Cost));
raise10Cost,
vitaeModifier));
}
return result;
@ -418,9 +448,19 @@ public sealed class CharacterSheetProvider
_ => null,
};
/// <summary>Unenchanted base attribute value (Ranks + Start). Used for
/// <see cref="CharacterSheet.AttributeBaseValues"/> — the retail
/// footer-title delta parenthetical compares this against
/// <see cref="AttrEffective"/>.</summary>
private int AttrCurrent(LocalPlayerState.AttributeKind kind) =>
_localPlayer.GetAttribute(kind) is { } attr ? checked((int)Math.Min(int.MaxValue, attr.Current)) : 0;
/// <summary>Issue #267 — effective (post-buff) attribute value shown as
/// the panel's main number. Retail primary attributes are vitae-immune;
/// see <see cref="LocalPlayerState.GetEffectiveAttribute"/>.</summary>
private int AttrEffective(LocalPlayerState.AttributeKind kind) =>
_localPlayer.GetEffectiveAttribute(kind) ?? 0;
private int VitalCurrent(LocalPlayerState.VitalKind kind) =>
_localPlayer.Get(kind) is { } vital ? checked((int)Math.Min(int.MaxValue, vital.Current)) : 0;

View file

@ -1219,6 +1219,102 @@ public static class CharacterStatController
};
}
// ── Issue #267 — retail vitae/buff delta parenthetical ───────────────────
// Format cited from gmAttributeUI::DisplaySelectionFooter_Attribute
// (0x0049d280, format " (%s%d)") and gmSkillUI::DisplaySelectionFooter_Trained
// (0x0049b860, vitae segment format " (%d)" via SkillInfoRegion::
// GetVitaeModifier 0x004f0fa0, buff segment " (%s%d)"). Retail colors each
// segment independently (AppendTextWithFont state 1/2/3); our UiText footer
// title element renders OneLine/single-color, so segments here share the
// title's white color rather than retail's per-run tint — a presentation
// simplification, not a value/format deviation.
/// <summary>Effective value for attribute/vital row <paramref name="index"/>
/// as an int (numeric twin of <see cref="GetRowValueString"/> for the 6
/// primary-attribute rows only — vitals use "cur/max" and have no single
/// effective int).</summary>
private static int GetRowEffectiveAttributeValue(CharacterSheet sheet, int index) => index switch
{
0 => sheet.Strength,
1 => sheet.Endurance,
2 => sheet.Coordination,
3 => sheet.Quickness,
4 => sheet.Focus,
5 => sheet.Self,
_ => 0,
};
/// <summary>Buff-only delta (effective base) for the primary-attribute
/// row at <paramref name="index"/>. Zero for vital rows (6-8) — vitals use
/// a separate "cur/max" footer format in retail
/// (<c>gmAttributeUI::DisplaySelectionFooter_Vital</c> 0x0049d6b0), not
/// this delta pattern.</summary>
internal static int GetAttributeDelta(CharacterSheet sheet, int index)
{
if ((uint)index >= (uint)AttrRows.Length) return 0;
int[] baseValues = sheet.AttributeBaseValues;
if (baseValues is null || index >= baseValues.Length) return 0;
return GetRowEffectiveAttributeValue(sheet, index) - baseValues[index];
}
/// <summary>Skill's buff-only delta, excluding vitae — retail computes
/// this as <c>(current vitaeModifier) base</c>
/// (<c>gmSkillUI::DisplaySelectionFooter_Trained</c> 0x0049b860): vitae's
/// own contribution is reported separately via
/// <see cref="FormatVitaeDelta"/>.</summary>
internal static int GetSkillBuffOnlyDelta(CharacterSkill skill) =>
(skill.CurrentLevel - skill.VitaeModifier) - skill.BaseLevel;
/// <summary>Retail " (%s%d)" buff-delta parenthetical: an explicit "+"
/// prefix on an increase (the natural %d has no leading plus), the
/// natural minus sign on a decrease (no prefix string set in that
/// branch), nothing when the delta is zero.</summary>
private static string FormatBuffDelta(int delta) => delta switch
{
0 => string.Empty,
> 0 => $" (+{delta})",
_ => $" ({delta})",
};
/// <summary>Retail " (%d)" vitae-specific parenthetical
/// (<c>SkillInfoRegion::GetVitaeModifier</c> 0x004f0fa0): shown only
/// while vitae is an active penalty (modifier &lt; 0) — vitae never
/// grants a bonus, so no "+" case exists.</summary>
private static string FormatVitaeDelta(int vitaeModifier) =>
vitaeModifier < 0 ? $" ({vitaeModifier})" : string.Empty;
/// <summary>Build the retail footer-title text for the current selection:
/// "{Name}: {value}" with the vitae + buff-delta parentheticals appended
/// for a selected trained/specialized skill or a selected attribute row.
/// Shared by both footer-state bindings (State A/B use physically
/// separate UiText elements in the imported layout) so the composition
/// logic lives in exactly one place.</summary>
private static string BuildSelectedTitleText(
CharacterStatTab tab,
Func<CharacterSheet> data,
int[] attrSel,
int[] skillSel)
{
if (tab == CharacterStatTab.Skills)
{
CharacterSkill? skill = SkillAtDisplayIndex(data(), skillSel[0]);
if (skill is null) return "Select a Skill to Improve";
if (skill.AdvancementClass < CharacterSkillAdvancementClass.Trained)
return skill.Name;
string vitaeSuffix = FormatVitaeDelta(skill.VitaeModifier);
string buffSuffix = FormatBuffDelta(GetSkillBuffOnlyDelta(skill));
return $"{skill.Name}: {skill.CurrentLevel}{vitaeSuffix}{buffSuffix}";
}
if (attrSel[0] < 0) return "Select an Attribute to Improve";
CharacterSheet sheet = data();
string name = GetRowName(attrSel[0]);
string value = GetRowValueString(sheet, attrSel[0]);
string delta = FormatBuffDelta(GetAttributeDelta(sheet, attrSel[0]));
return $"{name}: {value}{delta}";
}
/// <summary>
/// Add a single attribute/vital row to <paramref name="list"/> as a
/// <see cref="UiClickablePanel"/> containing icon + name + value children.
@ -1418,25 +1514,13 @@ public static class CharacterStatController
titleEl.ClickThrough = true;
titleEl.LinesProvider = () =>
{
if (activeTab[0] == CharacterStatTab.Skills)
{
var skill = SkillAtDisplayIndex(data(), skillSel[0]);
if (skill is null)
return new[] { new UiText.Line("Select a Skill to Improve", Body) };
string title = skill.AdvancementClass >= CharacterSkillAdvancementClass.Trained
? $"{skill.Name}: {skill.CurrentLevel}"
: skill.Name;
return new[] { new UiText.Line(title, Vector4.One) };
}
if (attrSel[0] < 0)
return new[] { new UiText.Line("Select an Attribute to Improve", Body) };
var s = data();
string name = GetRowName(attrSel[0]);
string value = GetRowValueString(s, attrSel[0]);
// State B title is WHITE (retail confirmed).
return new[] { new UiText.Line($"{name}: {value}", Vector4.One) };
string title = BuildSelectedTitleText(activeTab[0], data, attrSel, skillSel);
bool nothingSelected = activeTab[0] == CharacterStatTab.Skills
? SkillAtDisplayIndex(data(), skillSel[0]) is null
: attrSel[0] < 0;
// State B title is WHITE (retail confirmed); the "nothing
// selected" prompt keeps the dimmer Body color.
return new[] { new UiText.Line(title, nothingSelected ? Body : Vector4.One) };
};
}
@ -1518,24 +1602,11 @@ public static class CharacterStatController
title.ClickThrough = true;
title.LinesProvider = () =>
{
if (activeTab[0] == CharacterStatTab.Skills)
{
var skill = SkillAtDisplayIndex(data(), skillSel[0]);
if (skill is null)
return new[] { new UiText.Line("Select a Skill to Improve", Body) };
string skillTitle = skill.AdvancementClass >= CharacterSkillAdvancementClass.Trained
? $"{skill.Name}: {skill.CurrentLevel}"
: skill.Name;
return new[] { new UiText.Line(skillTitle, Vector4.One) };
}
if (attrSel[0] < 0)
return new[] { new UiText.Line("Select an Attribute to Improve", Body) };
var sheet = data();
string name = GetRowName(attrSel[0]);
string value = GetRowValueString(sheet, attrSel[0]);
return new[] { new UiText.Line($"{name}: {value}", Vector4.One) };
string titleText = BuildSelectedTitleText(activeTab[0], data, attrSel, skillSel);
bool nothingSelected = activeTab[0] == CharacterStatTab.Skills
? SkillAtDisplayIndex(data(), skillSel[0]) is null
: attrSel[0] < 0;
return new[] { new UiText.Line(titleText, nothingSelected ? Body : Vector4.One) };
};
}