fix(chargen): Campaign CC gate round 1 Batch B — authored selection states, label state, zoom/swatch feedback
GF-1/GF-8: UiButton now recognizes retail's custom Unselected/Selected radio-pair (0x10000016/0x10000017), bypassing the standard Normal/ Highlight machine that never admitted those state names — .Selected now lights the heritage/template/gender/Face-Clothes rows it was always a no-op for. AP-222/GF-11b: per-state label color/outline (dat 0x1B/0x21) now applies off the REQUESTED retail state id, not the art-gated committed ActiveState — resolves the Appearance spins' current-part highlight (text recolors even though no Highlight art exists on either client) and the Town caption's Normal-to-white swap. GF-11c: UiButton.LabelBox lets a lifted caption with its own authored rect draw there instead of the face-relative offset that's only correct when the label is authored directly on the button (heritage/template family, unchanged). GF-9: wires the real nine companion overlay elements (SetColor's SetVisible mechanism) that swatch clicks were always meant to drive, retiring AP-215 item 1 (the swatch.Selected substitution was a permanent no-op — swatches author no Highlight media at all). GF-10: zoom buttons now set the retail-mirrored mutual-exclusive Highlight/Normal pair on click; InitializePage carries no initial SetState for either button, so both stay at "Normal" until first click. Register: AP-222 retired (mechanism identified and ported), AP-215 narrowed (item 1 retired, item 2 unrelated and unchanged), row count recount corrected 164 (was already one high before this batch). App suite 5282/3 (was 5266/3), Runtime 1735/0 unchanged. Fixture + live- DAT tests only — no graphical client launch. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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11 changed files with 1043 additions and 42 deletions
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@ -126,6 +126,31 @@ internal sealed class CharacterCreationAppearancePage : IDisposable
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0x10000314u, 0x10000315u, 0x10000316u, 0x10000317u,
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];
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/// <summary>
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/// GF-9 (Campaign CC gate round 1 Batch B): the nine Type-3 companion
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/// "selected" overlay elements, one per <see cref="SwatchIds"/> entry at
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/// the SAME index — retail <c>gmCGAppearancePage::InitializePage</c>'s
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/// own id-pair table (<c>@0x004800ff-00480164</c>, the switch that fills
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/// <c>m_tColorWheel[i][0x10]</c>/<c>[0x14]</c>-ish offsets with the
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/// swatch/overlay id pair per index) resolves the SAME nine ids this
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/// array carries, in the SAME index order. <c>SetColor</c> (case
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/// <c>0x0047DD50</c>, <c>iCurColor</c> assignment) is retail's actual
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/// click-feedback mechanism — <c>SetVisible</c> on the overlay at
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/// <c>iCurColor</c>'s index, NOT a state swap on the swatch itself (the
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/// swatch buttons author only an unnamed DirectState sprite; measured
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/// against the installed dat, they have NO Normal/Highlight media at
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/// all, so <see cref="UiButton.Selected"/> was always a complete no-op
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/// here — see <see cref="RefreshColorAndShadeControls"/>). Live-DAT-
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/// probe-confirmed siblings of the swatches under the same color-wheel
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/// container (<c>0x100003B9</c>), each roughly centered on its paired
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/// swatch's own rect.
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/// </summary>
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internal static readonly uint[] SwatchOverlayIds =
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[
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0x10000318u, 0x10000319u, 0x1000031Au, 0x1000031Bu, 0x1000031Cu,
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0x1000031Du, 0x1000031Eu, 0x1000031Fu, 0x10000320u,
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];
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/// <summary>Live-DAT-measured arrow geometry, uniform across all nine
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/// spins (every one is 200px wide): decrement child at local
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/// x=[80,127), increment child at x=[127,174). Anything outside both
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@ -144,6 +169,7 @@ internal sealed class CharacterCreationAppearancePage : IDisposable
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private readonly UiElement? _clothesChoices;
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private readonly Dictionary<Part, UiButton> _spins = [];
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private readonly UiButton?[] _swatches = new UiButton?[SwatchIds.Length];
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private readonly UiElement?[] _swatchOverlays = new UiElement?[SwatchOverlayIds.Length];
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private readonly UiScrollbar? _shadeScroll;
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private readonly UiButton? _rotateClockwise;
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private readonly UiButton? _rotateCounterClockwise;
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@ -209,6 +235,9 @@ internal sealed class CharacterCreationAppearancePage : IDisposable
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_swatches[i] = swatch;
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}
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for (int i = 0; i < SwatchOverlayIds.Length; i++)
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_swatchOverlays[i] = Find<UiElement>(pageRoot, SwatchOverlayIds[i]);
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_shadeScroll = Find<UiScrollbar>(pageRoot, ShadeScrollId);
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if (_shadeScroll is not null)
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_shadeScroll.ScalarChanged = SetShadeFromScalar;
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@ -223,10 +252,33 @@ internal sealed class CharacterCreationAppearancePage : IDisposable
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_rotateCounterClockwise.OnClick = () => PreviewControl?.RotateCounterClockwise();
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_zoomIn = Find<UiButton>(pageRoot, ZoomInId);
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if (_zoomIn is not null)
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_zoomIn.OnClick = () => PreviewControl?.ZoomIn();
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_zoomIn.OnClick = () =>
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{
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PreviewControl?.ZoomIn();
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// GF-10: gmCGAppearancePage::ZoomIn @0x0047CF00
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// (@0x0047d005/0x0047d00f) ends ZoomInButton->SetState(6)
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// (Highlight), ZoomOutButton->SetState(1) (Normal) — a
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// mutual-exclusive pair. Re-derived from InitializePage
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// @0x0047fdd0-0048032e (m_bZoomedIn = 0 at construction,
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// @0x004802c3): NO explicit initial SetState call exists
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// for either button, so both start at their DAT-authored
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// "Normal" default (live-DAT-probe-confirmed) until the
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// first real zoom click — this port does not force an
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// initial Highlight.
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_zoomIn.TrySetRetailState(UiButtonStateMachine.Highlight);
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_zoomOut?.TrySetRetailState(UiButtonStateMachine.Normal);
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};
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_zoomOut = Find<UiButton>(pageRoot, ZoomOutId);
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if (_zoomOut is not null)
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_zoomOut.OnClick = () => PreviewControl?.ZoomOut();
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_zoomOut.OnClick = () =>
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{
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PreviewControl?.ZoomOut();
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// GF-10: gmCGAppearancePage::ZoomOut @0x0047D050
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// (@0x0047d140/0x0047d14a) mirrors ZoomIn — ZoomOutButton
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// -> Highlight(6), ZoomInButton -> Normal(1).
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_zoomOut.TrySetRetailState(UiButtonStateMachine.Highlight);
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_zoomIn?.TrySetRetailState(UiButtonStateMachine.Normal);
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};
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ApplyChoiceVisibility();
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}
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@ -608,12 +660,21 @@ internal sealed class CharacterCreationAppearancePage : IDisposable
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: UiButtonStateMachine.Normal);
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}
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// GF-9 (Campaign CC gate round 1 Batch B): retail's ACTUAL swatch
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// click feedback is the companion overlay's visibility (SetColor
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// @0x0047DD50 -> m_tColorWheel[...][0x10][iCurColor*7]->SetVisible),
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// not a state swap on the swatch button — measured against the
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// installed dat, the nine swatches author only a DirectState sprite
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// with no Normal/Highlight media at all, so a prior
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// swatch.Selected assignment here was a permanent no-op (see
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// SwatchOverlayIds' own doc comment). Exactly one overlay is
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// visible: the one at the current part's own selected color index.
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ChargenAppearanceSlot? colorSlot = ColorSlotFor(_currentPart);
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uint currentColor = colorSlot is null ? Unset : ColorCurrent(_currentPart, snapshot.Appearance);
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for (int i = 0; i < _swatches.Length; i++)
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for (int i = 0; i < _swatchOverlays.Length; i++)
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{
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if (_swatches[i] is { } swatch)
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swatch.Selected = colorSlot is not null && currentColor == (uint)i;
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if (_swatchOverlays[i] is { } overlay)
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overlay.Visible = colorSlot is not null && currentColor == (uint)i;
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}
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ChargenShadeSlot? shadeSlot = ShadeSlotFor(_currentPart);
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@ -878,8 +878,31 @@ public static class DatWidgetFactory
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button.FaceTop = face.Y;
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button.FaceWidth = face.Width;
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button.FaceHeight = face.Height;
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button.LabelAlign = UiButton.LabelAlignment.Left;
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button.LabelOffsetX = face.X + face.Width + 4f;
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if (!ReferenceEquals(labelInfo, info))
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{
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// GF-11c (Campaign CC gate round 1 Batch B): a DISTINCT
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// Type-12 caption was lifted (e.g. the Town page's per-
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// marker name label, 0x10000409 under each town button —
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// live-DAT-probe-confirmed authored rect + Center justify,
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// independent of the marker face's own geometry) — honor
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// ITS OWN authored rect/justify instead of the face-
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// relative offset below, which is only correct when the
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// label text is authored DIRECTLY on the button itself,
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// immediately beside a single-purpose face segment (the
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// heritage/template/Face-Clothes sub-tab row family —
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// still handled by the else-branch two lines down, since
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// ReferenceEquals(labelInfo, info) is true there).
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button.LabelBox = (labelInfo.X, labelInfo.Y, labelInfo.Width, labelInfo.Height);
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button.LabelAlign = labelInfo.HJustify == HJustify.Left
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? UiButton.LabelAlignment.Left
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: UiButton.LabelAlignment.Center;
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}
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else
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{
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button.LabelAlign = UiButton.LabelAlignment.Left;
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button.LabelOffsetX = face.X + face.Width + 4f;
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}
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}
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else if (labelInfo.HJustify == HJustify.Left)
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{
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@ -901,6 +924,15 @@ public static class DatWidgetFactory
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button.LabelOffsetX = labelInfo.X;
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}
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// AP-222 / GF-11b (Campaign CC gate round 1 Batch B): per-state label
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// color/outline (dat properties 0x1B/0x21 authored PER STATE on the
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// label-bearing element — the Appearance spins' own states, or the
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// Town caption child's states) — additive, only non-null when the
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// authored dat genuinely carries more than one distinct value.
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button.SetPerStateLabelStyle(
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ElementReader.BuildPerStateColorMap(labelInfo, 0x1Bu),
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ElementReader.BuildPerStateBoolMap(labelInfo, 0x21u));
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return button;
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}
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using AcDream.App.UI;
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@ -673,4 +674,65 @@ public static class ElementReader
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})
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.ToArray();
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}
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/// <summary>
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/// AP-222 / GF-11b (Campaign CC gate round 1 Batch B): resolves a color
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/// property (0x1B FontColor's Array-tolerant shape, same unwrap as
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/// <see cref="ReadEffectiveColorPalette"/>) for EVERY state <paramref
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/// name="info"/> itself authors, keyed by retail numeric state id.
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/// Returns null unless at least two states resolve to GENUINELY
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/// DIFFERENT colors — the overwhelming majority of elements author one
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/// color for every state (or none at all), and for those this returns
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/// null so the caller keeps its existing single-default-color behavior
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/// untouched. Only elements that really do recolor per state (the
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/// Appearance spins' Highlight brightening, the Town buttons' Normal-
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/// to-white caption swap) get a non-null map.
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/// </summary>
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internal static IReadOnlyDictionary<uint, Vector4>? BuildPerStateColorMap(
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ElementInfo info, uint propertyId)
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{
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Dictionary<uint, Vector4>? map = null;
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foreach (uint stateId in info.States.Keys)
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{
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if (!info.TryGetEffectiveProperty(propertyId, out UiPropertyValue value, stateId))
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continue;
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UiPropertyValue? colorValue = value.Kind == UiPropertyKind.Color
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? value
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: value.Kind == UiPropertyKind.Array
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&& value.ArrayValue.Count > 0
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&& value.ArrayValue[0].Kind == UiPropertyKind.Color
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? value.ArrayValue[0]
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: null;
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if (colorValue is null)
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continue;
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UiColorValue c = colorValue.ColorValue;
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float alpha = c.Alpha == 0 ? 1f : c.Alpha / 255f;
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(map ??= new Dictionary<uint, Vector4>())[stateId] =
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new Vector4(c.Red / 255f, c.Green / 255f, c.Blue / 255f, alpha);
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}
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return map is { Count: > 1 } && map.Values.Distinct().Count() > 1 ? map : null;
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}
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/// <summary>
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/// AP-222 counterpart of <see cref="BuildPerStateColorMap"/> for a bool
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/// property (0x21 Outline) — same "null unless genuinely per-state"
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/// gating.
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/// </summary>
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internal static IReadOnlyDictionary<uint, bool>? BuildPerStateBoolMap(
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ElementInfo info, uint propertyId)
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{
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Dictionary<uint, bool>? map = null;
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foreach (uint stateId in info.States.Keys)
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{
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if (!info.TryGetEffectiveProperty(propertyId, out UiPropertyValue value, stateId)
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|| value.Kind != UiPropertyKind.Bool)
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continue;
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(map ??= new Dictionary<uint, bool>())[stateId] = value.BoolValue;
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}
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return map is { Count: > 1 } && map.Values.Distinct().Count() > 1 ? map : null;
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}
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}
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