feat(ui): Campaign CT slice CT4 — header identity block retail-exact
Retires the rest of AP-109's UI half: the character panel's Name/Heritage/ PkStatus/Level header identity block is now live and DAT-faithful on both Attributes and Skills pages (verified: CharacterStatController.Bind already scopes Label/LabelAuthoredColor to the ONE physically-visible page container, so both tabs share the same bound widgets). - Name/Heritage/PkStatus/Level switch from hand-picked Body/Gold runtime colors to the widget's own authored DefaultColor (LabelAuthoredColor) — CT1's live-DAT pin (HeaderElements_AuthorExpectedFontsAndColors) confirmed all four already carry the correct FontColor (white/white/white/pale-gold with Outline); the former "runtime color, dat carries none" comment was false. - PkStatus resolves through StringTable 0x23000001 by key (ID_StatManagement_Header_PKStatus_PK/_PKL/_NPK) with a bitwise IsPK/IsPKLite test (gmStatManagementUI::UpdatePKStatus @0x004F00A0) instead of the prior exact-equality switch, which silently dropped combined-flag PlayerKillerStatus values. Live-DAT-verified strings: "Player Killer" / "Player Killer Lite" / "Non-Player Killer" (new InstalledDat pin PkStatusKeys_ResolveExpectedAuthoredStrings). - Level shows "%d"-formatted InqInt(0x19) or the PE-recovered literal "???" when absent (CharacterSheet.Level is now int?). - Heritage line appends CT2/CT3's resolved RuntimeCharacterTitleState display title through CharacterTitleResolver, refreshing live on both TableReplaced (0x0029) and DisplayTitleChanged (0x002B) — CharacterSheetProvider's ChangeBinding now subscribes to both. - Name-line ruling: ships the PLAIN-NAME case only. Retail's allegiance rank-title prefix (AllegianceData::GetFullName @0x005B6950 -> AllegianceSystem::GetTitle @0x005B8DD0) needs a ~200-string, 22-function heritage x gender table (verbatim decomp literals, e.g. GetAluvianMaleTitle @0x005B7BC0's Yeoman/Baronet/.../High King) judged out of reasonable size for this slice. RuntimeAllegianceState already carries the local player's own rank; only the string table is missing. Registered, not silently omitted. - Luminance pair (0x100005C5/0x100005C6): CharacterSheet.AvailableLuminance/ MaximumLuminance (PropertyInt64 6/7) already flow generically through both the PlayerDescription snapshot and the live 0x02CF private-update parsers (no wiring gap). The retail show/hide gate (Level >= 200 && MaximumLuminance != 0, UpdateExperience @0x004F0A70) is wired and toggles Visible on both elements every sheet refresh; the exact caption/value text could not be recovered this slice (retail's SetText source resolves through a Binary-Ninja-mislabeled data pointer, not a StringTable key — a DAT string-table sweep found no match), so content stays unbound rather than guessed. - AP-109 narrowed accordingly (register row amended in the same commit). Tests: CharacterStatControllerTests (heritage composition + live title update, name stays plain, level int/"???" with authored — not constant — color across 3 cases, PK line shows resolved text in authored color across 3 statuses, luminance visibility across 5 level/luminance combinations) and CharacterSheetProviderTests (PK key-by-status resolution including a combined-flag case, no-resolver leaves PkStatus null, Level null-vs-present, title resolution + live refresh on both title events + unsubscribe-on- dispose, luminance Int64 read-through). Full hermetic solution suite green under Release (0 failures across all 14 test projects); InstalledDat pins green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -4,8 +4,37 @@ namespace AcDream.App.UI.Layout;
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/// Retail character identity display helpers for gmStatManagementUI.
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/// Sources: gmStatManagementUI::UpdateCharacterInfo (0x004f0770) calls
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/// AppraisalSystem::InqGenderHeritageDisplay(gender 0x71, heritage 0xBC, 0),
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/// then appends the current CharacterTitleTable title when one is active.
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/// then — when CharacterTitleTable::GetCharacterTitleFromID(m_titleID)
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/// resolves — AppendText(separator @data_794358) + AppendText(titleString).
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/// Campaign CT slice CT4 (2026-08-24) PE-read RECOVERED the separator as a
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/// single space " " (both here and for the allegiance-rank prefix below);
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/// <see cref="Join"/>'s existing <c>string.Join(" ", ...)</c> already
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/// matched it.
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/// </summary>
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/// <remarks>
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/// <b>Name-line ruling (CT4, 2026-08-24).</b> Retail's NAME line
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/// (<c>AllegianceData::GetFullName @0x005b6950</c>) prefixes an allegiance
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/// RANK title ("<RankTitle> <Name>", same space separator, PE-read
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/// @data_794098) when <c>AllegianceSystem::GetTitle(rank, heritage, gender)
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/// @0x005b8dd0</c> resolves one. <see cref="AcDream.Runtime.Gameplay.RuntimeAllegianceState"/>
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/// (Campaign FA) DOES carry the local player's own rank
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/// (<c>ApplyUpdate</c>'s <c>_rank</c>, seeded by <c>0x0020
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/// AllegianceUpdate</c> — always the local tree), so the DATA half exists.
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/// The STRING half does not: <c>GetTitle</c> dispatches on heritage×gender
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/// into 22 separate functions (<c>GetAluvianMaleTitle @0x005b7bc0</c>,
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/// <c>GetAluvianFemaleTitle @0x005b7cd0</c>, … one per heritage/gender pair
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/// through Undead), each a rank-indexed switch over ~10 HARDCODED literal
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/// strings (Aluvian male: "Yeoman"/"Baronet"/"Baron"/"Reeve"/"Thane"/
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/// "Ealdor"/"Duke"/"Aetheling"/"King"/"High King" — verbatim from the
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/// decomp, not DAT-resolved, not guessed) — roughly 200 title strings
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/// total. That is not "reasonable size" for this slice on top of its other
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/// four items, so <see cref="CharacterStatController.Bind"/>'s Name label
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/// ships the PLAIN-NAME case only (matching the owner's own retail
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/// screenshot, a rankless character, and every current test character).
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/// The missing rank-prefix path is registered
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/// (<c>docs/architecture/retail-divergence-register.md</c>) rather than
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/// silently omitted.
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/// </remarks>
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internal static class CharacterIdentityText
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{
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public const uint GenderPropertyId = 0x71u;
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