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>
This commit is contained in:
Erik 2026-08-16 14:18:13 +02:00
parent 2ad805469d
commit 8c30aa18ee
5 changed files with 615 additions and 33 deletions

View file

@ -1,4 +1,5 @@
using System.Globalization;
using System.Numerics;
using AcDream.Core.CharGen;
using AcDream.Runtime;
using AcDream.Runtime.Session;
@ -54,6 +55,59 @@ namespace AcDream.App.UI.Layout;
/// row's still-simplified flat-list-vs-four-bucket half is untouched and
/// stays registered).
/// </para>
///
/// <para>
/// <b>Batch F fixes (Campaign CC gate round 1, 2026-08-16 — R2-4 + review
/// F1/F2):</b> four of R2-4's five sub-items are fixed here; the
/// four-bucket sorted model (R2-4b) is NOT — see the batch report and the
/// AP-213 row for the exact missing data channel (retail's Useable-vs-
/// Unuseable-Untrained split reads <c>SkillBase.MinLevel</c>, which
/// <see cref="AcDream.Core.CharGen.ChargenOptions"/>/
/// <see cref="CharacterCreationRuntimeBindings"/> do not carry today).
/// <list type="bullet">
/// <item>R2-4a (row selection): a row click (or an arrow click, matching
/// retail's own post-Increase/DecreaseSkillLevel <c>SetSelectedItem(...,
/// 1)</c> re-select) now selects that skill — the row's NAME text swaps to
/// <see cref="SelectedNameColor"/> (best-derived "brighter white" per the
/// user's own report + the GF-11b precedent) and the info panes
/// (<c>0x100003fb</c>/<c>0x100003fc</c>) get <c>ShowSkillsText
/// @0x00481250</c>'s title (name + score, <c>" (%d)\n"</c>) and bonus line
/// (<c>"Training Bonus +5"</c>/<c>"Specialization Bonus +10"</c>) — a
/// PARTIAL port: the description (<c>SkillBase._description</c>) and
/// <c>MakeSkillFormula @0x00480e10</c>'s computed formula text are not
/// reachable from this page's current data surface; see
/// <see cref="RefreshInfoBox"/>'s own doc.</item>
/// <item>R2-4c (scrollbar): the listbox's own authored scrollbar link
/// (<see cref="AcDream.App.UI.UiTemplateListBox.ScrollbarElementId"/>, dat
/// property <c>0x72</c>) is now wired to
/// <see cref="AcDream.App.UI.UiTemplateListBox.Scroll"/> — the SAME
/// page-level <c>UiScrollbar.Model</c> linkage every other
/// <c>UiTemplateListBox</c> owner uses (no widget change).</item>
/// <item>Review F1 (cost text): <c>SetSkillText</c>'s Untrained down-cost
/// (<c>@0x00480877</c>) and Specialized up-cost (<c>@0x0048067f</c>) are
/// literal <c>"0"</c>, unconditional — the prior port rendered blank
/// (<c>null</c>) instead. The <c>&lt;0x3e7</c> (999) blank gate exists
/// ONLY on the up-cost at Untrained (<c>@0x00480819</c>) and Trained
/// (<c>@0x0048071f</c>); every down-cost write is unconditional
/// (<c>@0x00480877</c>/<c>@0x00480780</c>/<c>@0x004806c1</c>), including
/// Trained's raw <c>iTrainCost</c> even when it would exceed 999.</item>
/// <item>Review F2 (arrow states): <c>SetSkillText</c> ends every branch
/// driving <c>pSkillUpButton</c>/<c>pSkillDownButton</c> through its own
/// custom Ghosted/Enabled state pair (<see cref="ArrowGhostedStateId"/>/
/// <see cref="ArrowEnabledStateId"/> — raw ids via
/// <see cref="IUiDatStateful.TrySetRetailState"/>, the SAME "authored
/// custom pair" shape as GF-1's Unselected/Selected). Up is gated on
/// <c>remainingSkillCredits</c> vs. the advance cost and is ALWAYS ghosted
/// at Specialized (nothing above it); Down is ALWAYS ghosted at Untrained
/// (nothing below it) and otherwise gated on <c>bUntrainable</c>/
/// <c>bUnspecializable</c> — re-derived from <c>DoSkillRecords</c>'s own
/// tagSkillRecord build (<c>@0x00480e40</c>-region) as "the row's OWN
/// effective trained/specialized cost is nonzero" (a free/heritage-granted
/// skill or specialization locks its own down arrow), using the SAME
/// heritage-then-global cost this page already resolves via
/// <see cref="GetCosts"/> — no new data needed.</item>
/// </list>
/// </para>
/// </summary>
internal sealed class CharacterCreationSkillsPage : IDisposable
{
@ -84,18 +138,44 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
/// case <c>0x10000305</c> fires <c>DecreaseSkillLevel</c>.</summary>
private const uint RowDownButtonId = 0x10000305u;
/// <summary>Retail's own custom Ghosted state id for
/// <c>pSkillUpButton</c>/<c>pSkillDownButton</c> (<c>SetSkillText</c>'s
/// own <c>SetState(0x1000001a)</c> calls) — distinct from the standard
/// <c>UiButtonStateMachine.Ghosted</c> (13) numbering; the same
/// "authored custom pair, raw retail id" shape as GF-1's
/// Unselected/Selected (<c>0x10000016</c>/<c>0x10000017</c>).</summary>
private const uint ArrowGhostedStateId = 0x1000001Au;
/// <summary>Retail's own custom Enabled state id for the same two
/// buttons (<c>SetState(0x1000001b)</c>).</summary>
private const uint ArrowEnabledStateId = 0x1000001Bu;
/// <summary>R2-4a row-selection highlight: pure white. Re-derived from
/// the GF-11b precedent (list-caption color swap Normal
/// <c>(218,167,85)</c> -&gt; Highlight/white <c>(255,255,255)</c> on
/// selection) plus the user's own report ("retail selection turns the
/// row brighter white") absent a skills-row-specific cdb capture — the
/// direction (unselected -&gt; brighter/whiter) is directly evidenced;
/// the exact target RGB is the best available derivation, not a live
/// measurement.</summary>
private static readonly Vector4 SelectedNameColor = Vector4.One;
/// <summary>One built skill row: the resolved <c>Templates[1]</c>
/// subtree plus the child widgets <see cref="RefreshRowValues"/> needs
/// every tick, resolved once at build time rather than re-walked per
/// refresh.</summary>
/// refresh. <see cref="UnselectedNameColor"/> is the row's OWN authored
/// (DAT-default) name color, captured at build time so R2-4a's
/// selection highlight can restore it exactly on deselect.</summary>
private readonly record struct SkillRow(
UiElement Root,
uint SkillId,
UiText? NameText,
UiText? LevelText,
UiText? UpCostText,
UiText? DownCostText,
UiButton? UpButton,
UiButton? DownButton);
UiButton? DownButton,
Vector4 UnselectedNameColor);
private readonly CharacterCreationRuntimeBindings _bindings;
private readonly UiTemplateListBox? _list;
@ -104,6 +184,7 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
private readonly UiText? _infoText;
private readonly List<SkillRow> _rows = [];
private uint _lastHeritageId;
private uint? _selectedSkillId;
private bool _rowsBuilt;
private bool _disposed;
@ -116,6 +197,20 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
_list = UiElement.FindDescendant(pageRoot, 0x100003F7u) as UiTemplateListBox;
if (_list is not null)
_list.TemplateResolver = templateResolver;
// R2-4c (Batch F): wire the listbox's own authored scrollbar (dat
// property 0x72, UiTemplateListBox.ScrollbarElementId) the SAME
// page-level Model linkage every other UiTemplateListBox owner uses
// (ConfigOptionsPageController, SocialFriendsPageController, et
// al.) — no widget change, just resolving the id the importer
// already read and pointing its Model at this listbox's own Scroll.
if (_list is not null
&& _list.ScrollbarElementId != 0
&& UiElement.FindDescendant(pageRoot, _list.ScrollbarElementId) is UiScrollbar scrollbar)
{
scrollbar.Model = _list.Scroll;
}
// Live-DAT probe (CharacterCreationLiveDatTests): the credits meter
// (retail's m_pCreditsMeter, decomp id 0x100002f3) authors as a raw
// dat CHILD of button 0x100003f9, not as a standalone descendant of
@ -152,6 +247,8 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
foreach (SkillRow row in _rows)
RefreshRowValues(row, view, snapshot);
RefreshInfoBox(view, snapshot);
if (_credits is { } credits)
credits.ValueLabel = snapshot.RemainingSkillCredits.ToString(CultureInfo.InvariantCulture);
}
@ -162,10 +259,16 @@ 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 datRoot) datRoot.OnClick = null;
}
_rows.Clear();
_list?.Flush();
// The skill list is rebuilding under a (possibly new) heritage —
// any previously selected skill id may no longer exist as a row.
_selectedSkillId = null;
ClearInfoBox();
if (_list is null
|| _list.Templates.Count < 2
|| _list.TemplateResolver is null
@ -189,8 +292,14 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
_list.AddPrebuiltRow(rowRoot);
if (UiElement.FindDescendant(rowRoot, RowNameTextId) is UiText nameText)
UiText? nameText = UiElement.FindDescendant(rowRoot, RowNameTextId) as UiText;
if (nameText is not null)
SetLine(nameText, ItemAppraisalTextFormatter.SkillName((int)skillId));
// Captured AFTER SetLine (which never touches DefaultColor —
// it's read lazily inside the LinesProvider closure) so this is
// the row's own DAT-authored default color, for R2-4a's
// selection highlight to restore on deselect.
Vector4 unselectedColor = nameText?.DefaultColor ?? Vector4.One;
UiText? levelText = UiElement.FindDescendant(rowRoot, RowLevelTextId) as UiText;
UiText? upCostText = UiElement.FindDescendant(rowRoot, RowUpCostTextId) as UiText;
UiText? downCostText = UiElement.FindDescendant(rowRoot, RowDownCostTextId) as UiText;
@ -198,13 +307,33 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
UiButton? downButton = UiElement.FindDescendant(rowRoot, RowDownButtonId) as UiButton;
uint capturedSkillId = skillId;
// R2-4a: retail re-selects the row after an arrow click too
// (ListenToElementMessage @0x004814c0's SetSelectedItem(...,1)
// call following IncreaseSkillLevel/DecreaseSkillLevel).
if (upButton is not null)
upButton.OnClick = () => Advance(capturedSkillId);
upButton.OnClick = () => { Advance(capturedSkillId); SelectRow(capturedSkillId); };
if (downButton is not null)
downButton.OnClick = () => Retreat(capturedSkillId);
downButton.OnClick = () => { Retreat(capturedSkillId); SelectRow(capturedSkillId); };
// R2-4a: the row-click equivalent of retail's listbox-level
// selection notification (idElement==0x100003f7 &&
// idMessage==4 in ListenToElementMessage) — UiTemplateListBox
// has no generic selection mechanism of its own (see its class
// doc), so this page opts the row in directly. Templates[1]
// (0x100002FF) resolves through DatWidgetFactory's Type-3
// (generic-container) fallback arm to UiDatElement, which
// already carries a page-opt-in OnClick/ClickThrough seam for
// exactly this — "generic decoration; behavioral widgets opt
// back in" (UiDatElement's own doc).
if (rowRoot is UiDatElement datRow)
{
datRow.ClickThrough = false;
datRow.OnClick = () => SelectRow(capturedSkillId);
}
_rows.Add(new SkillRow(
rowRoot, skillId, levelText, upCostText, downCostText, upButton, downButton));
rowRoot, skillId, nameText, levelText, upCostText, downCostText,
upButton, downButton, unselectedColor));
}
}
@ -220,28 +349,71 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
if (row.LevelText is { } levelText)
SetLine(levelText, score.ToString(CultureInfo.InvariantCulture));
// SetSkillText @0x00480600's own per-state up/down cost pair: at
// Untrained, up=trainCost (down blank, nothing below Untrained); at
// Trained, up=(specCost-trainCost), down=trainCost; at Specialized,
// up=blank (nothing above Specialized), down=(specCost-trainCost).
// Retail also blanks a cost >= 999 (data_794320, an empty
// PStringBase) instead of showing the raw number.
(int? upCost, int? downCost) = level switch
// Review F1/F2 fix (Batch F): SetSkillText @0x00480600's exact
// per-state cost text + arrow-enable pair — see this class's own
// header doc for the full byte trace of every address cited below.
string upCostText;
string downCostText;
bool upEnabled;
bool downEnabled;
switch (level)
{
ChargenSkillAdvancementClass.Specialized =>
((int?)null, (int?)(specializedCost - trainedCost)),
ChargenSkillAdvancementClass.Trained =>
((int?)(specializedCost - trainedCost), (int?)trainedCost),
_ => ((int?)trainedCost, (int?)null),
};
if (row.UpCostText is { } upCostText)
SetLine(upCostText, FormatCost(upCost));
if (row.DownCostText is { } downCostText)
SetLine(downCostText, FormatCost(downCost));
case ChargenSkillAdvancementClass.Specialized:
// @0x0048067f: up = literal "0", unconditional (nothing
// above Specialized). @0x004806c1: down = specCost-
// trainCost, UNCONDITIONAL (no 999-blank gate).
// @0x004806fc: up arrow ALWAYS ghosted. @0x0048070c +
// @0x004807f1/@0x004807f4: down arrow enabled iff
// bUnspecializable — re-derived as specializedCost != 0
// (a free/heritage-granted specialization, cost 0, locks
// its own down arrow — DoSkillRecords zeroes
// bUnspecializable exactly there, @0x00480e40 region).
upCostText = "0";
downCostText = (specializedCost - trainedCost).ToString(CultureInfo.InvariantCulture);
upEnabled = false;
downEnabled = specializedCost != 0;
break;
case ChargenSkillAdvancementClass.Trained:
// @0x0048071f: up = specCost-trainCost, blank if >=999.
// @0x00480780: down = trainCost, UNCONDITIONAL (no gate,
// even past 999). @0x004807ce: up arrow enabled iff
// remainingSkillCredits >= specCost-trainCost.
// @0x004807ec + @0x004807f1/@0x004807f4: down arrow
// enabled iff bUntrainable — re-derived as trainedCost != 0
// (same free-skill-locks-the-down-arrow rule, mirrored on
// the trained cost).
upCostText = FormatGatedCost(specializedCost - trainedCost);
downCostText = trainedCost.ToString(CultureInfo.InvariantCulture);
upEnabled = snapshot.RemainingSkillCredits >= specializedCost - trainedCost;
downEnabled = trainedCost != 0;
break;
default:
// Untrained/Inactive. @0x00480819: up = trainCost, blank if
// >=999. @0x00480877: down = literal "0", unconditional.
// @0x004808b3: down arrow ALWAYS ghosted (nothing below
// Untrained). @0x004808d1: up arrow enabled iff
// remainingSkillCredits >= trainCost.
upCostText = FormatGatedCost(trainedCost);
downCostText = "0";
upEnabled = snapshot.RemainingSkillCredits >= trainedCost;
downEnabled = false;
break;
}
if (row.UpCostText is { } upCostTextWidget)
SetLine(upCostTextWidget, upCostText);
if (row.DownCostText is { } downCostTextWidget)
SetLine(downCostTextWidget, downCostText);
row.UpButton?.TrySetRetailState(upEnabled ? ArrowEnabledStateId : ArrowGhostedStateId);
row.DownButton?.TrySetRetailState(downEnabled ? ArrowEnabledStateId : ArrowGhostedStateId);
}
private static string FormatCost(int? cost) =>
cost is int c && c < 999 ? c.ToString(CultureInfo.InvariantCulture) : string.Empty;
/// <summary>The up-cost-only 999 blank gate (<c>&lt; 0x3e7</c>,
/// <c>data_794320</c> — an empty <c>PStringBase</c>). Never applied to a
/// down-cost or a literal "0" write — see the per-branch citations in
/// <see cref="RefreshRowValues"/>.</summary>
private static string FormatGatedCost(int cost) =>
cost < 999 ? cost.ToString(CultureInfo.InvariantCulture) : string.Empty;
private static void SetLine(UiText text, string content) =>
text.LinesProvider = () => [new UiText.Line(content, text.DefaultColor)];
@ -301,6 +473,92 @@ internal sealed class CharacterCreationSkillsPage : IDisposable
_bindings.UntrainSkill(skillId);
}
/// <summary>
/// R2-4a: row click / arrow click selection — the port's equivalent of
/// retail's listbox-level <c>SetSelectedItem</c> notification (see
/// <see cref="RebuildRows"/>'s own wiring doc). Applies the highlight
/// to every row (so the PREVIOUSLY selected row also gets restored to
/// its own <see cref="SkillRow.UnselectedNameColor"/>) and refreshes
/// the info panes for the newly selected skill. <see cref="_bindings"/>'
/// <c>View</c> is resolved fresh here, never cached, per
/// <c>feedback_resolve_deferred_funcs_per_call.md</c>.
/// </summary>
private void SelectRow(uint skillId)
{
if (_disposed)
return;
_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();