feat(player): port retail augmentation stat chain

This commit is contained in:
Erik 2026-07-31 08:08:23 +02:00
parent 0cb60d98a0
commit 461a1fb7b4
22 changed files with 953 additions and 138 deletions

View file

@ -110,7 +110,11 @@ public static class CharacterStatController
/// <summary>Row highlight color — semi-translucent gold, matches retail
/// UIStateId.Highlight (0x06) sprite 0x06001397 visual intent.</summary>
private static readonly Vector4 HighlightBg = new(1f, 0.75f, 0.2f, 0.25f);
private static readonly Vector4 BuffedSkillGreen = new(0.55f, 1f, 0.55f, 1f);
// LayoutDesc 0x2100002E, FooterTitle 0x1000024E property 0x1B:
// [0]=white, [1]=green, [2]=red, [3]=light blue (#7FFFFF).
private static readonly Vector4 RetailBuffGreen = new(0f, 1f, 0f, 1f);
private static readonly Vector4 RetailDebuffRed = new(1f, 0f, 0f, 1f);
private static readonly Vector4 RetailVitaeBlue = new(127f / 255f, 1f, 1f, 1f);
// ── Row layout constants ─────────────────────────────────────────────────
// RowHeight 22px + IconSize 16px: retail spec (2026-06-26) says icons ~icon-height
@ -688,7 +692,8 @@ public static class CharacterStatController
_ => 0,
};
return v.ToString();
});
},
valueColorProvider: () => AttributeValueColor(data(), rowIndex));
row.OnClick = () =>
{
@ -719,7 +724,8 @@ public static class CharacterStatController
2 => $"{s.ManaCurrent}/{s.ManaMax}",
_ => string.Empty,
};
});
},
valueColorProvider: () => VitalValueColor(data(), rowIndex));
row.OnClick = () =>
{
@ -872,10 +878,48 @@ public static class CharacterStatController
return null;
}
private static Vector4 SkillValueColor(CharacterSkill skill)
=> skill.CurrentLevel > skill.BaseLevel ? BuffedSkillGreen
: skill.CurrentLevel < skill.BaseLevel ? new Vector4(1f, 0.45f, 0.45f, 1f)
internal static Vector4 SkillValueColor(CharacterSkill skill)
{
int withoutVitae = skill.CurrentLevel - skill.VitaeModifier;
return withoutVitae > skill.BaseLevel ? RetailBuffGreen
: withoutVitae < skill.BaseLevel ? RetailDebuffRed
: Vector4.One;
}
internal static Vector4 AttributeValueColor(
CharacterSheet sheet,
int rowIndex)
{
int delta = GetAttributeDelta(sheet, rowIndex);
return delta > 0 ? RetailBuffGreen
: delta < 0 ? RetailDebuffRed
: Vector4.One;
}
internal static Vector4 VitalValueColor(
CharacterSheet sheet,
int vitalIndex)
{
if ((uint)vitalIndex >= 3u
|| vitalIndex >= sheet.VitalBaseMaxValues.Length
|| vitalIndex >= sheet.VitalVitaeModifiers.Length)
{
return Vector4.One;
}
int effective = vitalIndex switch
{
0 => sheet.HealthMax,
1 => sheet.StaminaMax,
2 => sheet.ManaMax,
_ => 0,
};
int withoutVitae = effective - sheet.VitalVitaeModifiers[vitalIndex];
int baseline = sheet.VitalBaseMaxValues[vitalIndex];
return withoutVitae > baseline ? RetailBuffGreen
: withoutVitae < baseline ? RetailDebuffRed
: Vector4.One;
}
/// <summary>
/// Handles a row click: toggle (same row → deselect), else select new row.
@ -1315,6 +1359,64 @@ public static class CharacterStatController
return $"{name}: {value}{delta}";
}
private static IReadOnlyList<UiText.TextRun> BuildSelectedTitleRuns(
UiText target,
CharacterStatTab tab,
Func<CharacterSheet> data,
int[] attrSel,
int[] skillSel)
{
Vector4 Color(int index) =>
index >= 0 && index < target.FontColorPalette.Count
? target.FontColorPalette[index]
: index switch
{
1 => RetailBuffGreen,
2 => RetailDebuffRed,
3 => RetailVitaeBlue,
_ => Vector4.One,
};
if (tab == CharacterStatTab.Skills)
{
CharacterSkill? skill = SkillAtDisplayIndex(data(), skillSel[0]);
if (skill is null)
return [new("Select a Skill to Improve", Body)];
if (skill.AdvancementClass < CharacterSkillAdvancementClass.Trained)
return [new(skill.Name, Color(0))];
var runs = new List<UiText.TextRun>
{
new($"{skill.Name}: {skill.CurrentLevel}", Color(0)),
};
if (skill.VitaeModifier < 0)
runs.Add(new(FormatVitaeDelta(skill.VitaeModifier), Color(3)));
int buffDelta = GetSkillBuffOnlyDelta(skill);
if (buffDelta != 0)
runs.Add(new(
FormatBuffDelta(buffDelta),
Color(buffDelta > 0 ? 1 : 2)));
return runs;
}
if (attrSel[0] < 0)
return [new("Select an Attribute to Improve", Body)];
CharacterSheet sheet = data();
var attributeRuns = new List<UiText.TextRun>
{
new(
$"{GetRowName(attrSel[0])}: {GetRowValueString(sheet, attrSel[0])}",
Color(0)),
};
int delta = GetAttributeDelta(sheet, attrSel[0]);
if (delta != 0)
attributeRuns.Add(new(
FormatBuffDelta(delta),
Color(delta > 0 ? 1 : 2)));
return attributeRuns;
}
/// <summary>
/// Add a single attribute/vital row to <paramref name="list"/> as a
/// <see cref="UiClickablePanel"/> containing icon + name + value children.
@ -1512,6 +1614,12 @@ public static class CharacterStatController
// Centered=true comes from the dat (HJustify=Center) via BuildText — not overridden here.
// RightAligned stays false (BuildText default for a Center element).
titleEl.ClickThrough = true;
titleEl.RunsProvider = () => BuildSelectedTitleRuns(
titleEl,
activeTab[0],
data,
attrSel,
skillSel);
titleEl.LinesProvider = () =>
{
string title = BuildSelectedTitleText(activeTab[0], data, attrSel, skillSel);