acdream/src/AcDream.Core/CharGen/ChargenSkillAdvancement.cs
Erik 0fed5fdd91 fix(chargen): Campaign CC gate round 1 closeout — Group 2: Skills page four-bucket model
Ports the last remaining half of retail's Skills page: the four-bucket
sorted skill list (Specialized/Trained/UseableUntrained/UnuseableUntrained,
UpdateSkillEntry's own iMinlevel <= 1 test), plus the info box's
description + formula completion.

- ChargenSkillDetail/ChargenSkillFormula (Core) thread SkillBase.MinLevel/
  Description/Formula from the global SkillTable, exposed via a new
  ChargenOptions.TryGetSkillDetail (nullable-with-default parameter, so
  every pre-existing ChargenOptions call site compiles unchanged).
  ChargenTableReader.Project populates it from the same SkillTable loop
  that already builds GlobalSkillCostsBySkillId.
- CharacterCreationSkillsPage.RebuildRows now groups every costable skill
  into SkillBucket, sorts each bucket alphabetically by name
  (InsertEntrySorted's wcscmp, ported as string.CompareOrdinal), and
  builds one Templates[0] header row per bucket ahead of that bucket's
  Templates[1] skill rows — DoSkillRecords' own unconditional
  4-header-then-populate order. A level change re-buckets the row
  (detected per-refresh against each row's own cached bucket, then a
  full rebuild with the current selection explicitly preserved).
- RefreshInfoBox now composes description (word-wrapped via
  DatRichText.Compose) + the level-gated bonus line (an exact, unwrapped
  literal — NOT routed through word-wrap, which would have collapsed its
  authored double-space formatting) + ComposeFormula's "Formula : ..."
  line (MakeSkillFormula ported with high confidence for the prefix/
  per-attribute-term/divisor/bonus-suffix shape; the two-attribute
  connector text is a disclosed approximation, register AP-231, since
  the decompiled function's own connector literals could not be
  recovered byte-exact by this session's static-only tooling).

Register: AP-213 RETIRED (160 active rows). Live-DAT gate: the installed
SkillTable's MinLevel distribution matches the investigation's own
recorded finding exactly (38 entries, 23 useable-untrained / 15
trained-required). 3 new fixture tests + 1 new live-DAT test; 3
pre-existing integration tests fixed (they captured row widget
references before a bucket-changing click, which now rebuilds and
discards those references — a real, correct consequence of the new
model, not a bug).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 15:33:39 +02:00

127 lines
5.5 KiB
C#

namespace AcDream.Core.CharGen;
/// <summary>
/// Retail's four skill states. Wire values match ACE's
/// <c>ACE.Entity.Enum.SkillAdvancementClass</c> exactly (0=Inactive,
/// 1=Untrained, 2=Trained, 3=Specialized) — ACE unpacks the 0xF656
/// <c>CharacterCreateInfo.SkillAdvancementClasses</c> list with this same
/// numbering, and retail's <c>CharGenState::UpdateRemainingSkillCredits @
/// 0x005C37C0</c> only charges credits for Trained (2) and Specialized (3).
/// </summary>
public enum ChargenSkillAdvancementClass : uint
{
Inactive = 0,
Untrained = 1,
Trained = 2,
Specialized = 3,
}
/// <summary>
/// One skill's retail training cost for a heritage. Retail schema:
/// <c>SkillCG</c>, entries of <c>HeritageGroupCG.Skills</c>.
/// <c>PrimaryCost</c> is the TOTAL cost to reach Specialized (not an
/// increment on top of <c>NormalCost</c>) — retail's
/// <c>UpdateRemainingSkillCredits</c> adds exactly one of the two per
/// skill, never both.
/// </summary>
public readonly record struct ChargenSkillCost(uint SkillId, int NormalCost, int PrimaryCost);
/// <summary>
/// <c>gmCGSkillsPage::MakeSkillFormula @0x00480e10</c>'s six raw inputs —
/// retail's <c>SkillFormula</c> struct (<c>acclient.h</c>) verbatim field
/// order/shape: <c>_w</c>=<see cref="AdditiveBonus"/>,
/// <c>_x</c>=<see cref="Attribute1Multiplier"/>,
/// <c>_y</c>=<see cref="Attribute2Multiplier"/>, <c>_z</c>=<see cref="Divisor"/>,
/// <c>_attr1</c>=<see cref="Attribute1"/>, <c>_attr2</c>=<see cref="Attribute2"/>.
/// <see cref="Attribute1"/>/<see cref="Attribute2"/> are the raw 1-6 retail
/// attribute id (matching <c>AcDream.Runtime.Session.ChargenAttributeId</c>'s
/// own numbering exactly — Strength=1..Self=6) rather than that enum type
/// itself, since Core does not (and must not) reference Runtime; the App
/// layer, which already references both, does the enum cast at the one
/// call site that needs an attribute NAME.
/// </summary>
public readonly record struct ChargenSkillFormula(
int AdditiveBonus,
int Attribute1Multiplier,
int Attribute2Multiplier,
int Divisor,
uint Attribute1,
uint Attribute2);
/// <summary>
/// One skill's GLOBAL (heritage-independent) presentation data — retail's
/// <c>SkillBase._min_level</c>/<c>_description</c>/<c>_formula</c> fields,
/// sourced ONLY from the portal.dat SkillTable. Distinct from
/// <see cref="ChargenSkillCost"/> (which exists BOTH per-heritage
/// (<c>SkillCG</c>) AND globally) because these three fields have NO
/// per-heritage override in retail at all — <c>SkillCG</c> (the per-
/// heritage cost record <c>HeritageGroupCG.Skills</c> projects) carries
/// only <c>Id</c>/<c>NormalCost</c>/<c>PrimaryCost</c>, verified against the
/// DatReaderWriter binding.
/// </summary>
/// <param name="MinLevel">
/// Retail's <c>_min_level</c> is typed <c>SKILL_ADVANCEMENT_CLASS</c>, not a
/// character level — <c>gmCGSkillsPage::UpdateSkillEntry @0x00480bf0</c>'s
/// own bucket test (<c>arg2-&gt;iMinlevel &lt;= 1</c>) reads it as "the
/// lowest <see cref="ChargenSkillAdvancementClass"/> at which this skill is
/// USEABLE" — <c>&lt;= 1</c> (Inactive/Untrained) means useable while
/// untrained, <c>== 2</c> (Trained) means training is required first.
/// </param>
public readonly record struct ChargenSkillDetail(
uint SkillId,
uint MinLevel,
string Description,
ChargenSkillFormula Formula);
/// <summary>
/// Retail's fixed-size per-character skill-advancement array
/// (<c>CharGenState.skillLevels</c>). ACE's <c>CharacterCreateInfo.Unpack</c>
/// terminates the connection if the wire's <c>numSkills</c> count is not
/// exactly <see cref="SlotCount"/> (55): retail's own loop in
/// <c>UpdateRemainingSkillCredits</c> walks indices <c>1..totalNumSkills</c>
/// (skipping reserved slot 0), and Chorizite's <c>SkillId</c> enum runs
/// 1..54 — 54 real skills plus the reserved slot 0 is exactly 55. This type
/// makes that shape structural: it always holds exactly 55 slots, so a
/// caller building the 0xF656 body (CC2) cannot accidentally send a
/// different count.
/// </summary>
public sealed class ChargenSkillAdvancementSet
{
/// <summary>Slot 0 is reserved (unused by retail); slots 1..54 map 1:1
/// to Chorizite's <c>DatReaderWriter.Enums.SkillId</c> values.</summary>
public const int SlotCount = 55;
private readonly ChargenSkillAdvancementClass[] _slots = new ChargenSkillAdvancementClass[SlotCount];
/// <summary>Skill state by raw skill id. Ids outside <c>1..54</c> read
/// as <see cref="ChargenSkillAdvancementClass.Inactive"/> and cannot be
/// set.</summary>
public ChargenSkillAdvancementClass this[uint skillId]
{
get => skillId >= 1 && skillId < SlotCount
? _slots[skillId]
: ChargenSkillAdvancementClass.Inactive;
set
{
if (skillId < 1 || skillId >= SlotCount)
throw new ArgumentOutOfRangeException(
nameof(skillId),
skillId,
$"Skill id must be in 1..{SlotCount - 1}.");
_slots[skillId] = value;
}
}
/// <summary>
/// Materializes the wire body shape: exactly <see cref="SlotCount"/>
/// entries, slot 0 first, matching ACE's
/// <c>CharacterCreateInfo.SkillAdvancementClasses</c> read order.
/// </summary>
public IReadOnlyList<uint> ToWireClasses()
{
var wire = new uint[SlotCount];
for (int i = 0; i < SlotCount; i++)
wire[i] = (uint)_slots[i];
return wire;
}
}