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>
86 lines
3.2 KiB
C#
86 lines
3.2 KiB
C#
using AcDream.Core.CharGen;
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namespace AcDream.Core.Tests.CharGen;
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/// <summary>
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/// Tests for <see cref="ChargenSkillCreditMath"/> — retail's skill-credit
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/// spend port (<c>CharGenState::UpdateRemainingSkillCredits @
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/// 0x005C37C0</c>).
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/// </summary>
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public sealed class ChargenSkillCreditMathTests
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{
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private static readonly Dictionary<uint, ChargenSkillCost> Costs = new()
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{
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[1u] = new ChargenSkillCost(1u, NormalCost: 4, PrimaryCost: 12), // Axe
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[11u] = new ChargenSkillCost(11u, NormalCost: 4, PrimaryCost: 12), // Sword
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[24u] = new ChargenSkillCost(24u, NormalCost: 1, PrimaryCost: 3), // Run
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// Deliberately no entry for skill id 2 (Bow) — heritage doesn't offer it.
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};
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[Fact]
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public void ComputeSpent_IgnoresInactiveAndUntrainedSkills()
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{
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var advancement = new ChargenSkillAdvancementSet
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{
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[1u] = ChargenSkillAdvancementClass.Inactive,
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[11u] = ChargenSkillAdvancementClass.Untrained,
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};
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Assert.Equal(0, ChargenSkillCreditMath.ComputeSpent(advancement, Costs));
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}
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[Fact]
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public void ComputeSpent_ChargesNormalCostForTrainedSkills()
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{
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var advancement = new ChargenSkillAdvancementSet { [1u] = ChargenSkillAdvancementClass.Trained };
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Assert.Equal(4, ChargenSkillCreditMath.ComputeSpent(advancement, Costs));
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}
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[Fact]
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public void ComputeSpent_ChargesPrimaryCostInsteadOfNormalCostForSpecializedSkills()
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{
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// Retail adds exactly one of NormalCost/PrimaryCost per skill, never
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// both — PrimaryCost is the TOTAL cost to reach Specialized.
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var advancement = new ChargenSkillAdvancementSet { [1u] = ChargenSkillAdvancementClass.Specialized };
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Assert.Equal(12, ChargenSkillCreditMath.ComputeSpent(advancement, Costs));
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}
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[Fact]
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public void ComputeSpent_SumsAcrossMultipleTrainedAndSpecializedSkills()
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{
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var advancement = new ChargenSkillAdvancementSet
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{
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[1u] = ChargenSkillAdvancementClass.Trained, // 4
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[11u] = ChargenSkillAdvancementClass.Specialized, // 12
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[24u] = ChargenSkillAdvancementClass.Trained, // 1
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};
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Assert.Equal(17, ChargenSkillCreditMath.ComputeSpent(advancement, Costs));
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}
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[Fact]
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public void ComputeSpent_SkillWithNoCostEntryIsSkippedDefensively()
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{
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var advancement = new ChargenSkillAdvancementSet { [2u] = ChargenSkillAdvancementClass.Trained };
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Assert.Equal(0, ChargenSkillCreditMath.ComputeSpent(advancement, Costs));
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}
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[Fact]
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public void RemainingCredits_IsTotalMinusSpent_AndMayGoNegativeUnlikeAttributes()
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{
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var advancement = new ChargenSkillAdvancementSet
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{
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[1u] = ChargenSkillAdvancementClass.Trained,
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[11u] = ChargenSkillAdvancementClass.Specialized,
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};
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Assert.Equal(84, ChargenSkillCreditMath.RemainingCredits(100u, advancement, Costs));
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// Retail's Finish gate never checks remainingSkillCredits, so
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// overspending relative to the (small, synthetic) budget below is a
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// representable state, not a thrown exception.
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Assert.Equal(-16, ChargenSkillCreditMath.RemainingCredits(0u, advancement, Costs));
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}
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}
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