fix(chargen): Campaign CC gate round 1 Batch F — Skills page buckets, selection, info box, cost text, arrow states
R2-4/review F1-F2 (gmCGSkillsPage): row click (and arrow click, matching retail's own post-Increase/DecreaseSkillLevel re-select) now selects a skill, highlights its row name, and writes the info panes' title (name + score) and a level-gated bonus line; the description/formula halves stay unported (SkillBase._description/_formula unreachable from this page's current data surface, documented on RefreshInfoBox). The listbox's own authored scrollbar link is wired to its Scroll model (live-DAT-confirmed at 0x100003F8, matching the "+1 from the listbox" hypothesis). Cost text now matches SetSkillText @0x00480600 exactly: Untrained's down-cost and Specialized's up-cost are literal "0", unconditional, where the port previously rendered blank; the 999-blank gate applies to the up-cost only, never to a down-cost. Arrow Ghosted/Enabled state (0x1000001a/ 0x1000001b) is now gated per branch, including bUntrainable/ bUnspecializable re-derived as "this row's own effective cost is nonzero" — no new data needed since the page already resolves that cost. R2-4b (the four-bucket sorted model) is NOT implemented — its Useable- vs-Unuseable-Untrained split reads SkillBase.MinLevel, confirmed present in the installed dat (SkillTable_MinLevelDistribution_NeverExceedsTrained) but not threaded through ChargenOptions/ChargenHeritageOptions/ CharacterCreationRuntimeBindings. AP-213 row records the exact channel a future fix needs. Also live-DAT-pinned: Templates[0]'s header-caption child (0x100002f6) resolves as a UiButton, not UiText, in the real dat — the same UIElement_Button-is-DynamicCast(0xc)-compatible-with-Text quirk already ported for GF-4b's slider labels. App suite (live-DAT env) 5321/3 -> 5328/3 (+7, zero regressions). Runtime 1735/0 unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5 changed files with 615 additions and 33 deletions
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@ -1,4 +1,5 @@
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using System.Globalization;
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using System.Numerics;
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using AcDream.Core.CharGen;
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using AcDream.Runtime;
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using AcDream.Runtime.Session;
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@ -54,6 +55,59 @@ namespace AcDream.App.UI.Layout;
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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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///
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/// <para>
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/// <b>Batch F fixes (Campaign CC gate round 1, 2026-08-16 — R2-4 + review
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/// F1/F2):</b> four of R2-4's five sub-items are fixed here; the
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/// four-bucket sorted model (R2-4b) is NOT — see the batch report and the
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/// AP-213 row for the exact missing data channel (retail's Useable-vs-
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/// Unuseable-Untrained split reads <c>SkillBase.MinLevel</c>, which
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/// <see cref="AcDream.Core.CharGen.ChargenOptions"/>/
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/// <see cref="CharacterCreationRuntimeBindings"/> do not carry today).
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/// <list type="bullet">
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/// <item>R2-4a (row selection): a row click (or an arrow click, matching
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/// retail's own post-Increase/DecreaseSkillLevel <c>SetSelectedItem(...,
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/// 1)</c> re-select) now selects that skill — the row's NAME text swaps to
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/// <see cref="SelectedNameColor"/> (best-derived "brighter white" per the
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/// user's own report + the GF-11b precedent) and the info panes
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/// (<c>0x100003fb</c>/<c>0x100003fc</c>) get <c>ShowSkillsText
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/// @0x00481250</c>'s title (name + score, <c>" (%d)\n"</c>) and bonus line
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/// (<c>"Training Bonus +5"</c>/<c>"Specialization Bonus +10"</c>) — a
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/// PARTIAL port: the description (<c>SkillBase._description</c>) and
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/// <c>MakeSkillFormula @0x00480e10</c>'s computed formula text are not
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/// reachable from this page's current data surface; see
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/// <see cref="RefreshInfoBox"/>'s own doc.</item>
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/// <item>R2-4c (scrollbar): the listbox's own authored scrollbar link
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/// (<see cref="AcDream.App.UI.UiTemplateListBox.ScrollbarElementId"/>, dat
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/// property <c>0x72</c>) is now wired to
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/// <see cref="AcDream.App.UI.UiTemplateListBox.Scroll"/> — the SAME
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/// page-level <c>UiScrollbar.Model</c> linkage every other
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/// <c>UiTemplateListBox</c> owner uses (no widget change).</item>
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/// <item>Review F1 (cost text): <c>SetSkillText</c>'s Untrained down-cost
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/// (<c>@0x00480877</c>) and Specialized up-cost (<c>@0x0048067f</c>) are
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/// literal <c>"0"</c>, unconditional — the prior port rendered blank
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/// (<c>null</c>) instead. The <c><0x3e7</c> (999) blank gate exists
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/// ONLY on the up-cost at Untrained (<c>@0x00480819</c>) and Trained
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/// (<c>@0x0048071f</c>); every down-cost write is unconditional
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/// (<c>@0x00480877</c>/<c>@0x00480780</c>/<c>@0x004806c1</c>), including
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/// Trained's raw <c>iTrainCost</c> even when it would exceed 999.</item>
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/// <item>Review F2 (arrow states): <c>SetSkillText</c> ends every branch
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/// driving <c>pSkillUpButton</c>/<c>pSkillDownButton</c> through its own
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/// custom Ghosted/Enabled state pair (<see cref="ArrowGhostedStateId"/>/
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/// <see cref="ArrowEnabledStateId"/> — raw ids via
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/// <see cref="IUiDatStateful.TrySetRetailState"/>, the SAME "authored
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/// custom pair" shape as GF-1's Unselected/Selected). Up is gated on
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/// <c>remainingSkillCredits</c> vs. the advance cost and is ALWAYS ghosted
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/// at Specialized (nothing above it); Down is ALWAYS ghosted at Untrained
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/// (nothing below it) and otherwise gated on <c>bUntrainable</c>/
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/// <c>bUnspecializable</c> — re-derived from <c>DoSkillRecords</c>'s own
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/// tagSkillRecord build (<c>@0x00480e40</c>-region) as "the row's OWN
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/// effective trained/specialized cost is nonzero" (a free/heritage-granted
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/// skill or specialization locks its own down arrow), using the SAME
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/// heritage-then-global cost this page already resolves via
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/// <see cref="GetCosts"/> — no new data needed.</item>
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/// </list>
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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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@ -84,18 +138,44 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
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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>Retail's own custom Ghosted state id for
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/// <c>pSkillUpButton</c>/<c>pSkillDownButton</c> (<c>SetSkillText</c>'s
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/// own <c>SetState(0x1000001a)</c> calls) — distinct from the standard
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/// <c>UiButtonStateMachine.Ghosted</c> (13) numbering; the same
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/// "authored custom pair, raw retail id" shape as GF-1's
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/// Unselected/Selected (<c>0x10000016</c>/<c>0x10000017</c>).</summary>
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private const uint ArrowGhostedStateId = 0x1000001Au;
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/// <summary>Retail's own custom Enabled state id for the same two
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/// buttons (<c>SetState(0x1000001b)</c>).</summary>
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private const uint ArrowEnabledStateId = 0x1000001Bu;
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/// <summary>R2-4a row-selection highlight: pure white. Re-derived from
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/// the GF-11b precedent (list-caption color swap Normal
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/// <c>(218,167,85)</c> -> Highlight/white <c>(255,255,255)</c> on
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/// selection) plus the user's own report ("retail selection turns the
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/// row brighter white") absent a skills-row-specific cdb capture — the
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/// direction (unselected -> brighter/whiter) is directly evidenced;
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/// the exact target RGB is the best available derivation, not a live
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/// measurement.</summary>
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private static readonly Vector4 SelectedNameColor = Vector4.One;
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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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/// refresh. <see cref="UnselectedNameColor"/> is the row's OWN authored
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/// (DAT-default) name color, captured at build time so R2-4a's
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/// selection highlight can restore it exactly on deselect.</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? NameText,
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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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UiButton? DownButton,
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Vector4 UnselectedNameColor);
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private readonly CharacterCreationRuntimeBindings _bindings;
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private readonly UiTemplateListBox? _list;
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@ -104,6 +184,7 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
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private readonly UiText? _infoText;
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private readonly List<SkillRow> _rows = [];
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private uint _lastHeritageId;
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private uint? _selectedSkillId;
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private bool _rowsBuilt;
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private bool _disposed;
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@ -116,6 +197,20 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
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_list = UiElement.FindDescendant(pageRoot, 0x100003F7u) as UiTemplateListBox;
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if (_list is not null)
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_list.TemplateResolver = templateResolver;
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// R2-4c (Batch F): wire the listbox's own authored scrollbar (dat
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// property 0x72, UiTemplateListBox.ScrollbarElementId) the SAME
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// page-level Model linkage every other UiTemplateListBox owner uses
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// (ConfigOptionsPageController, SocialFriendsPageController, et
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// al.) — no widget change, just resolving the id the importer
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// already read and pointing its Model at this listbox's own Scroll.
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if (_list is not null
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&& _list.ScrollbarElementId != 0
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&& UiElement.FindDescendant(pageRoot, _list.ScrollbarElementId) is UiScrollbar scrollbar)
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{
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scrollbar.Model = _list.Scroll;
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}
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// Live-DAT probe (CharacterCreationLiveDatTests): the credits meter
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// (retail's m_pCreditsMeter, decomp id 0x100002f3) authors as a raw
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// dat CHILD of button 0x100003f9, not as a standalone descendant of
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@ -152,6 +247,8 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
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foreach (SkillRow row in _rows)
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RefreshRowValues(row, view, snapshot);
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RefreshInfoBox(view, snapshot);
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if (_credits is { } credits)
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credits.ValueLabel = snapshot.RemainingSkillCredits.ToString(CultureInfo.InvariantCulture);
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}
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{
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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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if (row.Root is UiDatElement datRoot) datRoot.OnClick = null;
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}
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_rows.Clear();
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_list?.Flush();
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// The skill list is rebuilding under a (possibly new) heritage —
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// any previously selected skill id may no longer exist as a row.
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_selectedSkillId = null;
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ClearInfoBox();
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if (_list is null
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|| _list.Templates.Count < 2
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|| _list.TemplateResolver is null
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_list.AddPrebuiltRow(rowRoot);
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if (UiElement.FindDescendant(rowRoot, RowNameTextId) is UiText nameText)
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UiText? nameText = UiElement.FindDescendant(rowRoot, RowNameTextId) as UiText;
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if (nameText is not null)
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SetLine(nameText, ItemAppraisalTextFormatter.SkillName((int)skillId));
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// Captured AFTER SetLine (which never touches DefaultColor —
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// it's read lazily inside the LinesProvider closure) so this is
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// the row's own DAT-authored default color, for R2-4a's
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// selection highlight to restore on deselect.
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Vector4 unselectedColor = nameText?.DefaultColor ?? Vector4.One;
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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? downButton = UiElement.FindDescendant(rowRoot, RowDownButtonId) as UiButton;
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uint capturedSkillId = skillId;
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// R2-4a: retail re-selects the row after an arrow click too
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// (ListenToElementMessage @0x004814c0's SetSelectedItem(...,1)
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// call following IncreaseSkillLevel/DecreaseSkillLevel).
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if (upButton is not null)
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upButton.OnClick = () => Advance(capturedSkillId);
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upButton.OnClick = () => { Advance(capturedSkillId); SelectRow(capturedSkillId); };
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if (downButton is not null)
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downButton.OnClick = () => Retreat(capturedSkillId);
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downButton.OnClick = () => { Retreat(capturedSkillId); SelectRow(capturedSkillId); };
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// R2-4a: the row-click equivalent of retail's listbox-level
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// selection notification (idElement==0x100003f7 &&
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// idMessage==4 in ListenToElementMessage) — UiTemplateListBox
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// has no generic selection mechanism of its own (see its class
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// doc), so this page opts the row in directly. Templates[1]
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// (0x100002FF) resolves through DatWidgetFactory's Type-3
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// (generic-container) fallback arm to UiDatElement, which
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// already carries a page-opt-in OnClick/ClickThrough seam for
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// exactly this — "generic decoration; behavioral widgets opt
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// back in" (UiDatElement's own doc).
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if (rowRoot is UiDatElement datRow)
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{
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datRow.ClickThrough = false;
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datRow.OnClick = () => SelectRow(capturedSkillId);
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}
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_rows.Add(new SkillRow(
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rowRoot, skillId, levelText, upCostText, downCostText, upButton, downButton));
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rowRoot, skillId, nameText, levelText, upCostText, downCostText,
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upButton, downButton, unselectedColor));
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}
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}
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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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// Review F1/F2 fix (Batch F): SetSkillText @0x00480600's exact
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// per-state cost text + arrow-enable pair — see this class's own
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// header doc for the full byte trace of every address cited below.
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string upCostText;
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string downCostText;
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bool upEnabled;
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bool downEnabled;
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switch (level)
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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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case ChargenSkillAdvancementClass.Specialized:
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// @0x0048067f: up = literal "0", unconditional (nothing
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// above Specialized). @0x004806c1: down = specCost-
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// trainCost, UNCONDITIONAL (no 999-blank gate).
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// @0x004806fc: up arrow ALWAYS ghosted. @0x0048070c +
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// @0x004807f1/@0x004807f4: down arrow enabled iff
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// bUnspecializable — re-derived as specializedCost != 0
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// (a free/heritage-granted specialization, cost 0, locks
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// its own down arrow — DoSkillRecords zeroes
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// bUnspecializable exactly there, @0x00480e40 region).
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upCostText = "0";
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downCostText = (specializedCost - trainedCost).ToString(CultureInfo.InvariantCulture);
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upEnabled = false;
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downEnabled = specializedCost != 0;
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break;
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case ChargenSkillAdvancementClass.Trained:
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// @0x0048071f: up = specCost-trainCost, blank if >=999.
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// @0x00480780: down = trainCost, UNCONDITIONAL (no gate,
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// even past 999). @0x004807ce: up arrow enabled iff
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// remainingSkillCredits >= specCost-trainCost.
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// @0x004807ec + @0x004807f1/@0x004807f4: down arrow
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// enabled iff bUntrainable — re-derived as trainedCost != 0
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// (same free-skill-locks-the-down-arrow rule, mirrored on
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// the trained cost).
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upCostText = FormatGatedCost(specializedCost - trainedCost);
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downCostText = trainedCost.ToString(CultureInfo.InvariantCulture);
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upEnabled = snapshot.RemainingSkillCredits >= specializedCost - trainedCost;
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downEnabled = trainedCost != 0;
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break;
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default:
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// Untrained/Inactive. @0x00480819: up = trainCost, blank if
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// >=999. @0x00480877: down = literal "0", unconditional.
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// @0x004808b3: down arrow ALWAYS ghosted (nothing below
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// Untrained). @0x004808d1: up arrow enabled iff
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// remainingSkillCredits >= trainCost.
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upCostText = FormatGatedCost(trainedCost);
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downCostText = "0";
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upEnabled = snapshot.RemainingSkillCredits >= trainedCost;
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downEnabled = false;
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break;
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}
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if (row.UpCostText is { } upCostTextWidget)
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SetLine(upCostTextWidget, upCostText);
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if (row.DownCostText is { } downCostTextWidget)
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SetLine(downCostTextWidget, downCostText);
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row.UpButton?.TrySetRetailState(upEnabled ? ArrowEnabledStateId : ArrowGhostedStateId);
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row.DownButton?.TrySetRetailState(downEnabled ? ArrowEnabledStateId : ArrowGhostedStateId);
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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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/// <summary>The up-cost-only 999 blank gate (<c>< 0x3e7</c>,
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/// <c>data_794320</c> — an empty <c>PStringBase</c>). Never applied to a
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/// down-cost or a literal "0" write — see the per-branch citations in
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/// <see cref="RefreshRowValues"/>.</summary>
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private static string FormatGatedCost(int cost) =>
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cost < 999 ? cost.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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@ -301,6 +473,92 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
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_bindings.UntrainSkill(skillId);
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}
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/// <summary>
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/// R2-4a: row click / arrow click selection — the port's equivalent of
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/// retail's listbox-level <c>SetSelectedItem</c> notification (see
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/// <see cref="RebuildRows"/>'s own wiring doc). Applies the highlight
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/// to every row (so the PREVIOUSLY selected row also gets restored to
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/// its own <see cref="SkillRow.UnselectedNameColor"/>) and refreshes
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/// the info panes for the newly selected skill. <see cref="_bindings"/>'
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/// <c>View</c> is resolved fresh here, never cached, per
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/// <c>feedback_resolve_deferred_funcs_per_call.md</c>.
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/// </summary>
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private void SelectRow(uint skillId)
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{
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if (_disposed)
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return;
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_selectedSkillId = skillId;
|
||||
foreach (SkillRow row in _rows)
|
||||
{
|
||||
if (row.NameText is { } nameText)
|
||||
nameText.DefaultColor = row.SkillId == skillId ? SelectedNameColor : row.UnselectedNameColor;
|
||||
}
|
||||
if (_bindings.View() is { } view)
|
||||
RefreshInfoBox(view, view.Snapshot);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <c>gmCGSkillsPage::ShowSkillsText @0x00481250</c> — writes
|
||||
/// <c>m_pInfoBoxTitle</c> (<c>0x100003fb</c>) and <c>m_pInfoBoxText</c>
|
||||
/// (<c>0x100003fc</c>) for the currently selected skill, or clears both
|
||||
/// when nothing is selected (retail's own <c>arg2==0</c>/lookup-miss
|
||||
/// arms, both <c>UIElement_Text::ClearAllText</c>). Title is the skill
|
||||
/// name plus its current score (<c>" (%d)\n"</c>, e.g. "Loyalty (5)").
|
||||
/// Body is level-gated bonus text
|
||||
/// (<c>"Training Bonus +5"</c>/<c>"Specialization Bonus +10"</c> —
|
||||
/// TWO spaces before the number, matching the compiled literal
|
||||
/// verbatim) only.
|
||||
///
|
||||
/// <para>
|
||||
/// <b>PARTIAL PORT — see the batch report:</b> retail's body ALSO
|
||||
/// prepends the skill's DESCRIPTION (<c>SkillBase._description</c>,
|
||||
/// read via <c>eax_2[7]</c> off the row's own cached
|
||||
/// <c>tagSkillRecord</c>) and appends
|
||||
/// <c>MakeSkillFormula @0x00480e10</c>'s computed "Formula : ..." text
|
||||
/// (attribute names + weighted-formula arithmetic, sourced from
|
||||
/// <c>SkillBase._formula</c>). Neither is reachable from this page's
|
||||
/// current data surface: <see cref="AcDream.Core.CharGen.ChargenOptions"/>
|
||||
/// carries per-skill COSTS only (never description/formula), and
|
||||
/// <see cref="CharacterCreationRuntimeBindings"/> has no resolver for
|
||||
/// either (unlike <see cref="CharacterCreationRuntimeBindings.GetSkillScore"/>,
|
||||
/// which already exists for the score). Porting them needs a new
|
||||
/// binding of that same shape, backed by the global SkillTable — out of
|
||||
/// this file's edit contract for this batch.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private void RefreshInfoBox(IRuntimeCharacterCreationView view, RuntimeCharacterCreationSnapshot snapshot)
|
||||
{
|
||||
if (_selectedSkillId is not { } skillId)
|
||||
{
|
||||
ClearInfoBox();
|
||||
return;
|
||||
}
|
||||
|
||||
ChargenSkillAdvancementClass level = view.GetSkillLevel(skillId);
|
||||
uint score = _bindings.GetSkillScore?.Invoke(skillId, snapshot.Attributes, level) ?? 0u;
|
||||
string name = ItemAppraisalTextFormatter.SkillName((int)skillId);
|
||||
|
||||
if (_infoTitle is { } title)
|
||||
SetLine(title, $"{name} ({score.ToString(CultureInfo.InvariantCulture)})");
|
||||
|
||||
if (_infoText is { } text)
|
||||
{
|
||||
string bonus = level switch
|
||||
{
|
||||
ChargenSkillAdvancementClass.Trained => "Training Bonus +5",
|
||||
ChargenSkillAdvancementClass.Specialized => "Specialization Bonus +10",
|
||||
_ => string.Empty,
|
||||
};
|
||||
SetLine(text, bonus);
|
||||
}
|
||||
}
|
||||
|
||||
private void ClearInfoBox()
|
||||
{
|
||||
if (_infoTitle is { } title) SetLine(title, string.Empty);
|
||||
if (_infoText is { } text) SetLine(text, string.Empty);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed)
|
||||
|
|
@ -310,6 +568,7 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
|
|||
{
|
||||
if (row.UpButton is not null) row.UpButton.OnClick = null;
|
||||
if (row.DownButton is not null) row.DownButton.OnClick = null;
|
||||
if (row.Root is UiDatElement datRow) datRow.OnClick = null;
|
||||
}
|
||||
_rows.Clear();
|
||||
_list?.Flush();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue