feat(ui): share indicator detail panels
Port the authored Link Status, Vitae, and Mini Game detail roots and register every indicator page with retail's one-active gmPanelUI owner. Helpful/Harmful and the new pages now replace Inventory, Character, or Magic at one canonical window position while preserving the DAT restore-previous flag. Correct the retail ping wire to its payload-free request/response, publish measured RTT, and port Vitae recovery XP from the live modifier and player properties. Keep transport packet-loss averaging and mini-game gameplay explicitly tracked under AP-110. Release build and all 5,814 tests pass with five intentional skips. Connected visual gate pending. Co-authored-by: OpenAI Codex <codex@openai.com>
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52c529be86
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28 changed files with 6539 additions and 32 deletions
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@ -85,7 +85,10 @@ public sealed class IndicatorBarController : IRetainedPanelController
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_helpful.OnClick = () => bindings.TogglePanel(RetailPanelCatalog.PositiveEffects);
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_harmful.OnClick = () => bindings.TogglePanel(RetailPanelCatalog.NegativeEffects);
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_link.OnClick = () => bindings.TogglePanel(RetailPanelCatalog.LinkStatus);
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_vitae.OnClick = () => bindings.TogglePanel(RetailPanelCatalog.Vitae);
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_burden.OnClick = () => bindings.TogglePanel(RetailPanelCatalog.Character);
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_miniGame.OnClick = () => bindings.TogglePanel(RetailPanelCatalog.MiniGame);
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_endCharacterSession.OnClick = bindings.RequestEndCharacterSession;
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bindings.Spellbook.EnchantmentsChanged += UpdateEnchantments;
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40
src/AcDream.App/UI/Layout/IndicatorDetailText.cs
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40
src/AcDream.App/UI/Layout/IndicatorDetailText.cs
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@ -0,0 +1,40 @@
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using System;
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using System.Collections.Generic;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Shared text shaping for retail indicator detail pages. Retail
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/// <c>UIElement_Text::SetText</c> reflows newline-delimited strings into the
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/// authored field width; acdream's retained text seam carries already-shaped
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/// lines, so controllers perform the equivalent shaping before publication.
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/// </summary>
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internal static class IndicatorDetailText
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{
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public static IReadOnlyList<UiText.Line> Shape(UiText target, string text)
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{
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ArgumentNullException.ThrowIfNull(target);
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text ??= string.Empty;
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float maxWidth = Math.Max(1f, target.Width - (2f * target.Padding));
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float Measure(string value)
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=> target.DatFont?.MeasureWidth(value)
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?? target.Font?.MeasureWidth(value)
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?? value.Length * 8f;
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var lines = new List<UiText.Line>();
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string normalized = text.Replace("\\n", "\n", StringComparison.Ordinal);
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foreach (string paragraph in normalized.Split('\n'))
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{
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if (paragraph.Length == 0)
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{
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lines.Add(new UiText.Line(string.Empty, target.DefaultColor));
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continue;
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}
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foreach (string line in ChatWindowController.WrapText(paragraph, maxWidth, Measure))
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lines.Add(new UiText.Line(line, target.DefaultColor));
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}
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return lines;
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}
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}
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142
src/AcDream.App/UI/Layout/LinkStatusUiController.cs
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142
src/AcDream.App/UI/Layout/LinkStatusUiController.cs
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@ -0,0 +1,142 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using AcDream.Core.Net;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Retained port of retail <c>gmLinkStatusUI</c>. LayoutDesc owns the page and
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/// chrome; this controller owns its five-second text refresh and 120-second
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/// ping cadence.
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/// </summary>
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public sealed class LinkStatusUiController : IRetainedPanelController
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{
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public const uint LayoutId = 0x2100001Du;
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public const uint RootId = 0x10000167u;
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public const uint MainTextId = 0x10000169u;
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public const uint CloseId = 0x100000FCu;
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private const double UpdateIntervalSeconds = 5d;
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private const double PingIntervalSeconds = 120d;
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private readonly UiText _mainText;
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private readonly UiButton? _close;
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private readonly Func<LinkStatusSnapshot> _snapshot;
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private readonly Func<double> _currentTime;
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private readonly Action _requestPing;
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private readonly LinkStatusStrings _strings;
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private IReadOnlyList<UiText.Line> _lines = Array.Empty<UiText.Line>();
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private double _nextUpdateTime = -1d;
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private double _lastPingRequestTime = -1d;
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private bool _pleaseRequestPing;
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private bool _visible;
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private LinkStatusUiController(
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ImportedLayout layout,
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Func<LinkStatusSnapshot> snapshot,
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Func<double> currentTime,
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Action requestPing,
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LinkStatusStrings strings,
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Action? close)
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{
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_mainText = (UiText)layout.FindElement(MainTextId)!;
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_close = layout.FindElement(CloseId) as UiButton;
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_snapshot = snapshot;
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_currentTime = currentTime;
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_requestPing = requestPing;
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_strings = strings;
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_mainText.LinesProvider = () => _lines;
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if (_close is not null) _close.OnClick = close;
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}
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public static LinkStatusUiController? Bind(
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ImportedLayout layout,
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Func<LinkStatusSnapshot> snapshot,
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Func<double> currentTime,
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Action requestPing,
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LinkStatusStrings strings,
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Action? close = null)
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{
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ArgumentNullException.ThrowIfNull(layout);
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ArgumentNullException.ThrowIfNull(snapshot);
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ArgumentNullException.ThrowIfNull(currentTime);
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ArgumentNullException.ThrowIfNull(requestPing);
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ArgumentNullException.ThrowIfNull(strings);
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return layout.FindElement(MainTextId) is UiText
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? new LinkStatusUiController(
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layout, snapshot, currentTime, requestPing, strings, close)
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: null;
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}
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/// <summary>
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/// Port of <c>gmLinkStatusUI::ListenToGlobalMessage @ 0x004AB110</c>.
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/// </summary>
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public void Tick()
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{
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if (!_visible) return;
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double now = _currentTime();
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if (!double.IsFinite(now) || now < _nextUpdateTime) return;
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_nextUpdateTime = now + UpdateIntervalSeconds;
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Update(now);
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}
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public void OnShown()
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{
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_visible = true;
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_pleaseRequestPing = true;
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Update(_currentTime());
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}
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public void OnHidden()
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{
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_visible = false;
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_pleaseRequestPing = false;
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}
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private void Update(double now)
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{
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LinkStatusSnapshot value = _snapshot();
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string ping = value.RoundTripSeconds is double seconds
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&& double.IsFinite(seconds)
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&& seconds >= 0d
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? (seconds * 1000d).ToString("F0", CultureInfo.CurrentCulture)
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: "????";
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string body = _strings.Description
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+ _strings.Legend
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+ _strings.DisconnectWarning
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+ _strings.PacketLossPrefix
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+ value.PacketLossPercentage.ToString("F2", CultureInfo.CurrentCulture)
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+ _strings.PingPrefix
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+ ping;
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_lines = IndicatorDetailText.Shape(_mainText, body);
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if (!double.IsFinite(now)) return;
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bool periodicPing = _lastPingRequestTime >= 0d
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&& now - _lastPingRequestTime >= PingIntervalSeconds;
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if (!_pleaseRequestPing && !periodicPing) return;
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_lastPingRequestTime = now;
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_pleaseRequestPing = false;
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_requestPing();
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}
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public void Dispose()
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{
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if (_close is not null) _close.OnClick = null;
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}
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}
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public sealed record LinkStatusStrings(
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string Description,
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string Legend,
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string DisconnectWarning,
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string PacketLossPrefix,
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string PingPrefix)
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{
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public static LinkStatusStrings English { get; } = new(
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"The Link Indicator shows the current status of your connection to the game servers.",
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"\n\nGREEN = your link is good.\nYELLOW = no packets for at least 5 sec.\nRED = no packets for at least 20 sec.",
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"\n\nIf approximately forty seconds pass without receiving a packet, you will be disconnected from the server.",
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"\n\n\nPacket loss for the last 10 sec: ",
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"\n\nRoundtrip Ping time to Server: ");
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}
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35
src/AcDream.App/UI/Layout/MiniGameUiController.cs
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35
src/AcDream.App/UI/Layout/MiniGameUiController.cs
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@ -0,0 +1,35 @@
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using System;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Authored shell for retail <c>gmMiniGameUI</c>. The indicator remains
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/// ghosted until a future game-state owner calls <c>SetMiniGameActive</c>;
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/// mounting the page now keeps its window lifecycle on the shared retail host.
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/// </summary>
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public sealed class MiniGameUiController : IRetainedPanelController
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{
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public const uint LayoutId = 0x2100001Eu;
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public const uint RootId = 0x1000016Au;
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public const uint CloseId = 0x1000016Bu;
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private readonly UiButton _close;
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private MiniGameUiController(UiButton close, Action? closeWindow)
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{
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_close = close;
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_close.OnClick = closeWindow;
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}
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public static MiniGameUiController? Bind(
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ImportedLayout layout,
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Action? close = null)
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{
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ArgumentNullException.ThrowIfNull(layout);
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return layout.FindElement(CloseId) is UiButton button
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? new MiniGameUiController(button, close)
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: null;
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}
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public void Dispose() => _close.OnClick = null;
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}
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158
src/AcDream.App/UI/Layout/VitaeUiController.cs
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158
src/AcDream.App/UI/Layout/VitaeUiController.cs
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@ -0,0 +1,158 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using AcDream.Core.Items;
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using AcDream.Core.Spells;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Retained port of retail <c>gmVitaeUI</c>. It presents the active vitae
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/// modifier and the authoritative experience pool needed to regain one percent.
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/// </summary>
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public sealed class VitaeUiController : IRetainedPanelController
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{
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public const uint LayoutId = 0x21000020u;
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public const uint RootId = 0x100001C1u;
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public const uint MainTextId = 0x100001C3u;
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public const uint CloseId = 0x100000FCu;
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internal const uint VitaeCpPoolProperty = 0x81u;
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internal const uint DeathLevelProperty = 0x8Bu;
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internal const uint LevelProperty = 0x19u;
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private readonly Spellbook _spellbook;
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private readonly ClientObjectTable _objects;
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private readonly Func<uint> _playerGuid;
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private readonly VitaeStrings _strings;
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private readonly UiText _mainText;
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private readonly UiButton? _close;
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private IReadOnlyList<UiText.Line> _lines = Array.Empty<UiText.Line>();
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private bool _disposed;
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private VitaeUiController(
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ImportedLayout layout,
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Spellbook spellbook,
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ClientObjectTable objects,
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Func<uint> playerGuid,
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VitaeStrings strings,
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Action? close)
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{
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_spellbook = spellbook;
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_objects = objects;
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_playerGuid = playerGuid;
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_strings = strings;
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_mainText = (UiText)layout.FindElement(MainTextId)!;
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_close = layout.FindElement(CloseId) as UiButton;
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_mainText.LinesProvider = () => _lines;
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if (_close is not null) _close.OnClick = close;
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_spellbook.EnchantmentsChanged += Update;
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_objects.ObjectAdded += OnObjectChanged;
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_objects.ObjectUpdated += OnObjectChanged;
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_objects.Cleared += Update;
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Update();
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}
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public static VitaeUiController? Bind(
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ImportedLayout layout,
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Spellbook spellbook,
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ClientObjectTable objects,
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Func<uint> playerGuid,
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VitaeStrings strings,
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Action? close = null)
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{
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ArgumentNullException.ThrowIfNull(layout);
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ArgumentNullException.ThrowIfNull(spellbook);
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ArgumentNullException.ThrowIfNull(objects);
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ArgumentNullException.ThrowIfNull(playerGuid);
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ArgumentNullException.ThrowIfNull(strings);
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return layout.FindElement(MainTextId) is UiText
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? new VitaeUiController(
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layout, spellbook, objects, playerGuid, strings, close)
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: null;
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}
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public void OnShown() => Update();
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private void OnObjectChanged(ClientObject item)
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{
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if (item.ObjectId == _playerGuid()) Update();
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}
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private void Update()
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{
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float vitae = CurrentVitae();
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int lostPercent = 100 - (int)(vitae * 100f);
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string body;
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if (lostPercent <= 0)
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{
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body = _strings.FullStrength;
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}
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else
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{
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ClientObject? player = _objects.Get(_playerGuid());
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int pool = player?.Properties.GetInt(VitaeCpPoolProperty) ?? 0;
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int level = 0;
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if (player is not null)
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{
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level = player.Properties.Ints.TryGetValue(
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DeathLevelProperty, out int deathLevel)
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? deathLevel
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: player.Properties.GetInt(LevelProperty);
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}
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int remaining = VitaeCpPoolThreshold(vitae, level) - pool;
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body = _strings.LostPrefix
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+ lostPercent
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+ _strings.LostSuffix
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+ _strings.RecoveryPrefix
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+ remaining
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+ _strings.RecoverySuffix;
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}
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_lines = IndicatorDetailText.Shape(_mainText, body);
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}
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private float CurrentVitae()
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=> _spellbook.ActiveEnchantmentSnapshot
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.Where(record => record.Bucket == 4u)
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.Select(record => record.StatModValue)
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.OfType<float>()
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.Where(float.IsFinite)
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.DefaultIfEmpty(1f)
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.Last();
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/// <summary>
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/// Retail <c>VitaeSystem::VitaeCPPoolThreshold @ 0x005C8FD0</c>, with
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/// the x87 expression cross-checked against ACE's Player_Xp port.
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/// </summary>
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internal static int VitaeCpPoolThreshold(float vitae, int level)
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=> (int)(((Math.Pow(level, 2.5d) * 2.5d) + 20d)
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* Math.Pow(vitae, 5d)
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+ 0.5d);
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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_spellbook.EnchantmentsChanged -= Update;
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_objects.ObjectAdded -= OnObjectChanged;
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_objects.ObjectUpdated -= OnObjectChanged;
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_objects.Cleared -= Update;
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if (_close is not null) _close.OnClick = null;
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}
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}
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public sealed record VitaeStrings(
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string FullStrength,
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string LostPrefix,
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string LostSuffix,
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string RecoveryPrefix,
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string RecoverySuffix)
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{
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public static VitaeStrings English { get; } = new(
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"Your Vitae, or life force, is at full strength.",
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"Due to your recent death, you have temporarily lost ",
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" % of your Vitae, or life force.",
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"\n\nYou will regain 1% of your Vitae once you earn ",
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" more experience.");
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}
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