namespace AcDream.App.UI.Layout; /// /// Static sample character-sheet data. It is the character-sheet fallback /// used when no live session has produced a real /// yet, and the fixture the character/attribute UI panel tests bind against. /// public static class SampleData { /// /// Returns a representative . Values are /// plausible retail-scale numbers so the report renders with /// well-proportioned text in all sections. /// public static CharacterSheet SampleCharacter() => SampleCharacter(null); public static CharacterSheet SampleCharacter(string? name) => new() { Name = string.IsNullOrWhiteSpace(name) ? "Studio Player" : name, Level = 126, Gender = "Female", Heritage = "Aluvian", Title = "the Adventurer", BirthDate = "January 5, 2001", PlayTime = "2 years, 114 days, 4 hours", Deaths = 42, PkStatus = "Non-Player Killer", TotalXp = 1_250_000_000, XpToNextLevel = 42_000_000, XpFraction = 0.63f, // Vitals: retail screenshot spec (Pass 1 acceptance criteria §Goal). HealthCurrent = 5, HealthMax = 5, StaminaCurrent = 10, StaminaMax = 10, ManaCurrent = 10, ManaMax = 10, // Attributes: Strength + Quickness = 200; all others = 10 (retail screenshot spec §Goal). Strength = 200, Endurance = 10, Quickness = 200, Coordination = 10, Focus = 10, Self = 10, UnspentSkillCredits = 12, SpecializedSkillCredits = 4, ChessRank = 12, FishingSkill = 4, // Available skill credits (retail InqInt(0x18)); shown in Attributes tab footer State-A. SkillCredits = 96, // Unassigned (banked) XP (retail InqInt64(2)); footer State-A line-2 value. UnassignedXp = 87_757_321_741L, // Raise costs in retail display order (Strength, Endurance, Coordination, Quickness, // Focus, Self, Health, Stamina, Mana). // Str@200 = maxed → 0 (disabled). Quickness@200 = maxed → 0. Others @10 → affordable. // Focus@10 → 110 matches the authoritative retail screenshot (spec §4). // Formula bracket at value=10: ExperienceToAttributeLevel(11) − ExperienceToAttributeLevel(10). AttributeRaiseCosts = new long[] { 0L, 95L, 100L, 0L, 110L, 105L, 90L, 88L, 112L }, AttributeRaise10Costs = new long[] { 0L, 950L, 1_000L, 0L, 1_100L, 1_050L, 900L, 880L, 1_120L }, // Real SkillTable icon IDs and train/specialize costs from client_portal.dat // SkillTable 0x0E000004. gmSkillUI groups/sorts these at bind time. Skills = new CharacterSkill[] { new( 6, "Melee Defense", 0x06000165u, CharacterSkillAdvancementClass.Specialized, 350, 354, false, 10, 20, 18_250_000L, 182_500_000L), new(34, "War Magic", 0x06001365u, CharacterSkillAdvancementClass.Specialized, 280, 285, false, 16, 28, 11_100_000L, 111_000_000L), new(14, "Arcane Lore", 0x0600016Eu, CharacterSkillAdvancementClass.Trained, 260, 269, false, 4, 6, 7_500_000L, 75_000_000L), new(33, "Life Magic", 0x06001364u, CharacterSkillAdvancementClass.Trained, 250, 252, false, 12, 20, 6_800_000L, 68_000_000L), new(47, "Missile Weapons", 0x0600015Fu, CharacterSkillAdvancementClass.Trained, 220, 221, false, 6, 12, 5_250_000L, 52_500_000L), new(21, "Healing", 0x06000133u, CharacterSkillAdvancementClass.Untrained, 10, 10, true, 6, 10, 0L), new(22, "Jump", 0x0600016Bu, CharacterSkillAdvancementClass.Untrained, 210, 210, true, 0, 4, 0L), new(36, "Loyalty", 0x06001367u, CharacterSkillAdvancementClass.Untrained, 10, 10, true, 0, 2, 0L), new(24, "Run", 0x06000173u, CharacterSkillAdvancementClass.Untrained, 390, 390, true, 0, 4, 0L), new(38, "Alchemy", 0x060019E4u, CharacterSkillAdvancementClass.Untrained, 10, 10, false, 6, 12, 0L), new(39, "Cooking", 0x06001A54u, CharacterSkillAdvancementClass.Untrained, 10, 10, false, 4, 8, 0L), new(37, "Fletching", 0x06001A55u, CharacterSkillAdvancementClass.Untrained, 10, 10, false, 4, 8, 0L), }, CharacterInfoProperties = new Dictionary { [0x162u] = 2, // Swords melee mastery }, BurdenCurrent = 1200, BurdenMax = 4500, }; }