Adds the CC1 data layer for Campaign CC (retail character creation): a reader for portal.dat's CharGen table (0x0E000002) plus a presentation-free, Chorizite-free typed options model, and the pure attribute/skill credit math the later CC3 Runtime owner needs. Retail oracle (docs/research/named-retail/acclient_2013_pseudo_c.txt): - ACCharGenData::Serialize @ 0x005C36D0 (table shape: StartingAreas + HeritageGroups) - HeritageGroup_CG::Serialize @ 0x005C2100 - Sex_CG::Serialize @ 0x005C1600 - Template_CG::Serialize @ 0x005C0450 - CharGenState::SetHeritageGroup @ 0x005C67A0 and the six attribute-slider setters (~0x005C46CE..0x005C494E): remainingAtrbCredits = totalAtrbCredits - (str+end+coord+quick+focus+self) — a heritage's AttributeCredits is the budget the six RAW attribute values must fit, not points above the floor. - CharGenState::Reset @ 0x005C68A0: atrbMin=10, atrbMax=100. - gmCharGenMainUI::DoFinish @ 0x004E9170: Finish refuses only when remainingAtrbCredits > 0 (attributes only — skill credits are never gated to zero, confirmed by reading the function body). - CharGenState::UpdateRemainingSkillCredits @ 0x005C37C0: exactly one of NormalCost/PrimaryCost is charged per Trained/Specialized skill. - gmCGAppearancePage::Update @ 0x0047E8F0: the mHeritageGroup==0xc/0xd (Olthoi/OlthoiAcid) camera-offset branch CC6 will need. Cross-checked against ACE's ACE.DatLoader.FileTypes.CharGen and ACE.DatLoader.Entity.HeritageGroupCG/SexCG/TemplateCG/SkillCG loaders (same field order, different byte format) and ACE.Entity.Enum.HeritageGroup / SkillAdvancementClass for the two small stable enums the model exposes. src/AcDream.Core/CharGen/: ChargenOptions (root: StarterAreas + HeritagesById), ChargenHeritageOptions, ChargenGenderOptions (BaseObjDesc + every appearance-option list: hair styles/colors, eye colors, eye/nose/ mouth strips, headgear/shirt/pants/footwear, clothing colors), ChargenTemplate, ChargenObjDesc (palette/subpalette/texture/anim-part-swap shape, mirrors PaletteOverride's presentation-free pattern), and the pure math: ChargenAttributeMath (RemainingCredits/IsFullySpent/range checks) and ChargenSkillCreditMath (retail's Trained-xor-Specialized cost sum) plus ChargenSkillAdvancementSet, a structurally-fixed 55-slot type (reserved slot 0 + SkillId 1..54) so CC2's future wire builder cannot send anything but exactly 55 entries. src/AcDream.Content/CharGen/ChargenTableReader.cs projects the Chorizite DBObj graph into the Core model (MagicCatalog.Load's shape) — no Chorizite type crosses into ChargenOptions. Tests: hand-built-fixture unit tests for the pure math (Core.Tests) and the Content projector (Content.Tests), plus six installed-DAT gate tests (ContentConformanceDats pattern) against the real portal.dat: 13 heritage groups (11 standard + 2 Olthoi), the four named heritages with retail display names incl. "Gharu'ndim", every heritage has a gender with non-empty appearance option lists, every template's attributes stay in 10..100 and never exceed its heritage's budget (discovered live: NOT every template fully spends it — each human heritage's "Adventurer" template sits at the floor as retail's real-DAT-backed "Custom" starting point), start-area indices resolve into the shared list, and skill costs key to valid 1..54 wire ids. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
62 lines
2.7 KiB
C#
62 lines
2.7 KiB
C#
namespace AcDream.Core.CharGen;
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/// <summary>
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/// Pure port of retail's skill-credit spend calculation
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/// (<c>CharGenState::UpdateRemainingSkillCredits @ 0x005C37C0</c>): walk
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/// every skill slot, add <c>NormalCost</c> for Trained or <c>PrimaryCost</c>
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/// for Specialized (never both), and subtract the total from the heritage's
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/// <c>SkillCredits</c> budget. No DAT/DatReaderWriter dependency — callers
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/// (CC3's Runtime owner) pass in the heritage's already-projected
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/// <see cref="ChargenSkillCost"/> lookup.
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/// </summary>
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public static class ChargenSkillCreditMath
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{
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/// <summary>
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/// Total credits spent across every Trained/Specialized skill in
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/// <paramref name="advancement"/>. A skill with no cost entry for the
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/// active heritage (i.e. the heritage doesn't offer it) is skipped —
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/// retail's own UI can never reach that state, so this is defensive
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/// rather than a documented retail behavior.
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/// </summary>
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public static int ComputeSpent(
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ChargenSkillAdvancementSet advancement,
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IReadOnlyDictionary<uint, ChargenSkillCost> costsBySkillId)
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{
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ArgumentNullException.ThrowIfNull(advancement);
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ArgumentNullException.ThrowIfNull(costsBySkillId);
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int spent = 0;
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for (uint skillId = 1; skillId < ChargenSkillAdvancementSet.SlotCount; skillId++)
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{
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ChargenSkillAdvancementClass cls = advancement[skillId];
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if (cls != ChargenSkillAdvancementClass.Trained
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&& cls != ChargenSkillAdvancementClass.Specialized)
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{
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continue;
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}
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if (!costsBySkillId.TryGetValue(skillId, out ChargenSkillCost cost))
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continue;
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spent += cls == ChargenSkillAdvancementClass.Specialized
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? cost.PrimaryCost
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: cost.NormalCost;
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}
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return spent;
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}
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/// <summary>
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/// <c>totalSkillCredits - ComputeSpent(...)</c> — retail's
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/// <c>remainingSkillCredits</c>. Retail's Finish gate (<c>DoFinish @
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/// 0x004E91F2</c>-adjacent) only checks <c>remainingAtrbCredits > 0</c>
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/// for attributes; skill credits are NOT required to hit exactly zero
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/// (unspent skill credits are simply lost on creation) — callers should
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/// not port an "exact spend" gate for skills the way
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/// <see cref="ChargenAttributeMath.IsFullySpent"/> does for attributes.
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/// </summary>
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public static int RemainingCredits(
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uint totalSkillCredits,
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ChargenSkillAdvancementSet advancement,
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IReadOnlyDictionary<uint, ChargenSkillCost> costsBySkillId) =>
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checked((int)totalSkillCredits) - ComputeSpent(advancement, costsBySkillId);
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}
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