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>
3126 lines
143 KiB
C#
3126 lines
143 KiB
C#
using System.Numerics;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Core.CharGen;
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using AcDream.Core.Net.Messages;
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using AcDream.Runtime;
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using AcDream.Runtime.Session;
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namespace AcDream.App.Tests.UI.Layout;
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/// <summary>
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/// Campaign CC slice CC4 — controller binding tests for the character-
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/// creation master shell + Heritage/Profession/Skills/Town pages, using a
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/// hand-built layout fixture (no installed DAT — see
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/// <see cref="CharacterCreationLiveDatTests"/> for the live-DAT id/type
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/// sweep this pairs with). Mirrors <c>CharacterManagementUiControllerTests</c>'
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/// fixture pattern.
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/// </summary>
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public sealed class CharacterCreationUiControllerTests
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{
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private const uint AluvianId = 1u;
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private const uint OlthoiId = (uint)ChargenHeritageGroup.Olthoi;
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private const uint GenderKey = 1u;
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private const uint SkillTrainOnly = 1u;
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private const uint SkillSpecializable = 2u;
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/// <summary>Review fix round F2 (Batch F): a "free" skill (trained
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/// cost 0 in Aluvian's own per-heritage cost list) — pins
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/// <c>SetSkillText</c>'s <c>bUntrainable</c> re-derivation
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/// (<c>trainedCost != 0</c>), which locks the down arrow at Trained for
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/// exactly this shape.</summary>
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private const uint SkillFreeTrained = 3u;
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[Fact]
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public void ActiveScreen_KeepsAuthoredRootExtent_AndDefaultsToTheHeritagePage()
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{
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using var environment = new EnvironmentHarness();
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Assert.False(environment.Controller.Root.Visible);
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environment.Controller.Open();
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Assert.True(environment.Controller.Root.Visible);
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Assert.Equal(800f, environment.Controller.Root.Width);
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Assert.Equal(600f, environment.Controller.Root.Height);
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Assert.True(environment.Page(
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CharacterCreationUiController.HeritagePageElementId).Visible);
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Assert.False(environment.Page(
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CharacterCreationUiController.ProfessionPageElementId).Visible);
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Assert.True(environment.TabButton(
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CharacterCreationUiController.HeritageTabElementId).Selected);
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}
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[Fact]
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public void TabClick_SwitchesToTheClickedPage_FreeOfValidation()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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// Free navigation: jumping straight to Town from Heritage with
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// nothing selected must still work (gmCharGenMainUI's tab dispatch
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// is not gated — see ApplyProgressState's doc).
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environment.TabButton(CharacterCreationUiController.TownTabElementId)
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.OnClick!();
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Assert.True(environment.Page(
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CharacterCreationUiController.TownPageElementId).Visible);
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Assert.False(environment.Page(
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CharacterCreationUiController.HeritagePageElementId).Visible);
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Assert.True(environment.TabButton(
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CharacterCreationUiController.TownTabElementId).Selected);
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}
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[Fact]
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public void Next_AdvancesOnePageAtATime_AndBackReturns()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Button(CharacterCreationUiController.NextElementId).OnClick!();
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Assert.True(environment.Page(
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CharacterCreationUiController.ProfessionPageElementId).Visible);
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environment.Button(CharacterCreationUiController.BackElementId).OnClick!();
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Assert.True(environment.Page(
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CharacterCreationUiController.HeritagePageElementId).Visible);
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}
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[Fact]
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public void Next_AtSummary_IsANoOp()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.TabButton(CharacterCreationUiController.SummaryTabElementId)
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.OnClick!();
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Assert.True(environment.Page(
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CharacterCreationUiController.SummaryPageElementId).Visible);
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environment.Button(CharacterCreationUiController.NextElementId).OnClick!();
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Assert.True(environment.Page(
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CharacterCreationUiController.SummaryPageElementId).Visible);
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}
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/// <summary>Campaign CC slice CC5: Finish (<c>0x100003c8</c>) is
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/// ghosted everywhere EXCEPT Summary — retail's own
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/// <c>ListenToElementMessage</c> case only sends when
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/// <c>m_eProgressState == ECG_SUMMARY</c>; off Summary the button now
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/// has a real <c>OnClick</c> handler (<c>OnFinish</c>, which itself
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/// re-checks the current page) but stays disabled.</summary>
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[Fact]
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public void Finish_GhostedExceptOnSummary()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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UiButton finish = environment.Button(CharacterCreationUiController.FinishElementId);
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Assert.NotNull(finish.OnClick);
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Assert.False(finish.Enabled);
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environment.TabButton(CharacterCreationUiController.SummaryTabElementId).OnClick!();
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Assert.True(finish.Enabled);
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}
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/// <summary>Campaign CC slice CC5: Random (<c>0x100003cb</c>) is now
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/// enabled on Appearance and Summary too — CC5 ports
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/// RandomizeAppearance/RandomizeClothing/RandomizeCharacter, retiring
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/// both gaps AP-212 used to track. Only Skills' unported
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/// RandomizeSkills keeps Random disabled.</summary>
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[Fact]
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public void Random_IsDisabledOnSkillsPageOnly()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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UiButton random = environment.Button(CharacterCreationUiController.RandomElementId);
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Assert.True(random.Enabled);
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environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
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Assert.False(random.Enabled);
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environment.TabButton(CharacterCreationUiController.AppearanceTabElementId).OnClick!();
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Assert.True(random.Enabled);
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environment.TabButton(CharacterCreationUiController.SummaryTabElementId).OnClick!();
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Assert.True(random.Enabled);
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environment.TabButton(CharacterCreationUiController.TownTabElementId).OnClick!();
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Assert.True(random.Enabled);
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}
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/// <summary>gmCharGenMainUI::ListenToElementMessage @ 0x004e9450's
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/// element 0x100003c6 case: at Heritage (the first page), Back opens
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/// the exit confirmation instead of moving pages.</summary>
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[Fact]
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public void Back_AtHeritage_OpensExitConfirmation()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Button(CharacterCreationUiController.BackElementId).OnClick!();
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Assert.True(environment.Dialogs.IsOpen);
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}
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[Fact]
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public void Exit_Confirm_ClosesTheScreenAndCallsRequestExit()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Button(CharacterCreationUiController.ExitElementId).OnClick!();
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Assert.True(environment.Dialogs.IsOpen);
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environment.ConfirmActiveDialog(confirmed: true);
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Assert.False(environment.Controller.Root.Visible);
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Assert.Equal(1, environment.Runtime.RequestExitCalls);
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}
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[Fact]
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public void Exit_Cancel_LeavesTheScreenOpen()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Button(CharacterCreationUiController.ExitElementId).OnClick!();
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environment.ConfirmActiveDialog(confirmed: false);
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Assert.True(environment.Controller.Root.Visible);
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Assert.Equal(0, environment.Runtime.RequestExitCalls);
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}
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/// <summary>gmCGHeritagePage::ListenToElementMessage @ 0x00483860's
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/// per-button SetHeritageGroup literal. AD-101 RETIRED at CC6b-MOUNT:
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/// a heritage click no longer auto-selects a gender — the Appearance
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/// page's real gender buttons are the only gender-selection path now
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/// (see <see cref="AppearanceGenderButton_SelectsGender"/>).</summary>
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[Fact]
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public void HeritageButton_SelectsHeritage_WithNoGenderSideEffect()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Button(0x100003BFu).OnClick!(); // Aluvian
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Assert.Equal(AluvianId, environment.Runtime.LastSelectedHeritage);
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Assert.Equal(0u, environment.Runtime.LastSelectedGender);
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}
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/// <summary>gmCharGenMainUI::SetProgressState @ 0x004e7a10's Olthoi
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/// branch: Profession/Skills/Town tabs hide, and paging past the
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/// hidden range redirects to Appearance/Summary.</summary>
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[Fact]
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public void OlthoiHeritage_HidesProfessionSkillsAndTownTabs()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Runtime.SelectHeritageDirect(OlthoiId);
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environment.TabButton(CharacterCreationUiController.HeritageTabElementId)
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.OnClick!();
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Assert.False(environment.TabButton(
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CharacterCreationUiController.ProfessionTabElementId).Visible);
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Assert.False(environment.TabButton(
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CharacterCreationUiController.SkillsTabElementId).Visible);
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Assert.False(environment.TabButton(
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CharacterCreationUiController.TownTabElementId).Visible);
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// Next from Heritage would normally land on Profession; for an
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// Olthoi heritage it must redirect straight to Appearance.
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environment.Button(CharacterCreationUiController.NextElementId).OnClick!();
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Assert.True(environment.Page(
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CharacterCreationUiController.AppearancePageElementId).Visible);
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}
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[Fact]
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public void ProfessionTemplateButton_SelectsTemplate()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Runtime.SelectHeritageDirect(AluvianId);
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environment.TabButton(CharacterCreationUiController.ProfessionTabElementId)
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.OnClick!();
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environment.Button(0x100003DAu).OnClick!(); // Bow Hunter = template index 1
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Assert.Equal(1u, environment.Runtime.LastSelectedTemplate);
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}
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[Fact]
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public void ProfessionSlider_ScalarChange_SetsTheAttribute()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Runtime.SelectHeritageDirect(AluvianId);
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environment.TabButton(CharacterCreationUiController.ProfessionTabElementId)
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.OnClick!();
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UiElement strengthContainer = Assert.IsAssignableFrom<UiElement>(
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environment.Screen.FindElement(0x100003E6u));
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var slider = Assert.IsType<UiScrollbar>(
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UiElement.FindDescendant(strengthContainer, 0x100002EEu));
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slider.ScalarChanged!(1f); // top of the [10,100] range
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Assert.Equal(ChargenAttributeId.Strength, environment.Runtime.LastAttributeSet);
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Assert.Equal(100, environment.Runtime.LastAttributeValue);
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}
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[Fact]
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public void ProfessionValueField_DirectEntry_SetsTheAttribute()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Runtime.SelectHeritageDirect(AluvianId);
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environment.TabButton(CharacterCreationUiController.ProfessionTabElementId)
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.OnClick!();
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UiElement strengthContainer = Assert.IsAssignableFrom<UiElement>(
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environment.Screen.FindElement(0x100003E6u));
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var field = Assert.IsType<UiField>(
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UiElement.FindDescendant(strengthContainer, 0x100002EFu));
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field.OnSubmit!("42");
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Assert.Equal(ChargenAttributeId.Strength, environment.Runtime.LastAttributeSet);
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Assert.Equal(42, environment.Runtime.LastAttributeValue);
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}
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/// <summary>
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/// GF-5 fix (2026-08-16): the row is now the REAL <c>Templates[1]</c>
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/// (<c>0x100002FF</c>) subtree — a plain container root with the two
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/// separate arrow buttons retail authors (<c>pSkillUpButton</c>
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/// <c>0x10000304</c> / <c>pSkillDownButton</c> <c>0x10000305</c>), each
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/// firing on a PLAIN click (<c>ListenToElementMessage @0x004814c0</c>),
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/// not the old single-button click-vs-double-click substitution.
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/// </summary>
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[Fact]
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public void SkillsRow_ArrowClick_TrainsThenSpecializes()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Runtime.SelectHeritageDirect(AluvianId);
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environment.TabButton(CharacterCreationUiController.SkillsTabElementId)
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.OnClick!();
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(UiButton up, UiButton down) = environment.SkillRowArrows(SkillSpecializable);
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up.OnClick!();
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Assert.Equal(ChargenSkillAdvancementClass.Trained,
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environment.Runtime.GetSkillLevel(SkillSpecializable));
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up.OnClick!();
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Assert.Equal(ChargenSkillAdvancementClass.Specialized,
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environment.Runtime.GetSkillLevel(SkillSpecializable));
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down.OnClick!();
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Assert.Equal(ChargenSkillAdvancementClass.Trained,
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environment.Runtime.GetSkillLevel(SkillSpecializable));
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}
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/// <summary>
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/// GF-5: the listbox produces one row per costable skill through the
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/// REAL template-resolver path (<c>Templates[1]</c>, not the bucket-
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/// header <c>Templates[0]</c>), with name/level/cost values populated
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/// from a known snapshot — the exact regression CC5's fixture tests
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/// never had (they called <c>UiField.SetText</c>/<c>UiButton.OnClick</c>
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/// directly, bypassing RebuildRows' own template resolution entirely).
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/// </summary>
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[Fact]
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public void SkillsPage_Rows_RenderNameAndLevelCostValues_ThroughTheRealTemplate()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Runtime.SelectHeritageDirect(AluvianId);
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environment.TabButton(CharacterCreationUiController.SkillsTabElementId)
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.OnClick!();
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IReadOnlyList<UiElement> children = environment.SkillsList().ViewportForTest!.Children;
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// Group 2 closeout: the listbox now ALSO carries the four bucket-
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// header rows (DoSkillRecords' own unconditional 4-header build,
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// present regardless of whether a bucket is empty) — filter to
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// genuine skill rows (carry a 0x10000301 name descendant; headers
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// carry only 0x100002f6) before counting.
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List<UiElement> skillRows = [.. children.Where(
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candidate => UiElement.FindDescendant(candidate, 0x10000301u) is not null)];
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Assert.Equal(4, children.Count - skillRows.Count); // four bucket headers, always built.
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// Aluvian's fixture costs SkillTrainOnly(1)/SkillSpecializable(2)/
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// SkillFreeTrained(3, added for the F2 arrow-lock coverage below).
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Assert.Equal(3, skillRows.Count);
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UiElement row = Assert.Single(skillRows, candidate =>
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UiElement.FindDescendant(candidate, 0x10000301u) is UiText name
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&& JoinedText(name) == ItemAppraisalTextFormatter.SkillName((int)SkillTrainOnly));
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// FakeRuntime.GetSkillScore's deterministic stand-in: skillId * 10.
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UiText level = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000302u));
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Assert.Equal((SkillTrainOnly * 10u).ToString(), JoinedText(level));
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// Default (never-touched) level: up cost = trained cost (2), down
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// cost = literal "0" (nothing below Untrained/Inactive, but
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// SetSkillText @0x00480600's own Untrained branch writes a literal
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// 0, unconditional — review fix round F1, Batch F).
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UiText upCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000303u));
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UiText downCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000306u));
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Assert.Equal("2", JoinedText(upCost));
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Assert.Equal("0", JoinedText(downCost));
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// Advancing to Trained flips the cost pair: up = specCost-trainCost
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// (6-2=4), down = trainCost (2). FakeRuntime.SetSkillLevel is a
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// lightweight stub that doesn't bump Revision itself (unlike
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// production's TrySetSkillLevel, RuntimeCharacterCreationState.cs
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// ~1045), so force one the same way the file's other post-click
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// refresh assertions do.
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//
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// Group 2 closeout: advancing also moves the row from the
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// UseableUntrained bucket to the Trained bucket, which rebuilds
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// every row — row/upCost/downCost captured above are now stale, so
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// re-fetch by name (the SAME lookup every other test in this file
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// uses post-rebuild) instead of reusing them.
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environment.SkillRowArrows(SkillTrainOnly).Up.OnClick!();
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RuntimeCharacterCreationSnapshot snapshot = environment.Runtime.View.Snapshot;
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environment.Runtime.View.Snapshot = snapshot with { Revision = snapshot.Revision + 1 };
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environment.Controller.Tick();
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row = Assert.Single(environment.SkillsList().ViewportForTest!.Children, candidate =>
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UiElement.FindDescendant(candidate, 0x10000301u) is UiText name
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&& JoinedText(name) == ItemAppraisalTextFormatter.SkillName((int)SkillTrainOnly));
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upCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000303u));
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downCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000306u));
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Assert.Equal("4", JoinedText(upCost));
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Assert.Equal("2", JoinedText(downCost));
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}
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// ── Campaign CC gate round 1 Batch F: R2-4 + review F1/F2 ───────────
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/// <summary>R2-4a: a plain row click selects the skill — the row's own
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/// NAME text swaps to <c>Vector4.One</c> (the best-derived "brighter
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/// white") and the info title
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/// (<c>ShowSkillsText @0x00481250</c>'s <c>" (%d)"</c> score suffix)
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/// populates. Group 2 closeout: Untrained/Inactive carries no BONUS
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/// line, but the info TEXT pane is no longer blank — the DESCRIPTION
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/// and <c>MakeSkillFormula</c> lines both render regardless of level
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/// (see <see cref="CharacterCreationSkillsPage.RefreshInfoBox"/>'s own
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/// doc for the composition order).</summary>
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[Fact]
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public void SkillsPage_RowClick_SelectsRow_HighlightsNameAndPopulatesInfoBoxTitle()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Runtime.SelectHeritageDirect(AluvianId);
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environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
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(UiDatElement row, UiText nameText) = environment.SkillRow(SkillTrainOnly);
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Vector4 unselectedColor = nameText.DefaultColor;
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// Nothing selected yet.
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Assert.Equal(string.Empty, JoinedText(environment.SkillInfoTitle()));
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row.OnClick!();
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Assert.Equal(Vector4.One, nameText.DefaultColor);
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Assert.NotEqual(unselectedColor, nameText.DefaultColor);
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// FakeRuntime.GetSkillScore's deterministic stand-in: skillId * 10.
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string expectedTitle =
|
|
$"{ItemAppraisalTextFormatter.SkillName((int)SkillTrainOnly)} ({SkillTrainOnly * 10u})";
|
|
Assert.Equal(expectedTitle, JoinedText(environment.SkillInfoTitle()));
|
|
// SkillTrainOnly's fixture detail: description "A test skill
|
|
// description.", formula (2 x Strength) / 4 +2, no bonus line
|
|
// (Untrained). JoinedText's own single-space join collapses the
|
|
// description's own word-wrapped line break.
|
|
Assert.Equal(
|
|
"A test skill description. Formula : (2 x Strength) / 4 +2",
|
|
JoinedText(environment.SkillInfoText()));
|
|
}
|
|
|
|
/// <summary>R2-4a: retail re-selects the row after an arrow click too
|
|
/// (<c>ListenToElementMessage @0x004814c0</c>'s own
|
|
/// <c>SetSelectedItem(...,1)</c> call following
|
|
/// IncreaseSkillLevel/DecreaseSkillLevel) — the info TEXT pane tracks
|
|
/// the level-gated bonus line as the skill advances (the TWO-space
|
|
/// literal <c>"Training Bonus +5"</c>/<c>"Specialization Bonus +10"</c>,
|
|
/// matching the compiled string verbatim, unwrapped end to end — see
|
|
/// <see cref="CharacterCreationSkillsPage.RefreshInfoBox"/>'s own doc for
|
|
/// why the bonus line is never routed through the word-wrap the
|
|
/// description segment gets). Group 2 closeout: the description and
|
|
/// formula lines now bracket the bonus line on every assertion below.</summary>
|
|
[Fact]
|
|
public void SkillsPage_ArrowClick_AlsoSelectsRow_InfoBoxShowsLevelBonusLine()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
|
|
|
|
(UiButton up, _) = environment.SkillRowArrows(SkillTrainOnly);
|
|
|
|
up.OnClick!(); // Untrained/Inactive -> Trained.
|
|
BumpRevisionAndTick(environment);
|
|
Assert.Equal(
|
|
"A test skill description. Training Bonus +5 Formula : (2 x Strength) / 4 +2",
|
|
JoinedText(environment.SkillInfoText()));
|
|
|
|
// Group 2 closeout: the Untrained -> Trained move above re-buckets
|
|
// the row (rebuilding every row and nulling the OLD button's
|
|
// OnClick as teardown) — re-fetch by name before the second click
|
|
// instead of reusing the pre-rebuild `up` reference.
|
|
(up, _) = environment.SkillRowArrows(SkillTrainOnly);
|
|
up.OnClick!(); // Trained -> Specialized.
|
|
BumpRevisionAndTick(environment);
|
|
Assert.Equal(
|
|
"A test skill description. Specialization Bonus +10 Formula : (2 x Strength) / 4 +2",
|
|
JoinedText(environment.SkillInfoText()));
|
|
}
|
|
|
|
/// <summary>R2-4a: selecting a SECOND row restores the FIRST row's own
|
|
/// authored (unselected) color instead of leaving it stuck
|
|
/// highlighted.</summary>
|
|
[Fact]
|
|
public void SkillsPage_RowClick_DeselectsPreviousRow_RestoresItsOwnColor()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
|
|
|
|
(UiDatElement firstRow, UiText firstName) = environment.SkillRow(SkillTrainOnly);
|
|
Vector4 firstUnselected = firstName.DefaultColor;
|
|
(UiDatElement secondRow, UiText secondName) = environment.SkillRow(SkillSpecializable);
|
|
|
|
firstRow.OnClick!();
|
|
Assert.Equal(Vector4.One, firstName.DefaultColor);
|
|
|
|
secondRow.OnClick!();
|
|
Assert.Equal(Vector4.One, secondName.DefaultColor);
|
|
Assert.Equal(firstUnselected, firstName.DefaultColor);
|
|
}
|
|
|
|
/// <summary>Review fix round F1: <c>SetSkillText</c>'s Specialized
|
|
/// branch (<c>@0x00480679</c>) writes a literal <c>"0"</c> up-cost,
|
|
/// unconditional (nothing above Specialized needs the 999-blank gate),
|
|
/// and an UNCONDITIONAL down-cost — no gate even though this fixture's
|
|
/// value (4) happens to be well under 999.</summary>
|
|
[Fact]
|
|
public void SkillsPage_SpecializedCostText_UpCostIsLiteralZero_DownCostUnconditional()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
|
|
|
|
environment.Runtime.View.SetSkillLevel(SkillSpecializable, ChargenSkillAdvancementClass.Specialized);
|
|
BumpRevisionAndTick(environment);
|
|
|
|
(UiElement row, _) = environment.SkillRow(SkillSpecializable);
|
|
UiText upCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000303u));
|
|
UiText downCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000306u));
|
|
|
|
Assert.Equal("0", JoinedText(upCost));
|
|
Assert.Equal("4", JoinedText(downCost)); // specCost(6) - trainCost(2).
|
|
}
|
|
|
|
/// <summary>Review fix round F2: the Up/Down arrow Ghosted
|
|
/// (<c>0x1000001a</c>)/Enabled (<c>0x1000001b</c>) state pair —
|
|
/// Untrained's Down is ALWAYS ghosted (nothing below it); Up is gated
|
|
/// on <c>remainingSkillCredits</c>; a "free" skill (trained cost 0)
|
|
/// locks its OWN down arrow at Trained
|
|
/// (<c>bUntrainable</c> re-derived as <c>trainedCost != 0</c>) and
|
|
/// unlocks it again once Specialized (specialized cost is non-zero),
|
|
/// where its own Up arrow is then ALWAYS ghosted (nothing above
|
|
/// Specialized).</summary>
|
|
[Fact]
|
|
public void SkillsPage_ArrowStates_GatedOnCreditsAndFreeSkillLocksDownArrow()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
|
|
|
|
// Untrained/Inactive: Down ALWAYS ghosted; Up enabled (credits 50
|
|
// >= trainedCost 2).
|
|
(UiButton up, UiButton down) = environment.SkillRowArrows(SkillTrainOnly);
|
|
Assert.Equal(0x1000001Bu, up.ActiveRetailStateId);
|
|
Assert.Equal(0x1000001Au, down.ActiveRetailStateId);
|
|
|
|
// Group 2 closeout: advancing a skill can move its row into a NEW
|
|
// bucket (UpdateSkillEntry's own re-bucket), which rebuilds every
|
|
// row — up/down/freeUp/freeDown are re-fetched by name after each
|
|
// level-changing click instead of reusing the pre-click widget
|
|
// references, which would otherwise be silently stale (never
|
|
// refreshed again once their row is discarded).
|
|
up.OnClick!(); // -> Trained. trainedCost(2) != 0 -> Down enabled.
|
|
BumpRevisionAndTick(environment);
|
|
(up, down) = environment.SkillRowArrows(SkillTrainOnly);
|
|
Assert.Equal(0x1000001Bu, down.ActiveRetailStateId);
|
|
|
|
(UiButton freeUp, UiButton freeDown) = environment.SkillRowArrows(SkillFreeTrained);
|
|
freeUp.OnClick!(); // -> Trained. trainedCost(0) == 0 -> Down locked.
|
|
BumpRevisionAndTick(environment);
|
|
(freeUp, freeDown) = environment.SkillRowArrows(SkillFreeTrained);
|
|
Assert.Equal(0x1000001Au, freeDown.ActiveRetailStateId);
|
|
|
|
freeUp.OnClick!(); // -> Specialized. specCost(6) != 0 -> Down unlocks;
|
|
BumpRevisionAndTick(environment); // Up is now ALWAYS ghosted.
|
|
(freeUp, freeDown) = environment.SkillRowArrows(SkillFreeTrained);
|
|
Assert.Equal(0x1000001Au, freeUp.ActiveRetailStateId);
|
|
Assert.Equal(0x1000001Bu, freeDown.ActiveRetailStateId);
|
|
}
|
|
|
|
/// <summary>R2-4c: the listbox's own authored scrollbar link
|
|
/// (<see cref="UiTemplateListBox.ScrollbarElementId"/>) is wired to the
|
|
/// SAME listbox's <see cref="UiTemplateListBox.Scroll"/> model — the
|
|
/// ordinary page-level <c>UiScrollbar.Model</c> linkage, no widget
|
|
/// change.</summary>
|
|
[Fact]
|
|
public void SkillsPage_ListboxScrollbar_IsLinkedToTheListsOwnScroll()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
|
|
|
|
UiScrollbar scrollbar = environment.SkillsScrollbar();
|
|
Assert.Same(environment.SkillsList().Scroll, scrollbar.Model);
|
|
}
|
|
|
|
// ── Campaign CC gate round 1 closeout: Group 2 (four-bucket model) ──
|
|
|
|
/// <summary><c>DoSkillRecords</c>'s own unconditional 4-header build —
|
|
/// every bucket header is present, in Specialized/Trained/
|
|
/// UseableUntrained/UnuseableUntrained order, even though this
|
|
/// fixture's three skills leave the Specialized bucket empty.</summary>
|
|
[Fact]
|
|
public void SkillsPage_BucketHeaders_AlwaysBuildAllFour_InRetailOrder()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_Specialized"] = "Specialized";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_Trained"] = "Trained";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_UseableUntrained"] = "Useable Untrained";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_UnuseableUntrained"] = "Unuseable Untrained";
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
|
|
|
|
List<string> headerCaptions = [.. environment.SkillsList().ViewportForTest!.Children
|
|
.Where(candidate => UiElement.FindDescendant(candidate, 0x10000301u) is null)
|
|
.Select(candidate => Assert.IsType<UiButton>(
|
|
UiElement.FindDescendant(candidate, 0x100002F6u)).Label!)];
|
|
|
|
Assert.Equal(
|
|
["Specialized", "Trained", "Useable Untrained", "Unuseable Untrained"],
|
|
headerCaptions);
|
|
}
|
|
|
|
/// <summary><c>UpdateSkillEntry</c>'s own <c>iMinlevel <= 1</c> split:
|
|
/// while Untrained, SkillTrainOnly (fixture MinLevel 1) is useable and
|
|
/// SkillSpecializable (fixture MinLevel 2) is not — they land in
|
|
/// DIFFERENT buckets even though both start Untrained (the default,
|
|
/// unset, <c>FakeView.GetSkillLevel</c> state).</summary>
|
|
[Fact]
|
|
public void SkillsPage_UntrainedSkill_BucketsByMinLevel()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_UseableUntrained"] = "Useable Untrained";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_UnuseableUntrained"] = "Unuseable Untrained";
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
|
|
|
|
List<UiElement> children = [.. environment.SkillsList().ViewportForTest!.Children];
|
|
int useableHeaderIndex = children.FindIndex(c =>
|
|
UiElement.FindDescendant(c, 0x100002F6u) is UiButton b && b.Label == "Useable Untrained");
|
|
int unuseableHeaderIndex = children.FindIndex(c =>
|
|
UiElement.FindDescendant(c, 0x100002F6u) is UiButton b && b.Label == "Unuseable Untrained");
|
|
int trainOnlyRowIndex = children.FindIndex(c =>
|
|
UiElement.FindDescendant(c, 0x10000301u) is UiText n
|
|
&& JoinedText(n) == ItemAppraisalTextFormatter.SkillName((int)SkillTrainOnly));
|
|
int specializableRowIndex = children.FindIndex(c =>
|
|
UiElement.FindDescendant(c, 0x10000301u) is UiText n
|
|
&& JoinedText(n) == ItemAppraisalTextFormatter.SkillName((int)SkillSpecializable));
|
|
|
|
Assert.InRange(trainOnlyRowIndex, useableHeaderIndex + 1, unuseableHeaderIndex - 1);
|
|
Assert.True(specializableRowIndex > unuseableHeaderIndex);
|
|
}
|
|
|
|
/// <summary>Advancing a skill re-buckets its row — the row's position
|
|
/// moves from the UseableUntrained section to the Trained section,
|
|
/// matching <c>UpdateSkillEntry</c>'s own remove-and-reinsert (ported
|
|
/// here as a detected full rebuild, not an incremental single-row
|
|
/// move — see <see cref="CharacterCreationSkillsPage"/>'s own class doc
|
|
/// for why that substitution is faithful to the OBSERVABLE result).</summary>
|
|
[Fact]
|
|
public void SkillsPage_AdvancingASkill_MovesItsRowIntoTheNewBucket()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_Trained"] = "Trained";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_UseableUntrained"] = "Useable Untrained";
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
|
|
|
|
environment.SkillRowArrows(SkillTrainOnly).Up.OnClick!(); // Untrained -> Trained.
|
|
BumpRevisionAndTick(environment);
|
|
|
|
List<UiElement> children = [.. environment.SkillsList().ViewportForTest!.Children];
|
|
int trainedHeaderIndex = children.FindIndex(c =>
|
|
UiElement.FindDescendant(c, 0x100002F6u) is UiButton b && b.Label == "Trained");
|
|
int useableHeaderIndex = children.FindIndex(c =>
|
|
UiElement.FindDescendant(c, 0x100002F6u) is UiButton b && b.Label == "Useable Untrained");
|
|
int rowIndex = children.FindIndex(c =>
|
|
UiElement.FindDescendant(c, 0x10000301u) is UiText n
|
|
&& JoinedText(n) == ItemAppraisalTextFormatter.SkillName((int)SkillTrainOnly));
|
|
|
|
Assert.InRange(rowIndex, trainedHeaderIndex + 1, useableHeaderIndex - 1);
|
|
}
|
|
|
|
[Fact]
|
|
public void TownButton_SelectsTheLiteralStartAreaIndex()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.TabButton(CharacterCreationUiController.TownTabElementId)
|
|
.OnClick!();
|
|
|
|
// Holtburg (0x1000040d) -> startArea 0 per SetTown's literal map.
|
|
environment.Button(0x1000040Du).OnClick!();
|
|
Assert.Equal(0, environment.Runtime.LastSelectedStartArea);
|
|
|
|
// Yaraq (0x1000040e) -> startArea 2.
|
|
environment.Button(0x1000040Eu).OnClick!();
|
|
Assert.Equal(2, environment.Runtime.LastSelectedStartArea);
|
|
}
|
|
|
|
/// <summary>Review fix round F4 (2026-08-15): <c>gmCGTownPage::SetTown
|
|
/// @ 0x0047c360</c> also sets the TOWN PAGE'S OWN retail state via a
|
|
/// literal per-town map — Holtburg->0x10000034, Yaraq->0x10000036 —
|
|
/// SEPARATE from the master page's per-page-index cycling
|
|
/// (<c>0x10000025+page</c>, already covered by the page-switch tests
|
|
/// above).</summary>
|
|
[Fact]
|
|
public void TownButton_Refresh_SetsThePagesOwnRetailStateLiteral()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.TabButton(CharacterCreationUiController.TownTabElementId)
|
|
.OnClick!();
|
|
|
|
var pageRoot = Assert.IsType<UiDatElement>(
|
|
environment.Page(CharacterCreationUiController.TownPageElementId));
|
|
|
|
environment.Button(0x1000040Du).OnClick!(); // Holtburg -> startArea 0
|
|
BumpRevisionAndTick(environment);
|
|
Assert.Equal("Holtburg", pageRoot.ActiveState);
|
|
|
|
environment.Button(0x1000040Eu).OnClick!(); // Yaraq -> startArea 2
|
|
BumpRevisionAndTick(environment);
|
|
Assert.Equal("Yaraq", pageRoot.ActiveState);
|
|
}
|
|
|
|
/// <summary>Review fix round F2 (2026-08-15), the display direction:
|
|
/// <c>gmCGProfessionPage::UpdateAttributeValues @ 0x0048251d</c> sets
|
|
/// the slider's scalar position to <c>value * 0.00999999978f</c>
|
|
/// (value/100), not a [10,100]-to-[0,1] rescale.</summary>
|
|
[Fact]
|
|
public void ProfessionSlider_Refresh_DisplaysScalarAsValueOverOneHundred()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.ProfessionTabElementId)
|
|
.OnClick!();
|
|
|
|
UiElement strengthContainer = Assert.IsAssignableFrom<UiElement>(
|
|
environment.Screen.FindElement(0x100003E6u));
|
|
var slider = Assert.IsType<UiScrollbar>(
|
|
UiElement.FindDescendant(strengthContainer, 0x100002EEu));
|
|
|
|
RuntimeCharacterCreationSnapshot snapshot = environment.Runtime.View.Snapshot;
|
|
environment.Runtime.View.Snapshot = snapshot with
|
|
{
|
|
Revision = snapshot.Revision + 1,
|
|
Attributes = snapshot.Attributes with { Strength = 55 },
|
|
};
|
|
environment.Controller.Tick();
|
|
|
|
Assert.Equal(0.55f, slider.ScalarPosition);
|
|
}
|
|
|
|
/// <summary>Review fix round F2 (2026-08-15), the drag-inverse
|
|
/// direction: <c>ListenToElementMessage @ 0x004829c0</c>'s scrollbar-
|
|
/// drag case truncates <c>scalar*100</c> and clamps LOW only to 10 —
|
|
/// NOT the [10,100]<->[0,1] rescale the previous (wrong) formula
|
|
/// used, which only coincidentally agreed with the correct one at
|
|
/// scalar=1 (the pre-existing
|
|
/// <see cref="ProfessionSlider_ScalarChange_SetsTheAttribute"/> case).</summary>
|
|
[Theory]
|
|
[InlineData(0.5f, 50)]
|
|
[InlineData(0f, 10)]
|
|
public void ProfessionSlider_ScalarChange_TruncatesAndClampsLowOnly(
|
|
float scalar,
|
|
int expectedValue)
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.ProfessionTabElementId)
|
|
.OnClick!();
|
|
|
|
UiElement strengthContainer = Assert.IsAssignableFrom<UiElement>(
|
|
environment.Screen.FindElement(0x100003E6u));
|
|
var slider = Assert.IsType<UiScrollbar>(
|
|
UiElement.FindDescendant(strengthContainer, 0x100002EEu));
|
|
|
|
slider.ScalarChanged!(scalar);
|
|
|
|
Assert.Equal(ChargenAttributeId.Strength, environment.Runtime.LastAttributeSet);
|
|
Assert.Equal(expectedValue, environment.Runtime.LastAttributeValue);
|
|
}
|
|
|
|
/// <summary>Review fix round F3 (2026-08-15):
|
|
/// <c>gmCharGenMainUI::ListenToElementMessage @ 0x004e9450</c>'s
|
|
/// heritage-button bubble arm shows/hides the Profession/Skills/Town
|
|
/// tabs SYNCHRONOUSLY at click time — independent of
|
|
/// <see cref="OlthoiHeritage_HidesProfessionSkillsAndTownTabs"/>'s
|
|
/// page-switch-time recompute (no tab/Back/Next click happens in this
|
|
/// test at all). Lugian (<c>0x100005f1</c>) sits outside BOTH the SHOW
|
|
/// and HIDE case lists in the decompiled switch — a genuine retail
|
|
/// quirk, reproduced faithfully.</summary>
|
|
[Fact]
|
|
public void HeritageButtonClick_RestoresHiddenTabsAtClickTime_ExceptLugian()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
|
|
environment.Button(0x100005C7u).OnClick!(); // Olthoi -> HIDE
|
|
Assert.False(environment.TabButton(
|
|
CharacterCreationUiController.ProfessionTabElementId).Visible);
|
|
Assert.False(environment.TabButton(
|
|
CharacterCreationUiController.SkillsTabElementId).Visible);
|
|
Assert.False(environment.TabButton(
|
|
CharacterCreationUiController.TownTabElementId).Visible);
|
|
|
|
environment.Button(0x100005F1u).OnClick!(); // Lugian -> no-op quirk
|
|
Assert.False(environment.TabButton(
|
|
CharacterCreationUiController.ProfessionTabElementId).Visible);
|
|
Assert.False(environment.TabButton(
|
|
CharacterCreationUiController.SkillsTabElementId).Visible);
|
|
Assert.False(environment.TabButton(
|
|
CharacterCreationUiController.TownTabElementId).Visible);
|
|
|
|
environment.Button(0x100003BFu).OnClick!(); // Aluvian -> SHOW
|
|
Assert.True(environment.TabButton(
|
|
CharacterCreationUiController.ProfessionTabElementId).Visible);
|
|
Assert.True(environment.TabButton(
|
|
CharacterCreationUiController.SkillsTabElementId).Visible);
|
|
Assert.True(environment.TabButton(
|
|
CharacterCreationUiController.TownTabElementId).Visible);
|
|
}
|
|
|
|
/// <summary>Review fix round F1 (2026-08-15): <c>Open()</c> sets
|
|
/// <c>UiRoot.FixedCanvasSize</c> once on the activation edge (matching
|
|
/// <c>CharacterManagementUiController</c>'s real, non-per-tick shape);
|
|
/// <c>Close()</c>/<c>Deactivate()</c>/<c>Dispose()</c> null it back out
|
|
/// symmetrically. Before this fix nothing ever nulled it, so an
|
|
/// 800x600-scaled canvas silently covered the in-world UI for the rest
|
|
/// of the session once this screen had ever been opened.</summary>
|
|
[Fact]
|
|
public void Open_SetsFixedCanvas_ExitConfirmClosesAndNullsIt()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
Assert.Null(environment.Host.FixedCanvasSize);
|
|
|
|
environment.Controller.Open();
|
|
Assert.Equal(new Vector2(800f, 600f), environment.Host.FixedCanvasSize);
|
|
|
|
environment.Button(CharacterCreationUiController.ExitElementId).OnClick!();
|
|
environment.ConfirmActiveDialog(confirmed: true);
|
|
|
|
Assert.Null(environment.Host.FixedCanvasSize);
|
|
}
|
|
|
|
[Fact]
|
|
public void Deactivate_NullsFixedCanvas_AndClosesTheScreen()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
Assert.NotNull(environment.Host.FixedCanvasSize);
|
|
|
|
// Runtime reporting the view inactive/gone (e.g. entering the
|
|
// world) must Deactivate -- previously nothing drove this because
|
|
// RuntimeCharacterCreationState had no CompleteEnter() analogue;
|
|
// this test exercises the CONTROLLER side of that fix directly by
|
|
// simulating the view disappearing.
|
|
environment.Runtime.ProvideView = false;
|
|
environment.Controller.Tick();
|
|
|
|
Assert.False(environment.Controller.Root.Visible);
|
|
Assert.Null(environment.Host.FixedCanvasSize);
|
|
}
|
|
|
|
[Fact]
|
|
public void Dispose_NullsFixedCanvas()
|
|
{
|
|
var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
Assert.NotNull(environment.Host.FixedCanvasSize);
|
|
|
|
environment.Dispose();
|
|
|
|
Assert.Null(environment.Host.FixedCanvasSize);
|
|
}
|
|
|
|
// ── Campaign CC slice CC6b-MOUNT: Appearance page ───────────────────
|
|
|
|
[Fact]
|
|
public void AppearanceGenderButton_SelectsGender()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.AppearanceTabElementId).OnClick!();
|
|
|
|
environment.Button(CharacterCreationAppearancePage.MaleButtonId).OnClick!();
|
|
Assert.Equal(1u, environment.Runtime.LastSelectedGender);
|
|
|
|
environment.Button(CharacterCreationAppearancePage.FemaleButtonId).OnClick!();
|
|
Assert.Equal(2u, environment.Runtime.LastSelectedGender);
|
|
}
|
|
|
|
/// <summary>Spin arrow geometry (live-DAT-measured, see
|
|
/// <see cref="CharacterCreationAppearancePage"/>'s own class doc):
|
|
/// x=[80,127) is the decrement child, x=[127,174) is the increment
|
|
/// child.</summary>
|
|
[Fact]
|
|
public void AppearanceSpin_IncrementZoneClick_CyclesStyleForwardFromUnset()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
|
|
environment.Button(CharacterCreationAppearancePage.HairSpinId).OnClickAt!(150, 10);
|
|
|
|
Assert.Equal(ChargenAppearanceSlot.HairStyle, environment.Runtime.LastAppearanceSlot);
|
|
Assert.Equal(0u, environment.Runtime.LastAppearanceIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fix round F1: this test previously asserted index 0 here, pinning a
|
|
/// doc claim ("no decomp-observable Unset-cycling case") the decomp
|
|
/// refutes. Hair's own decrement case
|
|
/// (<c>gmCGAppearancePage::ListenToElementMessage @0x0047f465-0x0047f086</c>,
|
|
/// the same shared tail the headgear ring reuses at
|
|
/// <c>label_47f065</c>/<c>label_47f6d9</c>) computes
|
|
/// <c>new = cur - 1</c> on the raw signed int32 (Unset = -1), giving
|
|
/// <c>new = -2</c>; since <c>-2 < 0</c> it wraps to <c>count - 1</c>,
|
|
/// NOT 0 — see <see cref="CharacterCreationAppearancePage.CycleIndex"/>'s
|
|
/// own corrected doc. The fixture's Hair style count is 3
|
|
/// (<see cref="EnvironmentHarness.BuildOptions"/>), so the expected
|
|
/// landing index is 2.
|
|
/// </summary>
|
|
[Fact]
|
|
public void AppearanceSpin_DecrementZoneClick_FromUnset_WrapsToLastStyle()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
|
|
environment.Button(CharacterCreationAppearancePage.HairSpinId).OnClickAt!(100, 10);
|
|
|
|
Assert.Equal(ChargenAppearanceSlot.HairStyle, environment.Runtime.LastAppearanceSlot);
|
|
Assert.Equal(2u, environment.Runtime.LastAppearanceIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fix round F10: pins the SELECT zone — x=[174,200), right of the
|
|
/// increment arrow's own x=[127,174) (live-DAT-measured, both arrows
|
|
/// 47px wide — <c>CharacterCreationLiveDatTests</c>) — as a body click
|
|
/// that selects the part WITHOUT invoking another style cycle, once the
|
|
/// part already holds a real (non-Unset) index. Distinguishes the third
|
|
/// <c>OnClickAt</c> zone from the two arrow-zone tests above, which no
|
|
/// prior test isolated.
|
|
/// </summary>
|
|
[Fact]
|
|
public void AppearanceSpin_SelectZoneClick_SelectsPartWithoutChangingIndex()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
|
|
// Establish a real Hair index first (increment zone, x=150).
|
|
environment.Button(CharacterCreationAppearancePage.HairSpinId).OnClickAt!(150, 10);
|
|
Assert.Equal(0u, environment.Runtime.LastAppearanceIndex);
|
|
int callsAfterCycle = environment.Runtime.AppearanceIndexCallCount;
|
|
|
|
// x=180 is inside [174,200) — past the increment arrow's own zone,
|
|
// still inside the 200px-wide spin — the spin's own BODY, not
|
|
// either arrow.
|
|
environment.Button(CharacterCreationAppearancePage.HairSpinId).OnClickAt!(180, 10);
|
|
|
|
// Already in [0,count) — NormalizeChoiceOnSelect (F1) is a no-op,
|
|
// so the select zone must not re-invoke SetAppearanceIndex.
|
|
Assert.Equal(callsAfterCycle, environment.Runtime.AppearanceIndexCallCount);
|
|
Assert.Equal(ChargenAppearanceSlot.HairStyle, environment.Runtime.LastAppearanceSlot);
|
|
Assert.Equal(0u, environment.Runtime.LastAppearanceIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fix round F1: pins the body-click normalize-and-write-back
|
|
/// (<see cref="CharacterCreationAppearancePage"/>'s own
|
|
/// <c>NormalizeChoiceOnSelect</c> doc) for the case that's actually
|
|
/// reachable in acdream — a part still Unset (AP-214 honest-blank open)
|
|
/// gets clicked in its SELECT zone (not an arrow) — wraps to
|
|
/// <c>count-1</c> and writes it back, exactly like a decrement click
|
|
/// would, even though no arrow was pressed.
|
|
/// </summary>
|
|
[Fact]
|
|
public void AppearanceSpin_SelectZoneClick_FromUnset_NormalizesToLastStyle()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
|
|
// Hair starts Unset (AP-214 honest-blank). x=180 is the select
|
|
// zone, not either arrow.
|
|
environment.Button(CharacterCreationAppearancePage.HairSpinId).OnClickAt!(180, 10);
|
|
|
|
Assert.Equal(ChargenAppearanceSlot.HairStyle, environment.Runtime.LastAppearanceSlot);
|
|
Assert.Equal(2u, environment.Runtime.LastAppearanceIndex); // count-1, fixture has 3 hair styles.
|
|
}
|
|
|
|
/// <summary>CharGenState::SetHeadgearStyle's decomp-derived
|
|
/// (count+1)-position ring: incrementing from Unset lands on style 0;
|
|
/// decrementing FROM style 0 lands back on Unset. Headgear is the ONLY
|
|
/// spin with this ring — see <see cref="CharacterCreationAppearancePage.CycleIndex"/>'s
|
|
/// own citation.</summary>
|
|
[Fact]
|
|
public void AppearanceHeadgearSpin_RingIncludesTheUnsetPosition()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
environment.TabButton(CharacterCreationUiController.AppearanceTabElementId).OnClick!();
|
|
environment.Button(CharacterCreationAppearancePage.ClothesButtonId).OnClick!();
|
|
|
|
environment.Button(CharacterCreationAppearancePage.HeadgearSpinId).OnClickAt!(150, 10); // increment
|
|
Assert.Equal(ChargenAppearanceSlot.HeadgearStyle, environment.Runtime.LastAppearanceSlot);
|
|
Assert.Equal(0u, environment.Runtime.LastAppearanceIndex);
|
|
|
|
environment.Button(CharacterCreationAppearancePage.HeadgearSpinId).OnClickAt!(100, 10); // decrement
|
|
Assert.Equal(RuntimeCharacterCreationAppearance.Unset, environment.Runtime.LastAppearanceIndex);
|
|
}
|
|
|
|
/// <summary>Pure wrap-semantics unit tests for
|
|
/// <see cref="CharacterCreationAppearancePage.CycleIndex"/> — the
|
|
/// decomp-derived arithmetic every spin's OnClickAt zone drives.
|
|
/// </summary>
|
|
[Theory]
|
|
[InlineData(0u, +1, 3, false, 1u)]
|
|
[InlineData(2u, +1, 3, false, 0u)] // plain wrap forward past the end.
|
|
[InlineData(1u, -1, 3, false, 0u)]
|
|
[InlineData(0u, -1, 3, false, 2u)] // plain wrap backward past the start.
|
|
[InlineData(RuntimeCharacterCreationAppearance.Unset, +1, 3, false, 0u)]
|
|
// Fix round F1: decrement-from-Unset wraps to count-1 (2), not 0 — the
|
|
// decomp's shared decrement tail (label_47f065/label_47f6d9) computes
|
|
// new = cur - 1 = -2 on the raw signed int32, which is < 0, so it wraps
|
|
// to count-1 exactly like headgear's own ring does for its non-Unset
|
|
// range. See CycleIndex's own corrected doc.
|
|
[InlineData(RuntimeCharacterCreationAppearance.Unset, -1, 3, false, 2u)]
|
|
[InlineData(0u, -1, 3, true, RuntimeCharacterCreationAppearance.Unset)] // headgear ring: 0 -> Unset.
|
|
[InlineData(RuntimeCharacterCreationAppearance.Unset, +1, 3, true, 0u)] // headgear ring: Unset -> 0.
|
|
[InlineData(2u, +1, 3, true, RuntimeCharacterCreationAppearance.Unset)] // headgear ring: last -> Unset.
|
|
[InlineData(RuntimeCharacterCreationAppearance.Unset, -1, 3, true, 2u)] // headgear ring: Unset -> last.
|
|
public void CycleIndex_MatchesRetailsDecompDerivedWrap(
|
|
uint current, int delta, int count, bool allowUnset, uint expected)
|
|
{
|
|
Assert.Equal(
|
|
expected,
|
|
CharacterCreationAppearancePage.CycleIndex(current, delta, count, allowUnset));
|
|
}
|
|
|
|
/// <summary>Skin has no style index — retail disables its arrow
|
|
/// children (SetAttribute_Bool(...,0xd,1)). Every click on the skin
|
|
/// spin only selects it as the current part.</summary>
|
|
[Fact]
|
|
public void AppearanceSkinSpin_Click_NeverCallsSetAppearanceIndex()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
|
|
environment.Button(CharacterCreationAppearancePage.SkinSpinId).OnClickAt!(100, 10);
|
|
environment.Button(CharacterCreationAppearancePage.SkinSpinId).OnClickAt!(150, 10);
|
|
|
|
Assert.Equal(0, environment.Runtime.AppearanceIndexCallCount);
|
|
}
|
|
|
|
/// <summary>gmCGAppearancePage::Update's heritage 6/0xc/0xd gate: the
|
|
/// Clothes sub-tab and the Nose/Mouth spins all hide.</summary>
|
|
[Fact]
|
|
public void OlthoiHeritage_HidesClothesButtonAndNoseMouthSpins()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(OlthoiId);
|
|
environment.TabButton(CharacterCreationUiController.AppearanceTabElementId).OnClick!();
|
|
|
|
Assert.False(environment.Button(CharacterCreationAppearancePage.ClothesButtonId).Visible);
|
|
Assert.False(environment.Button(CharacterCreationAppearancePage.NoseSpinId).Visible);
|
|
Assert.False(environment.Button(CharacterCreationAppearancePage.MouthSpinId).Visible);
|
|
}
|
|
|
|
/// <summary>Fixture's Hair color list has 3 entries (indices 0-2) — a
|
|
/// swatch beyond that never reaches SetAppearanceIndex, matching
|
|
/// retail's own <c>iNumColors > N</c> gate.</summary>
|
|
[Fact]
|
|
public void AppearanceSwatch_WithinColorCount_SetsColorForTheCurrentPart()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
|
|
// Part defaults to Hair on construction — no extra click needed.
|
|
environment.Button(CharacterCreationAppearancePage.SwatchIds[1]).OnClick!();
|
|
|
|
Assert.Equal(ChargenAppearanceSlot.HairColor, environment.Runtime.LastAppearanceSlot);
|
|
Assert.Equal(1u, environment.Runtime.LastAppearanceIndex);
|
|
}
|
|
|
|
[Fact]
|
|
public void AppearanceSwatch_BeyondColorCount_IsANoOp()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
|
|
environment.Button(CharacterCreationAppearancePage.SwatchIds[^1]).OnClick!(); // index 8, count 3.
|
|
|
|
Assert.Equal(0, environment.Runtime.AppearanceIndexCallCount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// GF-9 (Campaign CC gate round 1 Batch B): retail's ACTUAL swatch click
|
|
/// feedback — exactly one companion overlay visible, tracking the
|
|
/// current part's own selected color index (<c>SetColor</c>'s
|
|
/// <c>m_tColorWheel[...][0x10][iCurColor*7]->SetVisible</c>). Drives
|
|
/// the snapshot directly (the fake binding only records what a click
|
|
/// SENDS, it doesn't feed it back) to exercise
|
|
/// <c>RefreshColorAndShadeControls</c>'s own overlay loop end to end.
|
|
/// </summary>
|
|
[Fact]
|
|
public void AppearanceSwatchOverlays_ExactlyOneVisible_TrackingTheCurrentPartsColorIndex()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
// Part defaults to Hair on construction — no extra click needed.
|
|
|
|
UiElement[] overlays = [.. CharacterCreationAppearancePage.SwatchOverlayIds
|
|
.Select(environment.Page)];
|
|
|
|
// No color selected yet (Unset) -> every overlay hidden.
|
|
Assert.All(overlays, overlay => Assert.False(overlay.Visible));
|
|
|
|
RuntimeCharacterCreationSnapshot snapshot = environment.Runtime.View.Snapshot;
|
|
environment.Runtime.View.Snapshot = snapshot with
|
|
{
|
|
Revision = snapshot.Revision + 1,
|
|
Appearance = snapshot.Appearance with { HairColor = 1u },
|
|
};
|
|
environment.Controller.Tick();
|
|
|
|
for (int i = 0; i < overlays.Length; i++)
|
|
Assert.Equal(i == 1, overlays[i].Visible);
|
|
|
|
snapshot = environment.Runtime.View.Snapshot;
|
|
environment.Runtime.View.Snapshot = snapshot with
|
|
{
|
|
Revision = snapshot.Revision + 1,
|
|
Appearance = snapshot.Appearance with { HairColor = 2u },
|
|
};
|
|
environment.Controller.Tick();
|
|
|
|
for (int i = 0; i < overlays.Length; i++)
|
|
Assert.Equal(i == 2, overlays[i].Visible);
|
|
}
|
|
|
|
[Fact]
|
|
public void AppearanceShadeScroll_ScalarChanged_SetsShadeForTheCurrentPart()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
|
|
environment.ShadeScroll().ScalarChanged!(0.75f);
|
|
|
|
Assert.Equal(ChargenShadeSlot.Hair, environment.Runtime.LastShadeSlot);
|
|
Assert.Equal(0.75, environment.Runtime.LastShadeValue, 3);
|
|
}
|
|
|
|
/// <summary>Nose/Mouth/Skin all route the shade scroll to SKIN shade —
|
|
/// SetShade's cases 2/3/4 share one body in the decompiled switch.
|
|
/// </summary>
|
|
[Fact]
|
|
public void AppearanceShadeScroll_ForNoseOrMouth_RoutesToSkinShade()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
// Select Nose as the current part: click its body (outside the
|
|
// arrow zones), which never changes the style index.
|
|
environment.Button(CharacterCreationAppearancePage.NoseSpinId).OnClickAt!(10, 10);
|
|
|
|
environment.ShadeScroll().ScalarChanged!(0.5f);
|
|
|
|
Assert.Equal(ChargenShadeSlot.Skin, environment.Runtime.LastShadeSlot);
|
|
}
|
|
|
|
[Fact]
|
|
public void AppearanceZoomAndRotateButtons_DelegateToThePreviewControl()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
var preview = new FakeChargenPreviewControl();
|
|
environment.Controller.AppearancePreviewControl = preview;
|
|
|
|
environment.Button(CharacterCreationAppearancePage.ZoomInId).OnClick!();
|
|
environment.Button(CharacterCreationAppearancePage.ZoomOutId).OnClick!();
|
|
environment.Button(CharacterCreationAppearancePage.RotateClockwiseId).OnClick!();
|
|
environment.Button(CharacterCreationAppearancePage.RotateCounterClockwiseId).OnClick!();
|
|
|
|
Assert.Equal(1, preview.ZoomInCalls);
|
|
Assert.Equal(1, preview.ZoomOutCalls);
|
|
Assert.Equal(1, preview.RotateClockwiseCalls);
|
|
Assert.Equal(1, preview.RotateCounterClockwiseCalls);
|
|
}
|
|
|
|
[Fact]
|
|
public void AppearanceZoomButtons_WithNoPreviewControlAssignedYet_AreHarmlessNoOps()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
|
|
// The page mounts before the graphics backend exists — every zoom/
|
|
// rotate click before LivePresentationComposition assigns a real
|
|
// control must be a silent no-op, not a NullReferenceException.
|
|
environment.Button(CharacterCreationAppearancePage.ZoomInId).OnClick!();
|
|
environment.Button(CharacterCreationAppearancePage.RotateClockwiseId).OnClick!();
|
|
}
|
|
|
|
/// <summary>
|
|
/// GF-10 (Campaign CC gate round 1 Batch B): ports
|
|
/// <c>gmCGAppearancePage::ZoomIn @0x0047CF00</c>
|
|
/// (<c>@0x0047d005/0x0047d00f</c>: ZoomInButton -> Highlight(6),
|
|
/// ZoomOutButton -> Normal(1)) and its <c>ZoomOut</c> mirror
|
|
/// (<c>@0x0047D050</c>, <c>@0x0047d140/0x0047d14a</c>). Both buttons
|
|
/// start at their DAT-authored "Normal" default — re-derived from
|
|
/// <c>InitializePage @0x0047fdd0-0048032e</c>: <c>m_bZoomedIn = 0</c> is
|
|
/// set at construction (<c>@0x004802c3</c>) but NO explicit initial
|
|
/// <c>SetState</c> call exists for either zoom button anywhere in
|
|
/// <c>InitializePage</c>, so this port does not force one either.
|
|
/// </summary>
|
|
[Fact]
|
|
public void AppearanceZoomButtons_ClickPath_TogglesMutualExclusiveHighlightPair()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
var preview = new FakeChargenPreviewControl();
|
|
environment.Controller.AppearancePreviewControl = preview;
|
|
|
|
UiButton zoomIn = environment.Button(CharacterCreationAppearancePage.ZoomInId);
|
|
UiButton zoomOut = environment.Button(CharacterCreationAppearancePage.ZoomOutId);
|
|
|
|
Assert.Equal("Normal", zoomIn.ActiveState);
|
|
Assert.Equal("Normal", zoomOut.ActiveState);
|
|
|
|
zoomIn.OnClick!();
|
|
Assert.Equal("Highlight", zoomIn.ActiveState);
|
|
Assert.Equal("Normal", zoomOut.ActiveState);
|
|
|
|
zoomOut.OnClick!();
|
|
Assert.Equal("Normal", zoomIn.ActiveState);
|
|
Assert.Equal("Highlight", zoomOut.ActiveState);
|
|
|
|
// Re-asserting the SAME direction is idempotent (retail's own early-
|
|
// return branch when already zoomed in/out — this port doesn't
|
|
// track m_bZoomedIn, but the RESULT is identical either way).
|
|
zoomOut.OnClick!();
|
|
Assert.Equal("Normal", zoomIn.ActiveState);
|
|
Assert.Equal("Highlight", zoomOut.ActiveState);
|
|
}
|
|
|
|
private static void SelectAluvianMale(EnvironmentHarness environment)
|
|
{
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.AppearanceTabElementId).OnClick!();
|
|
environment.Button(CharacterCreationAppearancePage.MaleButtonId).OnClick!();
|
|
}
|
|
|
|
// ── CC5: RandomizeCharacter open-roll + gender flip ─────────────────
|
|
|
|
/// <summary>Ports <c>gmCharGenMainUI</c>'s ctor-time roll +
|
|
/// <c>gmCGAppearancePage::InitializePage</c>'s gender-flip
|
|
/// (<c>~0x004802da-0x00480303</c>) — retiring AP-214's honest-blank
|
|
/// deviation. <see cref="FakeRuntime.RandomizeCharacter"/> lands
|
|
/// deterministically on <see cref="FakeRuntime.RandomizedHeritageId"/>/
|
|
/// <see cref="FakeRuntime.RandomizedGenderKey"/> so the flip assertion
|
|
/// isn't flaky.</summary>
|
|
[Fact]
|
|
public void Open_RollsACharacterThenFlipsTheGenderToTheOpposite()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.RandomizedHeritageId = AluvianId;
|
|
environment.Runtime.RandomizedGenderKey = GenderKey; // Male = 1
|
|
|
|
environment.Controller.Open();
|
|
|
|
Assert.Equal(1, environment.Runtime.RandomizeCharacterCalls);
|
|
Assert.Equal(AluvianId, environment.Runtime.View.Snapshot.HeritageId);
|
|
// RandomizeCharacter rolled Male (1); InitializePage's own flip
|
|
// immediately inverts it to Female (2).
|
|
Assert.Equal(2u, environment.Runtime.LastSelectedGender);
|
|
Assert.Equal(2u, environment.Runtime.View.Snapshot.GenderKey);
|
|
}
|
|
|
|
[Fact]
|
|
public void Open_RandomizeCharacterRejected_DoesNotAttemptTheGenderFlip()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.RandomizeCharacterAccepts = false;
|
|
|
|
environment.Controller.Open();
|
|
|
|
Assert.Equal(0u, environment.Runtime.LastSelectedGender);
|
|
}
|
|
|
|
// ── CC5: Finish (DoFinish @ 0x004E9170) ──────────────────────────────
|
|
|
|
private static void GoToSummary(EnvironmentHarness environment) =>
|
|
environment.TabButton(CharacterCreationUiController.SummaryTabElementId).OnClick!();
|
|
|
|
[Fact]
|
|
public void Finish_EmptyName_ShowsNoNameWarningDialog_AndDoesNotSend()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
GoToSummary(environment);
|
|
|
|
environment.Button(CharacterCreationUiController.FinishElementId).OnClick!();
|
|
|
|
Assert.Equal(1, environment.Runtime.FinishCallCount);
|
|
Assert.True(environment.Dialogs.IsOpen);
|
|
Assert.Equal("No name entered.", environment.LastDialogMessage());
|
|
}
|
|
|
|
/// <summary>
|
|
/// GF-15 (Campaign CC gate round 1, Batch A). The exact user sequence,
|
|
/// driven through the REAL <see cref="UiRoot.OnMouseDown"/>/
|
|
/// <see cref="UiRoot.OnChar"/> event pipeline — every OTHER Summary-page
|
|
/// test in this file calls <c>field.SetText</c>/<c>UiButton.OnClick!()</c>
|
|
/// directly, which bypasses <see cref="UiRoot"/>'s own pick/focus/Modal
|
|
/// dispatch entirely and is exactly why those tests kept passing while
|
|
/// the live screen was dead. Root cause (live-repro-confirmed):
|
|
/// <see cref="CharacterCreationUiController.Tick"/>'s own per-tick
|
|
/// <c>UiRoot.BringToFront(Root)</c> (needed so chargen stays above the
|
|
/// occluded character-management screen, AP-229) buried any dialog
|
|
/// opened while chargen is active on the VERY NEXT frame, because
|
|
/// <see cref="RetailDialogFactory.Tick"/> never re-asserted its own open
|
|
/// dialogs' z-order — fixed by having it do so, in open-order, every
|
|
/// tick.
|
|
/// </summary>
|
|
[Fact]
|
|
public void Finish_EmptyName_RealEventPath_DialogSurvivesTheNextFrameTick_AndFieldRefocusableAfterDismiss()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
// Heritage/gender must be selected so Finish's HeritageOrGenderUnset
|
|
// local refusal (which has no retail dialog) can't preempt the
|
|
// NoName refusal this test exercises.
|
|
SelectAluvianMale(environment);
|
|
GoToSummary(environment);
|
|
|
|
UiField nameField = environment.SummaryNameField();
|
|
UiButton finishButton = environment.Button(CharacterCreationUiController.FinishElementId);
|
|
|
|
// (1) A real mouse-down at the field's own screen rect sets
|
|
// KeyboardFocus to it.
|
|
Vector2 fieldPos = nameField.ScreenPosition;
|
|
environment.Host.OnMouseDown(UiMouseButton.Left, (int)fieldPos.X + 2, (int)fieldPos.Y + 2);
|
|
Assert.Same(nameField, environment.Host.KeyboardFocus);
|
|
|
|
// (2) A subsequent OnChar lands a character in the field through
|
|
// the real event pipeline (UiRoot.OnChar -> BubbleEvent ->
|
|
// UiField.OnEvent), not a direct SetText call -- then the user's
|
|
// own live-repro clear (repeated Backspace) empties it again, so
|
|
// the field is genuinely empty when Finish commits it below
|
|
// (clicking Finish blurs the field, which commits its text --
|
|
// CommitNameFromField -- exactly like a real click-away would).
|
|
environment.Host.OnChar('Z');
|
|
Assert.Equal("Z", nameField.Text);
|
|
nameField.Backspace();
|
|
Assert.Equal(string.Empty, nameField.Text);
|
|
|
|
// (3) A real click on Finish while the field is empty. UiButton's
|
|
// own click fires on the press-release pair (OnMouseUp with the
|
|
// same target still Captured from OnMouseDown), matching every
|
|
// other real click below.
|
|
Vector2 finishPos = finishButton.ScreenPosition;
|
|
environment.Host.OnMouseDown(UiMouseButton.Left, (int)finishPos.X + 2, (int)finishPos.Y + 2);
|
|
environment.Host.OnMouseUp(UiMouseButton.Left, (int)finishPos.X + 2, (int)finishPos.Y + 2);
|
|
|
|
Assert.Equal(1, environment.Runtime.FinishCallCount);
|
|
Assert.True(environment.Dialogs.IsOpen);
|
|
UiPanel dialogModal = Assert.IsAssignableFrom<UiPanel>(environment.Host.Modal);
|
|
|
|
// (4) Reproduce the exact bug window: one full frame's worth of
|
|
// ticks in production order (CharacterCreationController.Tick then
|
|
// DialogFactory.Tick, RetailUiRuntime.Tick(double)'s own sequence).
|
|
// Before the fix, step 4a alone buried the dialog; the dialog must
|
|
// still sit at or above the screen root's z-order once step 4b (the
|
|
// fix) runs, matching retail's always-on-top dialog behavior.
|
|
environment.Controller.Tick();
|
|
environment.Dialogs.Tick();
|
|
Assert.True(dialogModal.ZOrder >= environment.Controller.Root.ZOrder);
|
|
|
|
// (5) Dismiss through the real click path -- the OK button's own
|
|
// screen rect, not ConfirmActiveDialog's direct OnClick! shortcut.
|
|
UiButton okButton = Assert.IsType<UiButton>(
|
|
UiElement.FindDescendant(dialogModal, RetailMessageDialogView.OkButtonId));
|
|
Vector2 okPos = okButton.ScreenPosition;
|
|
environment.Host.OnMouseDown(UiMouseButton.Left, (int)okPos.X + 2, (int)okPos.Y + 2);
|
|
environment.Host.OnMouseUp(UiMouseButton.Left, (int)okPos.X + 2, (int)okPos.Y + 2);
|
|
Assert.False(environment.Dialogs.IsOpen);
|
|
Assert.Null(environment.Host.Modal);
|
|
|
|
// (6) The user's own final check: the field is still typable
|
|
// afterward, through the same real click+char path.
|
|
environment.Host.OnMouseDown(UiMouseButton.Left, (int)fieldPos.X + 2, (int)fieldPos.Y + 2);
|
|
Assert.Same(nameField, environment.Host.KeyboardFocus);
|
|
environment.Host.OnChar('Q');
|
|
Assert.Contains('Q', nameField.Text);
|
|
}
|
|
|
|
[Fact]
|
|
public void Finish_UnspentCredits_ShowsCreditWarning_ConfirmResendsWithConfirmedFlag()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
environment.Runtime.View.Snapshot = environment.Runtime.View.Snapshot with
|
|
{
|
|
Name = "Adventurer",
|
|
RemainingAttributeCredits = 6,
|
|
};
|
|
GoToSummary(environment);
|
|
|
|
environment.Button(CharacterCreationUiController.FinishElementId).OnClick!();
|
|
|
|
Assert.Equal(1, environment.Runtime.FinishCallCount);
|
|
Assert.False(environment.Runtime.LastConfirmedUnspentCredits);
|
|
Assert.True(environment.Dialogs.IsOpen);
|
|
Assert.Equal("You have unspent attribute credits.", environment.LastDialogMessage());
|
|
|
|
environment.ConfirmActiveDialog(confirmed: true);
|
|
|
|
Assert.Equal(2, environment.Runtime.FinishCallCount);
|
|
Assert.True(environment.Runtime.LastConfirmedUnspentCredits);
|
|
}
|
|
|
|
[Fact]
|
|
public void Finish_UnspentCredits_CancelDialog_DoesNotResend()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
environment.Runtime.View.Snapshot = environment.Runtime.View.Snapshot with
|
|
{
|
|
Name = "Adventurer",
|
|
RemainingAttributeCredits = 6,
|
|
};
|
|
GoToSummary(environment);
|
|
environment.Button(CharacterCreationUiController.FinishElementId).OnClick!();
|
|
|
|
environment.ConfirmActiveDialog(confirmed: false);
|
|
|
|
Assert.Equal(1, environment.Runtime.FinishCallCount);
|
|
}
|
|
|
|
[Fact]
|
|
public void Finish_Accepted_ShowsNoDialog()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
environment.Runtime.View.Snapshot = environment.Runtime.View.Snapshot with
|
|
{
|
|
Name = "Adventurer",
|
|
RemainingAttributeCredits = 0,
|
|
};
|
|
GoToSummary(environment);
|
|
|
|
environment.Button(CharacterCreationUiController.FinishElementId).OnClick!();
|
|
|
|
Assert.Equal(1, environment.Runtime.FinishCallCount);
|
|
Assert.False(environment.Dialogs.IsOpen);
|
|
}
|
|
|
|
[Fact]
|
|
public void Finish_OffSummaryPage_IsANoOp()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open(); // defaults to Heritage
|
|
|
|
environment.Button(CharacterCreationUiController.FinishElementId).OnClick!();
|
|
|
|
Assert.Equal(0, environment.Runtime.FinishCallCount);
|
|
}
|
|
|
|
// ── CC5: Random on Summary (MakeRandomizeWarningDialog @ 0x004e8a90) ─
|
|
|
|
[Fact]
|
|
public void RandomOnSummary_ShowsWarningDialog_ConfirmCallsRandomizeCharacter()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
GoToSummary(environment);
|
|
|
|
environment.Button(CharacterCreationUiController.RandomElementId).OnClick!();
|
|
|
|
Assert.True(environment.Dialogs.IsOpen);
|
|
Assert.Equal("This will randomize your character.", environment.LastDialogMessage());
|
|
int callsBeforeConfirm = environment.Runtime.RandomizeCharacterCalls;
|
|
|
|
environment.ConfirmActiveDialog(confirmed: true);
|
|
|
|
Assert.Equal(callsBeforeConfirm + 1, environment.Runtime.RandomizeCharacterCalls);
|
|
}
|
|
|
|
[Fact]
|
|
public void RandomOnSummary_CancelDialog_DoesNotRandomize()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
GoToSummary(environment);
|
|
int callsBeforeClick = environment.Runtime.RandomizeCharacterCalls;
|
|
|
|
environment.Button(CharacterCreationUiController.RandomElementId).OnClick!();
|
|
environment.ConfirmActiveDialog(confirmed: false);
|
|
|
|
Assert.Equal(callsBeforeClick, environment.Runtime.RandomizeCharacterCalls);
|
|
}
|
|
|
|
// ── CC5: Random on Appearance (DoRandom case 3) ──────────────────────
|
|
|
|
[Fact]
|
|
public void RandomOnAppearance_FaceSubTab_CallsRandomizeAppearance()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.TabButton(CharacterCreationUiController.AppearanceTabElementId).OnClick!();
|
|
|
|
environment.Button(CharacterCreationUiController.RandomElementId).OnClick!();
|
|
|
|
Assert.Equal(1, environment.Runtime.RandomizeAppearanceCalls);
|
|
Assert.Equal(0, environment.Runtime.RandomizeClothingCalls);
|
|
}
|
|
|
|
[Fact]
|
|
public void RandomOnAppearance_ClothesSubTab_CallsRandomizeClothing()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.TabButton(CharacterCreationUiController.AppearanceTabElementId).OnClick!();
|
|
environment.Button(CharacterCreationAppearancePage.ClothesButtonId).OnClick!();
|
|
|
|
environment.Button(CharacterCreationUiController.RandomElementId).OnClick!();
|
|
|
|
Assert.Equal(1, environment.Runtime.RandomizeClothingCalls);
|
|
Assert.Equal(0, environment.Runtime.RandomizeAppearanceCalls);
|
|
}
|
|
|
|
// ── CC5: Summary name field (ListenToElementMessage @ 0x0047bf40) ────
|
|
|
|
[Fact]
|
|
public void SummaryNameField_Submit_CommitsTheName()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
GoToSummary(environment);
|
|
UiField field = environment.SummaryNameField();
|
|
|
|
field.SetText("Adventurer");
|
|
field.Submit();
|
|
|
|
Assert.Equal("Adventurer", environment.Runtime.LastSetName);
|
|
}
|
|
|
|
[Fact]
|
|
public void SummaryNameField_TooLong_ShowsDialogAndRevertsToLastCommitted()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
GoToSummary(environment);
|
|
UiField field = environment.SummaryNameField();
|
|
field.SetText("Adventurer");
|
|
field.Submit();
|
|
Assert.Equal("Adventurer", environment.Runtime.LastSetName);
|
|
|
|
field.SetText(new string('a', 40));
|
|
field.Submit();
|
|
|
|
// The over-limit text never reached SetName, and the too-long
|
|
// dialog fired with the field reverted to the last commit.
|
|
Assert.Equal("Adventurer", environment.Runtime.LastSetName);
|
|
Assert.True(environment.Dialogs.IsOpen);
|
|
Assert.Equal("That name is too long.", environment.LastDialogMessage());
|
|
Assert.Equal("Adventurer", field.Text);
|
|
}
|
|
|
|
[Fact]
|
|
public void SummaryNameField_NameInputFilter_RejectsDigitsAndSymbols()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
GoToSummary(environment);
|
|
UiField field = environment.SummaryNameField();
|
|
|
|
Assert.NotNull(field.CharacterFilter);
|
|
Assert.True(field.CharacterFilter!('A'));
|
|
Assert.True(field.CharacterFilter!(' '));
|
|
Assert.True(field.CharacterFilter!('\''));
|
|
Assert.True(field.CharacterFilter!('-'));
|
|
Assert.False(field.CharacterFilter!('7'));
|
|
Assert.False(field.CharacterFilter!('$'));
|
|
}
|
|
|
|
/// <summary>
|
|
/// CC5 re-review residual round, R1 (2026-08-16): pins the F1 fix (the
|
|
/// deleted <c>_suppressNextFieldEvent</c> latch) against reintroduction.
|
|
/// The pre-fix bug needed BOTH halves to reproduce: (1) an EXTERNAL
|
|
/// change to <c>snapshot.Name</c> lands while the field is unfocused —
|
|
/// <c>CharacterCreationSummaryPage.Refresh</c>'s own field-sync block
|
|
/// (the F1 fix site) calls <c>field.SetText(...)</c> programmatically,
|
|
/// which armed the old latch — then (2) the PLAYER's own REAL commit
|
|
/// (<c>SetText</c> + <c>Submit</c>, the actual event path a keystroke +
|
|
/// Enter/blur drives — never a direct <c>CommitNameFromField</c> call)
|
|
/// arrives afterward. Pre-fix, that real commit hit the still-armed
|
|
/// latch and was silently dropped; <see cref="SummaryNameField_Submit_CommitsTheName"/>
|
|
/// alone never exercised this because it never drives step (1) first —
|
|
/// the review's own finding was that the claimed regression coverage
|
|
/// didn't actually touch the page.
|
|
/// </summary>
|
|
[Fact]
|
|
public void SummaryNameField_RealCommitAfterExternalRefreshWhileUnfocused_StillReachesSetName()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
GoToSummary(environment);
|
|
UiField field = environment.SummaryNameField();
|
|
|
|
// (1) External change while unfocused: something OTHER than this
|
|
// field bumps the Runtime revision with a changed Name (e.g. the
|
|
// player edited another page and came back) — Refresh's field-sync
|
|
// block programmatically overwrites the field via SetText, which
|
|
// never raises OnFocusLost/OnSubmit.
|
|
RuntimeCharacterCreationSnapshot snapshot = environment.Runtime.View.Snapshot;
|
|
environment.Runtime.View.Snapshot = snapshot with
|
|
{
|
|
Revision = snapshot.Revision + 1,
|
|
Name = "Zorak",
|
|
};
|
|
environment.Controller.Tick();
|
|
Assert.Equal("Zorak", field.Text);
|
|
|
|
// (2) The player's own real commit afterward.
|
|
field.SetText("Adventurer");
|
|
field.Submit();
|
|
|
|
Assert.Equal("Adventurer", environment.Runtime.LastSetName);
|
|
}
|
|
|
|
// ── CC5 review fix round F12(d): RebuildListbox content ─────────────
|
|
|
|
/// <summary>
|
|
/// F12(d) (2026-08-16): pins the F3 fix directly against the listbox's
|
|
/// actual built rows (not just the header/pair TEMPLATE ids the fixture
|
|
/// wires) — a skill row uses the key/value pair template (KEY = skill
|
|
/// name, VALUE = <see cref="FakeRuntime.GetSkillScore"/>'s deterministic
|
|
/// stand-in), and BOTH bucket headers appear even though only ONE bucket
|
|
/// (Trained) has a matching skill — the case that actually exercises
|
|
/// "unconditional" (a header shown only because some row happened to
|
|
/// match would have passed even with the pre-fix lazy-header bug).
|
|
/// </summary>
|
|
[Fact]
|
|
public void Summary_RebuildListbox_SkillRows_UseKeyValueTemplate_WithUnconditionalHeaders()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
SelectAluvianMale(environment);
|
|
// SkillTrainOnly (1, "Axe") is Trained; SkillSpecializable (2,
|
|
// "Bow") is left Inactive entirely — no skill occupies the
|
|
// Specialized bucket.
|
|
environment.Runtime.View.SetSkillLevel(SkillTrainOnly, ChargenSkillAdvancementClass.Trained);
|
|
GoToSummary(environment);
|
|
|
|
UiTemplateListBox listBox = environment.SummaryListBox();
|
|
IReadOnlyList<UiElement> rows = Assert.IsType<UiScrollablePanel>(
|
|
listBox.ViewportForTest).Children;
|
|
|
|
// Ids match CharacterCreationSummaryPage's own private
|
|
// HeaderTextId/KeyTextId/ValueTextId constants — the same literals
|
|
// BuildSummaryHeaderTemplate/BuildSummaryPairTemplate below already
|
|
// hardcode for the fixture's row templates.
|
|
const uint headerTextId = 0x100000FEu;
|
|
const uint keyTextId = 0x100002FCu;
|
|
const uint valueTextId = 0x100002FDu;
|
|
|
|
var headers = new List<string>();
|
|
var pairs = new List<(string Key, string Value)>();
|
|
foreach (UiElement row in rows)
|
|
{
|
|
if (UiElement.FindDescendant(row, headerTextId) is UiText header)
|
|
headers.Add(JoinedText(header));
|
|
else if (UiElement.FindDescendant(row, keyTextId) is UiText key
|
|
&& UiElement.FindDescendant(row, valueTextId) is UiText value)
|
|
{
|
|
pairs.Add((JoinedText(key), JoinedText(value)));
|
|
}
|
|
}
|
|
|
|
Assert.Contains("Specialized Skills", headers);
|
|
Assert.Contains("Trained Skills", headers);
|
|
Assert.Single(pairs, p => p.Key == "Axe" && p.Value == "10");
|
|
Assert.DoesNotContain(pairs, p => p.Key == "Bow");
|
|
}
|
|
|
|
private static string JoinedText(UiText text) =>
|
|
string.Join(" ", text.LinesProvider().Select(static line => line.Text));
|
|
|
|
// ── CC5: 0xF643 rejection dialogs ─────────────────────────────────────
|
|
|
|
[Fact]
|
|
public void CreationFailed_NameInUse_ShowsTheRetailErrorDialog_AndAcknowledgesOnClose()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_Character_Err_NameReserved"] = "That name is in use.";
|
|
environment.Controller.Open();
|
|
|
|
environment.Runtime.View.Snapshot = environment.Runtime.View.Snapshot with
|
|
{
|
|
LastRejection = new RuntimeCharacterCreationRejection(
|
|
3u,
|
|
CharGenVerificationResponse.Code.NameInUse,
|
|
"NameInUse",
|
|
"Adventurer"),
|
|
};
|
|
BumpRevisionAndTick(environment);
|
|
|
|
Assert.True(environment.Dialogs.IsOpen);
|
|
Assert.Equal("That name is in use.", environment.LastDialogMessage());
|
|
|
|
environment.DismissActiveMessageDialog();
|
|
|
|
Assert.Equal(1, environment.Runtime.AcknowledgeRejectionCalls);
|
|
}
|
|
|
|
/// <summary>
|
|
/// F12(c) (CC5 review-fix round, 2026-08-16): a SECOND rejection with
|
|
/// IDENTICAL field values (same RawCode/Code/Reason/AttemptedName —
|
|
/// e.g. the player retried Finish with the SAME already-taken name)
|
|
/// must still show the dialog. <c>ReconcileDialogs</c>' own
|
|
/// <c>_lastShownRejection</c> dedup only suppresses re-showing a value
|
|
/// that is STILL the current <c>LastRejection</c> across ticks
|
|
/// (<see cref="CreationFailed_SameRejectionAcrossTicks_ShowsOnlyOneDialog"/>);
|
|
/// once <see cref="FakeRuntime.AcknowledgeRejection"/> nulls the
|
|
/// snapshot's rejection (mirroring the real
|
|
/// <c>RuntimeCharacterCreationState.TryAcknowledgeRejection</c>),
|
|
/// <c>_lastShownRejection</c> resets to null too, so the identical
|
|
/// value arriving a second time is treated as new.
|
|
/// </summary>
|
|
[Fact]
|
|
public void CreationFailed_IdenticalRejectionAfterAcknowledge_ReshowsTheDialog()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_Character_Err_NameReserved"] = "That name is in use.";
|
|
environment.Controller.Open();
|
|
|
|
var rejection = new RuntimeCharacterCreationRejection(
|
|
3u, CharGenVerificationResponse.Code.NameInUse, "NameInUse", "Adventurer");
|
|
|
|
environment.Runtime.View.Snapshot = environment.Runtime.View.Snapshot with { LastRejection = rejection };
|
|
BumpRevisionAndTick(environment);
|
|
Assert.True(environment.Dialogs.IsOpen);
|
|
|
|
environment.DismissActiveMessageDialog();
|
|
Assert.Equal(1, environment.Runtime.AcknowledgeRejectionCalls);
|
|
Assert.False(environment.Dialogs.IsOpen);
|
|
Assert.Null(environment.Runtime.View.Snapshot.LastRejection);
|
|
|
|
// One intervening Tick with LastRejection == null — exactly what
|
|
// happens continuously in the real game loop between the
|
|
// acknowledge callback and the player's next Finish attempt — lets
|
|
// ReconcileDialogs' own `if (rejection is null) _lastShownRejection
|
|
// = null;` branch run BEFORE the identical value arrives again.
|
|
// Without this, _lastShownRejection still holds the acknowledged
|
|
// value and the dedup would (correctly, per its OWN contract)
|
|
// suppress a value that never actually went away in between.
|
|
environment.Controller.Tick();
|
|
|
|
// The identical rejection value arrives again.
|
|
environment.Runtime.View.Snapshot = environment.Runtime.View.Snapshot with { LastRejection = rejection };
|
|
BumpRevisionAndTick(environment);
|
|
|
|
Assert.True(environment.Dialogs.IsOpen);
|
|
Assert.Equal("That name is in use.", environment.LastDialogMessage());
|
|
|
|
environment.DismissActiveMessageDialog();
|
|
Assert.Equal(2, environment.Runtime.AcknowledgeRejectionCalls);
|
|
}
|
|
|
|
[Fact]
|
|
public void CreationFailed_SameRejectionAcrossTicks_ShowsOnlyOneDialog()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_Character_Err_NameBanned"] = "That name is banned.";
|
|
environment.Controller.Open();
|
|
|
|
environment.Runtime.View.Snapshot = environment.Runtime.View.Snapshot with
|
|
{
|
|
LastRejection = new RuntimeCharacterCreationRejection(
|
|
4u, CharGenVerificationResponse.Code.NameBanned, "NameBanned", "Adventurer"),
|
|
};
|
|
BumpRevisionAndTick(environment);
|
|
Assert.Equal(1, environment.Dialogs.ActiveCount);
|
|
|
|
// A second Tick with the SAME rejection instance (no revision bump,
|
|
// no new value) must not reopen the dialog — ReconcileDialogs runs
|
|
// every Tick, not just on revision change.
|
|
environment.Controller.Tick();
|
|
Assert.Equal(1, environment.Dialogs.ActiveCount);
|
|
}
|
|
|
|
private sealed class FakeChargenPreviewControl : AcDream.App.Rendering.IChargenPreviewControl
|
|
{
|
|
public int ZoomInCalls { get; private set; }
|
|
public int ZoomOutCalls { get; private set; }
|
|
public int RotateClockwiseCalls { get; private set; }
|
|
public int RotateCounterClockwiseCalls { get; private set; }
|
|
|
|
public bool Rebuild(
|
|
ChargenOptions options,
|
|
uint heritageId,
|
|
int genderKey,
|
|
ChargenAppearanceSelection selection) => true;
|
|
|
|
public void ZoomIn() => ZoomInCalls++;
|
|
public void ZoomOut() => ZoomOutCalls++;
|
|
public void RotateClockwise() => RotateClockwiseCalls++;
|
|
public void RotateCounterClockwise() => RotateCounterClockwiseCalls++;
|
|
}
|
|
|
|
// ── Campaign CC gate round 1 Batch C ────────────────────────────────
|
|
|
|
/// <summary>
|
|
/// GF-2: the composed description routes through the shared rich-text
|
|
/// helper — header segments (palette index 1) render in a DIFFERENT
|
|
/// color than body segments (index 0), and each segment's own escape
|
|
/// sequence is normalized. The fixture's description element carries
|
|
/// no authored <c>FontColorPalette</c>, so this also exercises
|
|
/// <see cref="DatRichText.PaletteColor"/>'s fallback (green header /
|
|
/// white body).
|
|
/// </summary>
|
|
[Fact]
|
|
public void HeritageDescription_ComposesGreenHeaderAndWhiteBodySegments()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_Heritage_StartingSkills_Header"] = "Trained Starting Skills:";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_Heritage_StartingSkills"] = "Line one\\nLine two";
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
BumpRevisionAndTick(environment);
|
|
|
|
UiText description = Assert.IsType<UiText>(environment.Screen.FindElement(0x100003C4u));
|
|
var lines = description.LinesProvider().ToList();
|
|
|
|
Assert.Contains(lines, l => l.Text == "Trained Starting Skills:" && l.Color == new Vector4(0f, 1f, 0f, 1f));
|
|
// The literal "\n" escape in the body segment must become TWO
|
|
// separate lines, not render as a literal backslash-n.
|
|
Assert.Contains(lines, l => l.Text == "Line one" && l.Color == Vector4.One);
|
|
Assert.Contains(lines, l => l.Text == "Line two" && l.Color == Vector4.One);
|
|
Assert.DoesNotContain(lines, l => l.Text.Contains("\\n"));
|
|
}
|
|
|
|
/// <summary>GF-11a: switching towns changes the RENDERED (wrapped)
|
|
/// lines, not just an internal string that never becomes visible —
|
|
/// the diagnosed root cause of "description does not change" was a
|
|
/// single un-wrapped line whose differing suffix rendered past the
|
|
/// clipped viewport.</summary>
|
|
[Fact]
|
|
public void TownDescription_ChangesRenderedLinesWhenSwitchingTowns()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_TownHowTo"] = "How to pick a town.";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_HoltText"] = "Holtburg is snowy.";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_ShoushiText"] = "Shoushi is sunny.";
|
|
environment.Controller.Open();
|
|
environment.TabButton(CharacterCreationUiController.TownTabElementId).OnClick!();
|
|
|
|
environment.Button(0x1000040Du).OnClick!(); // Holtburg
|
|
BumpRevisionAndTick(environment);
|
|
UiText description = Assert.IsType<UiText>(environment.Screen.FindElement(0x10000409u));
|
|
string holtburgText = JoinedText(description);
|
|
Assert.Contains("Holtburg is snowy.", holtburgText);
|
|
|
|
environment.Button(0x1000040Fu).OnClick!(); // Shoushi
|
|
BumpRevisionAndTick(environment);
|
|
string shoushiText = JoinedText(description);
|
|
Assert.Contains("Shoushi is sunny.", shoushiText);
|
|
Assert.DoesNotContain("Holtburg is snowy.", shoushiText);
|
|
}
|
|
|
|
/// <summary>GF-3: the Profession page's description textbox
|
|
/// (<c>0x100003e0</c>) binds and switches per selected template.</summary>
|
|
[Fact]
|
|
public void ProfessionDescription_BindsAndSwitchesPerTemplate()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_CustomText"] = "Custom flexible build.";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_BowText"] = "Bow hunters use ranged attacks.";
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.ProfessionTabElementId).OnClick!();
|
|
|
|
environment.Button(0x100003DAu).OnClick!(); // Bow Hunter = template 1
|
|
BumpRevisionAndTick(environment);
|
|
|
|
UiText description = Assert.IsType<UiText>(environment.Screen.FindElement(0x100003E0u));
|
|
Assert.Contains("Bow hunters use ranged attacks.", JoinedText(description));
|
|
}
|
|
|
|
/// <summary>GF-4a: the display buttons' authored caption survives a
|
|
/// value write — the whole point of the ValueLabel coexistence
|
|
/// mechanism.</summary>
|
|
[Fact]
|
|
public void ProfessionAndSkillsDisplayButtons_ValueWriteDoesNotClobberLabel()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
|
|
UiButton available = environment.Button(0x100003E2u);
|
|
available.Label = "Attribute Credits"; // fixture authors no P0x17; simulate it
|
|
UiButton credits = environment.Button(0x100003F9u);
|
|
credits.Label = "Available Skill Credits";
|
|
|
|
environment.TabButton(CharacterCreationUiController.ProfessionTabElementId).OnClick!();
|
|
BumpRevisionAndTick(environment);
|
|
Assert.Equal("Attribute Credits", available.Label);
|
|
// The fixture's default snapshot (BuildOptions' companion default)
|
|
// carries RemainingAttributeCredits=66 — an exact, non-vacuous
|
|
// pin, not just "some value got written somewhere".
|
|
Assert.Equal("66", available.ValueLabel);
|
|
|
|
environment.TabButton(CharacterCreationUiController.SkillsTabElementId).OnClick!();
|
|
BumpRevisionAndTick(environment);
|
|
Assert.Equal("Available Skill Credits", credits.Label);
|
|
Assert.Equal("50", credits.ValueLabel); // RemainingSkillCredits=50
|
|
}
|
|
|
|
/// <summary>GF-6/AP-218: the Appearance page's Hair/Eyes/Skin spins
|
|
/// show a heritage-flavored STATIC caption, never a numeric ordinal —
|
|
/// and switch to the Gearknight/Olthoi variant per heritage.</summary>
|
|
[Fact]
|
|
public void AppearanceSpinCaptions_ArePartNames_NotOrdinals_AndVaryByHeritage()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_HairStyle"] = "Hair Style";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_Eyes"] = "Eyes";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_GearText_HairButton"] = "Gear Hair";
|
|
environment.Controller.Open();
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.TabButton(CharacterCreationUiController.AppearanceTabElementId).OnClick!();
|
|
BumpRevisionAndTick(environment);
|
|
|
|
UiButton hairSpin = environment.Button(CharacterCreationAppearancePage.HairSpinId);
|
|
Assert.Equal("Hair Style", hairSpin.Label);
|
|
Assert.DoesNotContain(hairSpin.Label, new[] { "1", "2", "-" });
|
|
|
|
environment.Runtime.SelectHeritageDirect((uint)ChargenHeritageGroup.Gearknight);
|
|
BumpRevisionAndTick(environment);
|
|
Assert.Equal("Gear Hair", hairSpin.Label);
|
|
}
|
|
|
|
/// <summary>Root 1d: the Heritage and Profession backdrops switch
|
|
/// state per selection.</summary>
|
|
[Fact]
|
|
public void HeritageAndProfessionBackdrops_SwitchStatePerSelection()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Controller.Open();
|
|
|
|
var heritageBackdrop = Assert.IsAssignableFrom<IUiDatStateful>(
|
|
environment.Screen.FindElement(0x100003BEu));
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
BumpRevisionAndTick(environment);
|
|
Assert.Equal(0x10000021u, heritageBackdrop.ActiveRetailStateId);
|
|
|
|
environment.Runtime.SelectHeritageDirect((uint)ChargenHeritageGroup.Gharundim);
|
|
BumpRevisionAndTick(environment);
|
|
Assert.Equal(0x10000022u, heritageBackdrop.ActiveRetailStateId);
|
|
|
|
environment.TabButton(CharacterCreationUiController.ProfessionTabElementId).OnClick!();
|
|
var professionBackdrop = Assert.IsAssignableFrom<IUiDatStateful>(
|
|
environment.Screen.FindElement(0x100003D8u));
|
|
environment.Button(0x100003DAu).OnClick!(); // Bow Hunter = template 1
|
|
BumpRevisionAndTick(environment);
|
|
Assert.Equal(0x1000002Cu, professionBackdrop.ActiveRetailStateId);
|
|
}
|
|
|
|
/// <summary>Commit 3: the Summary how-to text concatenates HowTo +
|
|
/// the heritage/gender name-suggestion list (heritages 1-4 only) +
|
|
/// HowToEnd, in that order, no separator inserted by code.</summary>
|
|
[Fact]
|
|
public void SummaryHowToText_ComposesHowToPlusNameSuggestionsPlusHowToEnd_ForNamedHeritages()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_SummaryHowTo"] = "HOWTO.";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_SummaryHowToEnd"] = "HOWTOEND.";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_AluMaleNames"] = "Alucard, Aldric";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_AluFemaleNames"] = "Alura, Aldyth";
|
|
environment.Controller.Open();
|
|
|
|
environment.Runtime.SelectHeritageDirect(AluvianId);
|
|
environment.Runtime.SelectGenderDirect(1u); // male
|
|
environment.TabButton(CharacterCreationUiController.SummaryTabElementId).OnClick!();
|
|
BumpRevisionAndTick(environment);
|
|
|
|
UiText howTo = Assert.IsType<UiText>(
|
|
environment.Screen.FindElement(CharacterCreationSummaryPage.HowToTextId));
|
|
string composed = JoinedText(howTo);
|
|
Assert.Contains("HOWTO.", composed);
|
|
Assert.Contains("Alucard, Aldric", composed);
|
|
Assert.DoesNotContain("Alura, Aldyth", composed);
|
|
Assert.Contains("HOWTOEND.", composed);
|
|
// No code-inserted separator: HowTo's own tail must be immediately
|
|
// followed by the name-list segment's own head, character for
|
|
// character (only whichever whitespace the AUTHORED strings
|
|
// themselves carry — none, in this test's fixture strings).
|
|
Assert.Contains("HOWTO.Alucard, Aldric", composed.Replace("\n", string.Empty));
|
|
|
|
environment.Runtime.SelectGenderDirect(2u); // female
|
|
BumpRevisionAndTick(environment);
|
|
string femaleComposed = JoinedText(howTo);
|
|
Assert.Contains("Alura, Aldyth", femaleComposed);
|
|
Assert.DoesNotContain("Alucard, Aldric", femaleComposed);
|
|
}
|
|
|
|
/// <summary>Heritages without a real retail name-suggestion string
|
|
/// (5-13, the decompiler-artifact cases) compose HowTo directly
|
|
/// against HowToEnd — no invented text, no crash.</summary>
|
|
[Fact]
|
|
public void SummaryHowToText_SkipsNameSuggestions_ForHeritagesWithNoRealString()
|
|
{
|
|
using var environment = new EnvironmentHarness();
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_SummaryHowTo"] = "HOWTO.";
|
|
environment.Runtime.ResolvedStrings["ID_CharGen_SummaryHowToEnd"] = "HOWTOEND.";
|
|
environment.Controller.Open();
|
|
|
|
environment.Runtime.SelectHeritageDirect((uint)ChargenHeritageGroup.Undead);
|
|
environment.TabButton(CharacterCreationUiController.SummaryTabElementId).OnClick!();
|
|
BumpRevisionAndTick(environment);
|
|
|
|
UiText howTo = Assert.IsType<UiText>(
|
|
environment.Screen.FindElement(CharacterCreationSummaryPage.HowToTextId));
|
|
string composed = JoinedText(howTo);
|
|
Assert.Contains("HOWTO.", composed);
|
|
Assert.Contains("HOWTOEND.", composed);
|
|
}
|
|
|
|
private static void BumpRevisionAndTick(EnvironmentHarness environment)
|
|
{
|
|
RuntimeCharacterCreationSnapshot snapshot = environment.Runtime.View.Snapshot;
|
|
environment.Runtime.View.Snapshot = snapshot with { Revision = snapshot.Revision + 1 };
|
|
environment.Controller.Tick();
|
|
}
|
|
|
|
private static IEnumerable<UiElement> Descendants(UiElement root)
|
|
{
|
|
yield return root;
|
|
foreach (UiElement child in root.Children)
|
|
foreach (UiElement descendant in Descendants(child))
|
|
yield return descendant;
|
|
}
|
|
|
|
// ── Fixture ──────────────────────────────────────────────────────────
|
|
|
|
private sealed class EnvironmentHarness : IDisposable
|
|
{
|
|
private readonly List<ImportedLayout> _dialogLayouts = [];
|
|
|
|
public EnvironmentHarness()
|
|
{
|
|
Host = new UiRoot { Width = 800f, Height = 600f };
|
|
Screen = BuildScreen();
|
|
Runtime = new FakeRuntime();
|
|
Dialogs = new RetailDialogFactory(Host, type =>
|
|
{
|
|
ImportedLayout layout = RetailDialogFactoryTests.BuildDialogLayout(type);
|
|
_dialogLayouts.Add(layout);
|
|
return layout;
|
|
});
|
|
Controller = Assert.IsType<CharacterCreationUiController>(
|
|
CharacterCreationUiController.CreateDetached(
|
|
Host,
|
|
Screen,
|
|
ResolveSkillRowTemplate,
|
|
Dialogs,
|
|
Runtime.Bindings,
|
|
new CharacterCreationUiController.DialogStrings(
|
|
"Are you sure you want to leave?",
|
|
"No name entered.",
|
|
"You have unspent attribute credits.",
|
|
"This will randomize your character.",
|
|
"That name is too long.")));
|
|
Controller.AttachAndTick();
|
|
}
|
|
|
|
public UiRoot Host { get; }
|
|
public ImportedLayout Screen { get; }
|
|
public FakeRuntime Runtime { get; }
|
|
public RetailDialogFactory Dialogs { get; }
|
|
public CharacterCreationUiController Controller { get; }
|
|
|
|
public UiButton Button(uint id) =>
|
|
Assert.IsType<UiButton>(Screen.FindElement(id));
|
|
|
|
public UiButton TabButton(uint id) => Button(id);
|
|
|
|
public UiElement Page(uint id) =>
|
|
Assert.IsAssignableFrom<UiElement>(Screen.FindElement(id));
|
|
|
|
public UiTemplateListBox SkillsList() =>
|
|
Assert.IsType<UiTemplateListBox>(Screen.FindElement(0x100003F7u));
|
|
|
|
/// <summary>GF-5: locates a built skill row by its name text
|
|
/// (<c>0x10000301</c>) and returns its up (<c>0x10000304</c>,
|
|
/// <c>pSkillUpButton</c>) / down (<c>0x10000305</c>,
|
|
/// <c>pSkillDownButton</c>) arrow buttons.</summary>
|
|
public (UiButton Up, UiButton Down) SkillRowArrows(uint skillId)
|
|
{
|
|
string skillName = ItemAppraisalTextFormatter.SkillName((int)skillId);
|
|
UiElement row = Assert.Single(
|
|
SkillsList().ViewportForTest!.Children,
|
|
candidate => UiElement.FindDescendant(candidate, 0x10000301u) is UiText name
|
|
&& JoinedText(name) == skillName);
|
|
UiButton up = Assert.IsType<UiButton>(UiElement.FindDescendant(row, 0x10000304u));
|
|
UiButton down = Assert.IsType<UiButton>(UiElement.FindDescendant(row, 0x10000305u));
|
|
return (up, down);
|
|
}
|
|
|
|
/// <summary>R2-4a (Batch F): locates a built skill row's ROOT
|
|
/// element (<c>Templates[1]</c>'s own <c>UiDatElement</c>) by its
|
|
/// name text, for row-CLICK (not arrow-click) selection tests.
|
|
/// Also returns the row's own name <see cref="UiText"/> so a test
|
|
/// can assert its <see cref="UiText.DefaultColor"/> selection
|
|
/// highlight.</summary>
|
|
public (UiDatElement Row, UiText NameText) SkillRow(uint skillId)
|
|
{
|
|
string skillName = ItemAppraisalTextFormatter.SkillName((int)skillId);
|
|
UiElement row = Assert.Single(
|
|
SkillsList().ViewportForTest!.Children,
|
|
candidate => UiElement.FindDescendant(candidate, 0x10000301u) is UiText name
|
|
&& JoinedText(name) == skillName);
|
|
UiDatElement datRow = Assert.IsType<UiDatElement>(row);
|
|
UiText nameText = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000301u));
|
|
return (datRow, nameText);
|
|
}
|
|
|
|
public UiText SkillInfoTitle() =>
|
|
Assert.IsType<UiText>(Screen.FindElement(0x100003FBu));
|
|
|
|
public UiText SkillInfoText() =>
|
|
Assert.IsType<UiText>(Screen.FindElement(0x100003FCu));
|
|
|
|
public UiScrollbar SkillsScrollbar() =>
|
|
Assert.IsType<UiScrollbar>(Screen.FindElement(0x100003F8u));
|
|
|
|
public UiTemplateListBox SummaryListBox() =>
|
|
Assert.IsType<UiTemplateListBox>(Screen.FindElement(CharacterCreationSummaryPage.ListBoxId));
|
|
|
|
public UiScrollbar ShadeScroll() =>
|
|
Assert.IsType<UiScrollbar>(Screen.FindElement(CharacterCreationAppearancePage.ShadeScrollId));
|
|
|
|
public UiField SummaryNameField() =>
|
|
Assert.IsType<UiField>(Screen.FindElement(CharacterCreationSummaryPage.NameTextId));
|
|
|
|
/// <summary>Confirms or cancels the MOST RECENTLY opened confirmation
|
|
/// dialog, using <see cref="RetailConfirmationDialogView"/>'s real
|
|
/// button ids off the layout the factory's <c>createLayout</c>
|
|
/// callback actually returned — same lookup shape
|
|
/// <c>CharacterManagementUiControllerTests</c> uses.</summary>
|
|
public void ConfirmActiveDialog(bool confirmed)
|
|
{
|
|
ImportedLayout dialog = _dialogLayouts[^1];
|
|
uint buttonId = confirmed
|
|
? RetailConfirmationDialogView.AcceptButtonId
|
|
: RetailConfirmationDialogView.RejectButtonId;
|
|
UiButton button = Assert.IsType<UiButton>(dialog.FindElement(buttonId));
|
|
button.OnClick!();
|
|
}
|
|
|
|
/// <summary>Same shape as <see cref="ConfirmActiveDialog"/>, for a
|
|
/// plain informational (<see cref="RetailMessageDialogView"/>) OK
|
|
/// dialog — <see cref="ShowNoNameWarningDialog"/>/the 0xF643
|
|
/// rejection dialogs use this shape, not confirm/cancel.</summary>
|
|
public void DismissActiveMessageDialog()
|
|
{
|
|
ImportedLayout dialog = _dialogLayouts[^1];
|
|
UiButton button = Assert.IsType<UiButton>(
|
|
dialog.FindElement(RetailMessageDialogView.OkButtonId));
|
|
button.OnClick!();
|
|
}
|
|
|
|
/// <summary>The MOST RECENTLY opened dialog's message text —
|
|
/// mirrors <c>CharacterManagementUiControllerTests.Message</c>'s
|
|
/// own lookup shape (element id <c>0x3E</c>, every
|
|
/// <see cref="RetailDialogFactoryTests.BuildDialogLayout"/> popup's
|
|
/// text child).</summary>
|
|
public string LastDialogMessage() => string.Join(
|
|
" ",
|
|
Assert.IsType<UiText>(_dialogLayouts[^1].FindElement(0x3Eu))
|
|
.LinesProvider()
|
|
.Select(static line => line.Text));
|
|
|
|
private static UiElement? ResolveSkillRowTemplate(
|
|
uint templateLayoutId,
|
|
uint templateElementId) =>
|
|
templateElementId switch
|
|
{
|
|
SummaryLineTemplateId => BuildSummaryLineTemplate(),
|
|
SummaryHeaderTemplateId => BuildSummaryHeaderTemplate(),
|
|
SummaryPairTemplateId => BuildSummaryPairTemplate(),
|
|
_ => BuildSkillRowTemplate(templateElementId),
|
|
};
|
|
|
|
public void Dispose()
|
|
{
|
|
Controller.Dispose();
|
|
Dialogs.Dispose();
|
|
}
|
|
}
|
|
|
|
private sealed class FakeRuntime
|
|
{
|
|
private static readonly RuntimeGenerationToken Generation = new(3u);
|
|
|
|
public FakeRuntime()
|
|
{
|
|
View = new FakeView(BuildOptions());
|
|
Bindings = new CharacterCreationRuntimeBindings(
|
|
() => ProvideView ? View : null,
|
|
SelectHeritage,
|
|
SelectGender,
|
|
SelectTemplate,
|
|
SetAttribute,
|
|
(_, _) => Result(RuntimeCommandStatus.Accepted),
|
|
skillId => SetSkillLevel(skillId, ChargenSkillAdvancementClass.Trained),
|
|
skillId => SetSkillLevel(skillId, ChargenSkillAdvancementClass.Specialized),
|
|
skillId => SetSkillLevel(skillId, ChargenSkillAdvancementClass.Untrained),
|
|
SelectStartArea,
|
|
Finish,
|
|
() => RequestExitCalls++,
|
|
SetAppearanceIndex: SetAppearanceIndex,
|
|
SetShade: SetShade,
|
|
ResolveText: key => ResolvedStrings.TryGetValue(key, out string? value) ? value : null,
|
|
SetName: SetName,
|
|
AcknowledgeRejection: AcknowledgeRejection,
|
|
RandomizeCharacter: RandomizeCharacter,
|
|
RandomizeAppearance: () => { RandomizeAppearanceCalls++; return Result(RuntimeCommandStatus.Accepted); },
|
|
RandomizeClothing: () => { RandomizeClothingCalls++; return Result(RuntimeCommandStatus.Accepted); },
|
|
GetSkillScore: GetSkillScore,
|
|
OpenOnStart: false);
|
|
}
|
|
|
|
/// <summary>F3/F12(d) (CC5 review-fix round, 2026-08-16): deterministic
|
|
/// stand-in for <c>RetailSkillFormula.CalculateChargenScore</c> —
|
|
/// <c>skillId * 10</c> so tests can assert an exact, unambiguous value
|
|
/// without needing a real SkillTable.</summary>
|
|
private static uint GetSkillScore(
|
|
uint skillId,
|
|
ChargenAttributeValues attributes,
|
|
ChargenSkillAdvancementClass level) => skillId * 10u;
|
|
|
|
public FakeView View { get; }
|
|
public CharacterCreationRuntimeBindings Bindings { get; }
|
|
public bool ProvideView { get; set; } = true;
|
|
public int RequestExitCalls { get; private set; }
|
|
public uint LastSelectedHeritage { get; private set; }
|
|
public uint LastSelectedGender { get; private set; }
|
|
public uint LastSelectedTemplate { get; private set; }
|
|
public ChargenAttributeId LastAttributeSet { get; private set; }
|
|
public int LastAttributeValue { get; private set; }
|
|
public int LastSelectedStartArea { get; private set; } = -1;
|
|
public ChargenAppearanceSlot? LastAppearanceSlot { get; private set; }
|
|
public uint LastAppearanceIndex { get; private set; }
|
|
public int AppearanceIndexCallCount { get; private set; }
|
|
public ChargenShadeSlot? LastShadeSlot { get; private set; }
|
|
public double LastShadeValue { get; private set; }
|
|
public string? LastSetName { get; private set; }
|
|
public int FinishCallCount { get; private set; }
|
|
public bool LastConfirmedUnspentCredits { get; private set; }
|
|
public int AcknowledgeRejectionCalls { get; private set; }
|
|
public int RandomizeCharacterCalls { get; private set; }
|
|
public int RandomizeAppearanceCalls { get; private set; }
|
|
public int RandomizeClothingCalls { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The exact HeritageId/GenderKey a fake RandomizeCharacter roll
|
|
/// lands on — deterministic (not random) so tests can assert the
|
|
/// flip-to-opposite-gender behavior precisely. Defaults to 0/0 (a
|
|
/// no-op "roll") so the 37 PRE-EXISTING <c>Open()</c> call sites in
|
|
/// this file — written against the honest-blank-open contract
|
|
/// AP-214 tracked before this slice — keep observing a blank
|
|
/// heritage/gender after <c>Open()</c> without every one of them
|
|
/// having to opt out individually; only the tests THIS slice adds
|
|
/// that specifically exercise the roll set these explicitly.
|
|
/// </summary>
|
|
public uint RandomizedHeritageId { get; set; }
|
|
public uint RandomizedGenderKey { get; set; }
|
|
|
|
/// <summary>Lets a test simulate the Runtime-inactive/rejected case
|
|
/// (e.g. a session already gone) without needing a real
|
|
/// <c>RuntimeCharacterCreationState</c>.</summary>
|
|
public bool RandomizeCharacterAccepts { get; set; } = true;
|
|
|
|
/// <summary>Populated by tests exercising the <c>ID_Character_Err_*</c>
|
|
/// rejection-dialog path — <c>ResolveText</c> above reads from it.</summary>
|
|
public Dictionary<string, string> ResolvedStrings { get; } = [];
|
|
|
|
public void SelectHeritageDirect(uint heritageId) => SelectHeritage(heritageId);
|
|
public void SelectGenderDirect(uint genderKey) => SelectGender(genderKey);
|
|
|
|
public ChargenSkillAdvancementClass GetSkillLevel(uint skillId) =>
|
|
View.GetSkillLevel(skillId);
|
|
|
|
private RuntimeCommandResult SelectHeritage(uint heritageId)
|
|
{
|
|
LastSelectedHeritage = heritageId;
|
|
View.Snapshot = View.Snapshot with { HeritageId = heritageId };
|
|
return Result(RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
private RuntimeCommandResult SelectGender(uint genderKey)
|
|
{
|
|
LastSelectedGender = genderKey;
|
|
View.Snapshot = View.Snapshot with { GenderKey = genderKey };
|
|
return Result(RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
private RuntimeCommandResult SelectTemplate(uint templateIndex)
|
|
{
|
|
LastSelectedTemplate = templateIndex;
|
|
View.Snapshot = View.Snapshot with { Template = templateIndex };
|
|
return Result(RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
private RuntimeCommandResult SetAttribute(ChargenAttributeId attribute, int value)
|
|
{
|
|
LastAttributeSet = attribute;
|
|
LastAttributeValue = value;
|
|
return Result(RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
private RuntimeCommandResult SetSkillLevel(
|
|
uint skillId,
|
|
ChargenSkillAdvancementClass targetClass)
|
|
{
|
|
View.SetSkillLevel(skillId, targetClass);
|
|
return Result(RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
private RuntimeCommandResult SelectStartArea(int startAreaIndex)
|
|
{
|
|
LastSelectedStartArea = startAreaIndex;
|
|
View.Snapshot = View.Snapshot with { StartArea = startAreaIndex };
|
|
return Result(RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
private RuntimeCommandResult SetAppearanceIndex(ChargenAppearanceSlot slot, uint index)
|
|
{
|
|
LastAppearanceSlot = slot;
|
|
LastAppearanceIndex = index;
|
|
AppearanceIndexCallCount++;
|
|
View.Snapshot = View.Snapshot with { Appearance = WithAppearanceIndex(View.Snapshot.Appearance, slot, index) };
|
|
return Result(RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
private RuntimeCommandResult SetShade(ChargenShadeSlot slot, double value)
|
|
{
|
|
LastShadeSlot = slot;
|
|
LastShadeValue = value;
|
|
return Result(RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
private RuntimeCommandResult SetName(string name)
|
|
{
|
|
LastSetName = name;
|
|
View.Snapshot = View.Snapshot with { Name = name };
|
|
return Result(RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
/// <summary>Mirrors <c>RuntimeCharacterCreationState.TryBeginFinish</c>'s
|
|
/// refusal-priority chain closely enough to drive
|
|
/// <c>CharacterCreationUiController.TryFinish</c>'s own dialog
|
|
/// dispatch under test — NoName, then HeritageOrGenderUnset, then
|
|
/// (unless confirmed) AttributeCreditsUnspent, else Accepted.</summary>
|
|
private RuntimeCommandResult Finish(bool confirmUnspentCredits)
|
|
{
|
|
FinishCallCount++;
|
|
LastConfirmedUnspentCredits = confirmUnspentCredits;
|
|
RuntimeCharacterCreationSnapshot snapshot = View.Snapshot;
|
|
string trimmed = snapshot.Name.Trim();
|
|
|
|
RuntimeCharacterCreationLocalRefusal refusal = trimmed.Length == 0
|
|
? new RuntimeCharacterCreationLocalRefusal(NoName: true, false, false, false)
|
|
: snapshot.HeritageId == 0u || snapshot.GenderKey == 0u
|
|
? new RuntimeCharacterCreationLocalRefusal(
|
|
false, false, false, false, HeritageOrGenderUnset: true)
|
|
: !confirmUnspentCredits && snapshot.RemainingAttributeCredits > 0
|
|
? new RuntimeCharacterCreationLocalRefusal(
|
|
false, AttributeCreditsUnspent: true, false, false)
|
|
: RuntimeCharacterCreationLocalRefusal.None;
|
|
|
|
View.Snapshot = snapshot with { Name = trimmed, LastLocalRefusal = refusal };
|
|
return Result(refusal.Any ? RuntimeCommandStatus.Rejected : RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
private RuntimeCommandResult AcknowledgeRejection()
|
|
{
|
|
AcknowledgeRejectionCalls++;
|
|
View.Snapshot = View.Snapshot with { LastRejection = null };
|
|
return Result(RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
/// <summary>Deterministic fake for
|
|
/// <c>RuntimeCharacterCreationState.TryRandomizeCharacter</c> — real
|
|
/// randomness would make the gender-flip assertion in
|
|
/// <c>Open_RollsARandomCharacterThenFlipsAppearancePageGender</c>
|
|
/// flaky, so this always lands on <see cref="RandomizedHeritageId"/>/
|
|
/// <see cref="RandomizedGenderKey"/> instead.</summary>
|
|
private RuntimeCommandResult RandomizeCharacter()
|
|
{
|
|
RandomizeCharacterCalls++;
|
|
if (!RandomizeCharacterAccepts)
|
|
return Result(RuntimeCommandStatus.Rejected);
|
|
View.Snapshot = View.Snapshot with
|
|
{
|
|
HeritageId = RandomizedHeritageId,
|
|
GenderKey = RandomizedGenderKey,
|
|
};
|
|
return Result(RuntimeCommandStatus.Accepted);
|
|
}
|
|
|
|
private static RuntimeCharacterCreationAppearance WithAppearanceIndex(
|
|
RuntimeCharacterCreationAppearance a,
|
|
ChargenAppearanceSlot slot,
|
|
uint index) => slot switch
|
|
{
|
|
ChargenAppearanceSlot.EyesStrip => a with { EyesStrip = index },
|
|
ChargenAppearanceSlot.NoseStrip => a with { NoseStrip = index },
|
|
ChargenAppearanceSlot.MouthStrip => a with { MouthStrip = index },
|
|
ChargenAppearanceSlot.HairStyle => a with { HairStyle = index },
|
|
ChargenAppearanceSlot.HairColor => a with { HairColor = index },
|
|
ChargenAppearanceSlot.EyeColor => a with { EyeColor = index },
|
|
ChargenAppearanceSlot.HeadgearStyle => a with { HeadgearStyle = index },
|
|
ChargenAppearanceSlot.HeadgearColor => a with { HeadgearColor = index },
|
|
ChargenAppearanceSlot.ShirtStyle => a with { ShirtStyle = index },
|
|
ChargenAppearanceSlot.ShirtColor => a with { ShirtColor = index },
|
|
ChargenAppearanceSlot.TrousersStyle => a with { TrousersStyle = index },
|
|
ChargenAppearanceSlot.TrousersColor => a with { TrousersColor = index },
|
|
ChargenAppearanceSlot.FootwearStyle => a with { FootwearStyle = index },
|
|
ChargenAppearanceSlot.FootwearColor => a with { FootwearColor = index },
|
|
_ => a,
|
|
};
|
|
|
|
private static RuntimeCommandResult Result(RuntimeCommandStatus status) =>
|
|
new(status, Generation);
|
|
|
|
private static ChargenOptions BuildOptions()
|
|
{
|
|
var gender = new ChargenGenderOptions(
|
|
GenderKey: (int)GenderKey,
|
|
Name: "Male",
|
|
Scale: 1u,
|
|
SetupId: 0x2000054u,
|
|
SoundTableId: 0u,
|
|
IconId: 0u,
|
|
BasePaletteId: 0u,
|
|
SkinPalSetId: 0u,
|
|
PhysicsTableId: 0u,
|
|
MotionTableId: 0u,
|
|
CombatTableId: 0u,
|
|
BaseObjDesc: ChargenObjDesc.Empty,
|
|
// Campaign CC slice CC6b-MOUNT: non-empty appearance lists
|
|
// so the Appearance page's spin-cycle/wrap and swatch/shade
|
|
// dispatch tests have real option counts to exercise (the
|
|
// CC4 fixture left these empty since no page read them yet).
|
|
HairColors: [0x1000u, 0x1001u, 0x1002u],
|
|
HairStyles:
|
|
[
|
|
new ChargenHairStyle(IconId: 1u, Bald: false, AlternateSetup: 0u, ObjDesc: ChargenObjDesc.Empty),
|
|
new ChargenHairStyle(IconId: 2u, Bald: false, AlternateSetup: 0u, ObjDesc: ChargenObjDesc.Empty),
|
|
new ChargenHairStyle(IconId: 3u, Bald: true, AlternateSetup: 0u, ObjDesc: ChargenObjDesc.Empty),
|
|
],
|
|
EyeColors: [0x2000u, 0x2001u],
|
|
EyeStrips:
|
|
[
|
|
new ChargenEyeStrip(IconId: 1u, BaldIconId: 1u, ObjDesc: ChargenObjDesc.Empty, BaldObjDesc: ChargenObjDesc.Empty),
|
|
new ChargenEyeStrip(IconId: 2u, BaldIconId: 2u, ObjDesc: ChargenObjDesc.Empty, BaldObjDesc: ChargenObjDesc.Empty),
|
|
],
|
|
NoseStrips: [new ChargenFaceStrip(IconId: 1u, ObjDesc: ChargenObjDesc.Empty)],
|
|
MouthStrips: [new ChargenFaceStrip(IconId: 1u, ObjDesc: ChargenObjDesc.Empty)],
|
|
Headgears:
|
|
[
|
|
new ChargenGearOption("Cloth Cap", ClothingTableId: 1u, WeenieDefaultId: 1u),
|
|
new ChargenGearOption("Leather Cap", ClothingTableId: 2u, WeenieDefaultId: 2u),
|
|
],
|
|
Shirts: [new ChargenGearOption("Tunic", ClothingTableId: 3u, WeenieDefaultId: 3u)],
|
|
Pants: [new ChargenGearOption("Trousers", ClothingTableId: 4u, WeenieDefaultId: 4u)],
|
|
Footwear: [new ChargenGearOption("Boots", ClothingTableId: 5u, WeenieDefaultId: 5u)],
|
|
ClothingColors: [0x3000u, 0x3001u, 0x3002u]);
|
|
|
|
var templates = new List<ChargenTemplate>
|
|
{
|
|
new(
|
|
"Custom",
|
|
IconId: 0u,
|
|
TitleStringId: 0u,
|
|
Attributes: new ChargenAttributeValues(10, 10, 10, 10, 10, 10),
|
|
NormalSkills: [],
|
|
PrimarySkills: []),
|
|
new(
|
|
"Bow Hunter",
|
|
IconId: 0u,
|
|
TitleStringId: 0u,
|
|
Attributes: new ChargenAttributeValues(16, 10, 10, 10, 10, 10),
|
|
NormalSkills: [SkillTrainOnly],
|
|
PrimarySkills: []),
|
|
};
|
|
|
|
var skillCosts = new Dictionary<uint, ChargenSkillCost>
|
|
{
|
|
[SkillTrainOnly] = new(SkillTrainOnly, NormalCost: 2, PrimaryCost: 6),
|
|
[SkillSpecializable] = new(SkillSpecializable, NormalCost: 2, PrimaryCost: 6),
|
|
[SkillFreeTrained] = new(SkillFreeTrained, NormalCost: 0, PrimaryCost: 6),
|
|
};
|
|
|
|
// Group 2 closeout: global SkillTable detail (MinLevel/
|
|
// Description/Formula) — SkillTrainOnly is useable while
|
|
// Untrained (MinLevel 1) and carries a real description +
|
|
// single-attribute formula for the info-box completion tests;
|
|
// SkillSpecializable requires Trained first (MinLevel 2), the
|
|
// useable-vs-unuseable-untrained bucket split's own test case.
|
|
var skillDetails = new Dictionary<uint, ChargenSkillDetail>
|
|
{
|
|
[SkillTrainOnly] = new ChargenSkillDetail(
|
|
SkillTrainOnly,
|
|
MinLevel: 1u,
|
|
Description: "A test skill description.",
|
|
Formula: new ChargenSkillFormula(
|
|
AdditiveBonus: 2,
|
|
Attribute1Multiplier: 2,
|
|
Attribute2Multiplier: 0,
|
|
Divisor: 4,
|
|
Attribute1: (uint)ChargenAttributeId.Strength,
|
|
Attribute2: 0u)),
|
|
[SkillSpecializable] = new ChargenSkillDetail(
|
|
SkillSpecializable, MinLevel: 2u, Description: string.Empty, Formula: default),
|
|
[SkillFreeTrained] = new ChargenSkillDetail(
|
|
SkillFreeTrained, MinLevel: 1u, Description: string.Empty, Formula: default),
|
|
};
|
|
|
|
var aluvian = new ChargenHeritageOptions(
|
|
AluvianId,
|
|
"Aluvian",
|
|
IconId: 0u,
|
|
SetupId: 0x2000054u,
|
|
EnvironmentSetupId: 0u,
|
|
AttributeCredits: 66u,
|
|
SkillCredits: 50u,
|
|
PrimaryStartAreaIndices: [0, 1],
|
|
SecondaryStartAreaIndices: [],
|
|
SkillCostsBySkillId: skillCosts,
|
|
Templates: templates,
|
|
GendersByKey: new Dictionary<int, ChargenGenderOptions> { [(int)GenderKey] = gender });
|
|
|
|
var olthoi = new ChargenHeritageOptions(
|
|
OlthoiId,
|
|
"Olthoi",
|
|
IconId: 0u,
|
|
SetupId: 0x2000054u,
|
|
EnvironmentSetupId: 0u,
|
|
AttributeCredits: 60u,
|
|
SkillCredits: 0u,
|
|
PrimaryStartAreaIndices: [0],
|
|
SecondaryStartAreaIndices: [],
|
|
SkillCostsBySkillId: new Dictionary<uint, ChargenSkillCost>(),
|
|
Templates:
|
|
[
|
|
new ChargenTemplate(
|
|
"Custom",
|
|
IconId: 0u,
|
|
TitleStringId: 0u,
|
|
Attributes: new ChargenAttributeValues(10, 10, 10, 10, 10, 10),
|
|
NormalSkills: [],
|
|
PrimarySkills: []),
|
|
],
|
|
GendersByKey: new Dictionary<int, ChargenGenderOptions> { [(int)GenderKey] = gender });
|
|
|
|
var starterAreas = new List<ChargenStarterArea>
|
|
{
|
|
new(0, "Holtburg", [new ChargenPosition(1u, Vector3.Zero, Quaternion.Identity)]),
|
|
new(1, "Shoushi", [new ChargenPosition(2u, Vector3.Zero, Quaternion.Identity)]),
|
|
new(2, "Yaraq", [new ChargenPosition(3u, Vector3.Zero, Quaternion.Identity)]),
|
|
new(3, "Sanamar", [new ChargenPosition(4u, Vector3.Zero, Quaternion.Identity)]),
|
|
};
|
|
|
|
return new ChargenOptions(
|
|
starterAreas,
|
|
new Dictionary<uint, ChargenHeritageOptions>
|
|
{
|
|
[AluvianId] = aluvian,
|
|
[OlthoiId] = olthoi,
|
|
},
|
|
new Dictionary<uint, ChargenSkillCost>(),
|
|
skillDetails);
|
|
}
|
|
}
|
|
|
|
private sealed class FakeView(ChargenOptions options) : IRuntimeCharacterCreationView
|
|
{
|
|
private readonly Dictionary<uint, ChargenSkillAdvancementClass> _skillLevels = [];
|
|
|
|
public RuntimeCharacterCreationSnapshot Snapshot { get; set; } =
|
|
new(
|
|
new RuntimeGenerationToken(3u),
|
|
IsActive: true,
|
|
Revision: 1,
|
|
HeritageId: 0u,
|
|
GenderKey: 0u,
|
|
Appearance: RuntimeCharacterCreationAppearance.Default,
|
|
Template: RuntimeCharacterCreationSnapshot.TemplateUnset,
|
|
Attributes: default,
|
|
AttributeLockMask: 0u,
|
|
TotalAttributeCredits: 66u,
|
|
RemainingAttributeCredits: 66,
|
|
TotalSkillCredits: 50u,
|
|
RemainingSkillCredits: 50,
|
|
Name: string.Empty,
|
|
StartArea: -1,
|
|
Slot: 0u,
|
|
VerificationPending: false,
|
|
LastLocalRefusal: default,
|
|
LastRejection: null,
|
|
LastCreated: null);
|
|
|
|
public ChargenOptions Options { get; } = options;
|
|
|
|
public ChargenSkillAdvancementClass GetSkillLevel(uint skillId) =>
|
|
_skillLevels.TryGetValue(skillId, out ChargenSkillAdvancementClass level)
|
|
? level
|
|
: ChargenSkillAdvancementClass.Inactive;
|
|
|
|
public void SetSkillLevel(uint skillId, ChargenSkillAdvancementClass level) =>
|
|
_skillLevels[skillId] = level;
|
|
|
|
public IDisposable Subscribe(IRuntimeCharacterCreationObserver observer) =>
|
|
NullSubscription.Instance;
|
|
|
|
private sealed class NullSubscription : IDisposable
|
|
{
|
|
public static readonly NullSubscription Instance = new();
|
|
public void Dispose() { }
|
|
}
|
|
}
|
|
|
|
private static ImportedLayout BuildScreen()
|
|
{
|
|
var root = new ElementInfo
|
|
{
|
|
Id = CharacterCreationUiController.RootElementId,
|
|
Type = 3u,
|
|
Width = 800f,
|
|
Height = 600f,
|
|
};
|
|
|
|
root.Children.Add(ContainerInfo(CharacterCreationUiController.ProgressBarElementId));
|
|
root.Children.Add(ButtonInfo(CharacterCreationUiController.BackElementId));
|
|
root.Children.Add(ButtonInfo(CharacterCreationUiController.NextElementId));
|
|
// GF-15 fix round: FinishElementId needs a real, non-default
|
|
// position for the real-event-path regression test — see the
|
|
// matching comment on the Summary name field below. Clear of both
|
|
// the listbox (20,40)-(420,340) and the field (450,100)-(490,116).
|
|
ElementInfo finishInfo = ButtonInfo(CharacterCreationUiController.FinishElementId);
|
|
finishInfo.X = 600f;
|
|
finishInfo.Y = 500f;
|
|
root.Children.Add(finishInfo);
|
|
root.Children.Add(ButtonInfo(CharacterCreationUiController.HelpElementId));
|
|
root.Children.Add(ButtonInfo(CharacterCreationUiController.ExitElementId));
|
|
root.Children.Add(ButtonInfo(CharacterCreationUiController.RandomElementId));
|
|
root.Children.Add(ContainerInfo(CharacterCreationUiController.MasterPageElementId));
|
|
|
|
root.Children.Add(BuildHeritagePage());
|
|
root.Children.Add(BuildProfessionPage());
|
|
root.Children.Add(BuildSkillsPage());
|
|
root.Children.Add(BuildAppearancePage());
|
|
root.Children.Add(BuildTownPage());
|
|
root.Children.Add(BuildSummaryPage());
|
|
|
|
root.Children.Add(ButtonInfo(CharacterCreationUiController.HeritageTabElementId));
|
|
root.Children.Add(ButtonInfo(CharacterCreationUiController.ProfessionTabElementId));
|
|
root.Children.Add(ButtonInfo(CharacterCreationUiController.SkillsTabElementId));
|
|
root.Children.Add(ButtonInfo(CharacterCreationUiController.AppearanceTabElementId));
|
|
root.Children.Add(ButtonInfo(CharacterCreationUiController.TownTabElementId));
|
|
root.Children.Add(ButtonInfo(CharacterCreationUiController.SummaryTabElementId));
|
|
|
|
return LayoutImporter.Build(root, _ => (0u, 0, 0), null);
|
|
}
|
|
|
|
private static ElementInfo BuildHeritagePage()
|
|
{
|
|
var page = new ElementInfo
|
|
{
|
|
Id = CharacterCreationUiController.HeritagePageElementId,
|
|
Type = 3u,
|
|
Width = 800f,
|
|
Height = 500f,
|
|
};
|
|
page.Children.Add(ButtonInfo(0x100003BFu)); // Aluvian
|
|
page.Children.Add(ButtonInfo(0x100005C7u)); // Olthoi
|
|
page.Children.Add(ButtonInfo(0x100005F1u)); // Lugian (F3 quirk: no tab-restore/hide)
|
|
page.Children.Add(TextInfo(0x100003C4u));
|
|
|
|
// Root 1d: the backdrop, live-DAT-measured 13 authored states
|
|
// (see CharacterCreationHeritagePage.BackdropStateByHeritage).
|
|
var backdrop = ContainerInfo(0x100003BEu);
|
|
foreach (uint stateId in new[]
|
|
{
|
|
0x10000021u, 0x10000022u, 0x10000023u, 0x10000024u, 0x10000058u,
|
|
0x10000059u, 0x1000005Au, 0x1000005Bu, 0x1000005Cu, 0x1000005Du,
|
|
0x1000005Eu, 0x1000005Fu, 0x10000060u,
|
|
})
|
|
{
|
|
backdrop.States[stateId] = new UiStateInfo { Id = stateId, Name = $"State_{stateId:X8}" };
|
|
}
|
|
page.Children.Add(backdrop);
|
|
return page;
|
|
}
|
|
|
|
private static ElementInfo BuildProfessionPage()
|
|
{
|
|
var page = new ElementInfo
|
|
{
|
|
Id = CharacterCreationUiController.ProfessionPageElementId,
|
|
Type = 3u,
|
|
Width = 800f,
|
|
Height = 500f,
|
|
};
|
|
page.Children.Add(ButtonInfo(0x100003D9u)); // Custom
|
|
page.Children.Add(ButtonInfo(0x100003DAu)); // Bow Hunter
|
|
|
|
var strengthSlider = ContainerInfo(0x100003E6u);
|
|
strengthSlider.Children.Add(ButtonInfo(0x100002ECu));
|
|
strengthSlider.Children.Add(ScrollbarInfo(0x100002EEu));
|
|
strengthSlider.Children.Add(EditableFieldInfo(0x100002EFu));
|
|
page.Children.Add(strengthSlider);
|
|
|
|
page.Children.Add(ButtonInfo(0x100003E2u)); // Available (consumed-child badge)
|
|
page.Children.Add(ButtonInfo(0x100003E3u)); // Health
|
|
page.Children.Add(ButtonInfo(0x100003E4u)); // Stamina
|
|
page.Children.Add(ButtonInfo(0x100003E5u)); // Mana
|
|
|
|
page.Children.Add(TextInfo(0x100003E0u)); // GF-3: description textbox
|
|
|
|
// Root 1d: the backdrop, live-DAT-measured 7 authored states (see
|
|
// CharacterCreationProfessionPage.BackdropStateByTemplate).
|
|
var backdrop = ContainerInfo(0x100003D8u);
|
|
foreach (uint stateId in new[]
|
|
{
|
|
0x1000002Bu, 0x1000002Cu, 0x1000002Du,
|
|
0x1000002Eu, 0x1000002Fu, 0x10000030u, 0x10000031u,
|
|
})
|
|
{
|
|
backdrop.States[stateId] = new UiStateInfo { Id = stateId, Name = $"State_{stateId:X8}" };
|
|
}
|
|
page.Children.Add(backdrop);
|
|
return page;
|
|
}
|
|
|
|
private static ElementInfo BuildSkillsPage()
|
|
{
|
|
var page = new ElementInfo
|
|
{
|
|
Id = CharacterCreationUiController.SkillsPageElementId,
|
|
Type = 3u,
|
|
Width = 800f,
|
|
Height = 500f,
|
|
};
|
|
var list = new ElementInfo
|
|
{
|
|
Id = 0x100003F7u,
|
|
Type = 5u,
|
|
X = 20f,
|
|
Y = 40f,
|
|
Width = 300f,
|
|
Height = 320f,
|
|
// R2-4c (Batch F): the listbox's own authored scrollbar link
|
|
// (dat property 0x72) — an arbitrary but plausible sibling id
|
|
// (retail's own "+1 from the listbox" convention, matching the
|
|
// hypothesis this batch's own investigation raised) since no
|
|
// live-DAT probe has pinned the real installed value yet.
|
|
ScrollbarElementId = 0x100003F8u,
|
|
};
|
|
// GF-5 (2026-08-16): [0] is retail's own bucket-HEADER row
|
|
// (0x100002F4, unused by this port's flat-list simplification);
|
|
// [1] (0x100002FF) is the REAL skill row RebuildRows now resolves —
|
|
// see CharacterCreationSkillsPage's own class doc for the byte
|
|
// trace pinning both ids and their child shapes.
|
|
list.TemplateList.Add(new UiTemplateListEntry(0x21000038u, 0x100002F4u));
|
|
list.TemplateList.Add(new UiTemplateListEntry(0x21000038u, 0x100002FFu));
|
|
page.Children.Add(list);
|
|
page.Children.Add(ScrollbarInfo(0x100003F8u));
|
|
page.Children.Add(ButtonInfo(0x100003F9u)); // credits badge
|
|
page.Children.Add(TextInfo(0x100003FBu));
|
|
page.Children.Add(TextInfo(0x100003FCu));
|
|
return page;
|
|
}
|
|
|
|
private static ElementInfo BuildTownPage()
|
|
{
|
|
var page = new ElementInfo
|
|
{
|
|
Id = CharacterCreationUiController.TownPageElementId,
|
|
Type = 3u,
|
|
Width = 800f,
|
|
Height = 500f,
|
|
};
|
|
page.Children.Add(ButtonInfo(0x1000040Bu)); // Sanamar
|
|
page.Children.Add(ButtonInfo(0x1000040Du)); // Holtburg
|
|
page.Children.Add(ButtonInfo(0x1000040Eu)); // Yaraq
|
|
page.Children.Add(ButtonInfo(0x1000040Fu)); // Shoushi
|
|
page.Children.Add(TextInfo(0x10000409u));
|
|
|
|
// F4: the page ROOT's own retail state literal map
|
|
// (gmCGTownPage::SetTown @ 0x0047c360), a separate state machine
|
|
// from the master page's per-page-index cycling.
|
|
page.States[0x10000034u] = new UiStateInfo { Id = 0x10000034u, Name = "Holtburg" };
|
|
page.States[0x10000035u] = new UiStateInfo { Id = 0x10000035u, Name = "Sanamar" };
|
|
page.States[0x10000036u] = new UiStateInfo { Id = 0x10000036u, Name = "Yaraq" };
|
|
page.States[0x10000037u] = new UiStateInfo { Id = 0x10000037u, Name = "Shoushi" };
|
|
return page;
|
|
}
|
|
|
|
/// <summary>Campaign CC slice CC6b-MOUNT: the Appearance page fixture.
|
|
/// Spin geometry (each 200px wide, arrow children at the live-DAT-
|
|
/// measured x=80/127 — see <see cref="CharacterCreationAppearancePage"/>'s
|
|
/// own doc comment) mirrors the real installed layout exactly so the
|
|
/// same OnClickAt zone math this page uses in production is what these
|
|
/// tests exercise.</summary>
|
|
private static ElementInfo BuildAppearancePage()
|
|
{
|
|
var page = new ElementInfo
|
|
{
|
|
Id = CharacterCreationUiController.AppearancePageElementId,
|
|
Type = 3u,
|
|
Width = 800f,
|
|
Height = 500f,
|
|
};
|
|
|
|
page.Children.Add(ButtonInfo(CharacterCreationAppearancePage.FemaleButtonId));
|
|
page.Children.Add(ButtonInfo(CharacterCreationAppearancePage.MaleButtonId));
|
|
page.Children.Add(ButtonInfo(CharacterCreationAppearancePage.FaceButtonId));
|
|
page.Children.Add(ButtonInfo(CharacterCreationAppearancePage.ClothesButtonId));
|
|
page.Children.Add(ContainerInfo(CharacterCreationAppearancePage.FaceChoicesId));
|
|
page.Children.Add(ContainerInfo(CharacterCreationAppearancePage.ClothesChoicesId));
|
|
|
|
foreach (uint spinId in new[]
|
|
{
|
|
CharacterCreationAppearancePage.HairSpinId,
|
|
CharacterCreationAppearancePage.EyesSpinId,
|
|
CharacterCreationAppearancePage.NoseSpinId,
|
|
CharacterCreationAppearancePage.MouthSpinId,
|
|
CharacterCreationAppearancePage.SkinSpinId,
|
|
CharacterCreationAppearancePage.HeadgearSpinId,
|
|
CharacterCreationAppearancePage.ShirtSpinId,
|
|
CharacterCreationAppearancePage.TrousersSpinId,
|
|
CharacterCreationAppearancePage.FootwearSpinId,
|
|
})
|
|
{
|
|
page.Children.Add(SpinInfo(spinId));
|
|
}
|
|
|
|
foreach (uint swatchId in CharacterCreationAppearancePage.SwatchIds)
|
|
page.Children.Add(ButtonInfo(swatchId));
|
|
// GF-9: the nine companion overlay elements, live-DAT-measured as
|
|
// plain Type-3 siblings of the swatches under the color-wheel
|
|
// container.
|
|
foreach (uint overlayId in CharacterCreationAppearancePage.SwatchOverlayIds)
|
|
page.Children.Add(ContainerInfo(overlayId));
|
|
|
|
page.Children.Add(ScrollbarInfo(CharacterCreationAppearancePage.ShadeScrollId));
|
|
page.Children.Add(ContainerInfo(CharacterCreationAppearancePage.GradCircleId));
|
|
|
|
var viewport = new ElementInfo
|
|
{
|
|
Id = CharacterCreationAppearancePage.ViewportId,
|
|
Type = 0xDu,
|
|
Width = 300f,
|
|
Height = 300f,
|
|
};
|
|
page.Children.Add(viewport);
|
|
|
|
page.Children.Add(ButtonInfo(CharacterCreationAppearancePage.RotateClockwiseId));
|
|
page.Children.Add(ButtonInfo(CharacterCreationAppearancePage.RotateCounterClockwiseId));
|
|
// GF-10: unlike the plain ButtonInfo() used above, the zoom buttons
|
|
// need REAL Normal/Highlight media so AppearanceZoomButtons_
|
|
// ClickPath_TogglesMutualExclusiveHighlightPair can observe the
|
|
// actual mutual-exclusive state swap through TrySetRetailState —
|
|
// live-DAT-measured shape (both start "Normal", both author
|
|
// Highlight/rollover media).
|
|
page.Children.Add(ZoomButtonInfo(CharacterCreationAppearancePage.ZoomInId));
|
|
page.Children.Add(ZoomButtonInfo(CharacterCreationAppearancePage.ZoomOutId));
|
|
|
|
return page;
|
|
}
|
|
|
|
private static ElementInfo ZoomButtonInfo(uint id)
|
|
{
|
|
var info = new ElementInfo { Id = id, Type = 1u, Width = 81f, Height = 38f };
|
|
info.StateMedia["Normal"] = (0x06004D55u, 1);
|
|
info.StateMedia["Highlight"] = (0x06004D56u, 1);
|
|
info.DefaultStateName = "Normal";
|
|
return info;
|
|
}
|
|
|
|
private static ElementInfo SpinInfo(uint id)
|
|
{
|
|
var spin = new ElementInfo
|
|
{
|
|
Id = id,
|
|
Type = 1u,
|
|
Width = 200f,
|
|
Height = 24f,
|
|
};
|
|
spin.Children.Add(new ElementInfo { Id = 0x1000030Au, Type = 1u, X = 80f, Width = 47f, Height = 24f });
|
|
spin.Children.Add(new ElementInfo { Id = 0x1000030Bu, Type = 1u, X = 127f, Width = 47f, Height = 24f });
|
|
return spin;
|
|
}
|
|
|
|
/// <summary>
|
|
/// GF-5: mirrors <c>Templates[1]</c>'s real installed-DAT shape
|
|
/// (<c>0x100002FF</c>, live-DAT-probe-confirmed against
|
|
/// <c>CharacterCreationSkillsPage</c>'s own class doc) — a plain
|
|
/// container root, NOT a <c>UiButton</c>, with the six children
|
|
/// <c>RebuildRows</c>/<c>RefreshRowValues</c> resolve by id. Template
|
|
/// <c>0x100002F4</c> (retail's unused bucket-header row) falls back to
|
|
/// a bare button shape since this port's flat-list simplification never
|
|
/// resolves it.
|
|
/// </summary>
|
|
/// <summary>Review fix round F2 (Batch F): retail's own custom
|
|
/// Ghosted(<c>0x1000001a</c>)/Enabled(<c>0x1000001b</c>) state pair for
|
|
/// <c>pSkillUpButton</c>/<c>pSkillDownButton</c> — mirrors
|
|
/// <c>CharacterCreationSkillsPage</c>'s own (private)
|
|
/// <c>ArrowGhostedStateId</c>/<c>ArrowEnabledStateId</c> consts so
|
|
/// <c>TrySetRetailState</c> has real, matching state descriptors to
|
|
/// resolve against (the raw-numeric-id lookup path,
|
|
/// <c>UiButton.TryFindState</c>) — the SAME "author arbitrary numeric
|
|
/// states directly" pattern <see cref="BuildAppearancePage"/> already
|
|
/// uses for its own custom pair.</summary>
|
|
private static ElementInfo ArrowButtonInfo(uint id)
|
|
{
|
|
ElementInfo info = ButtonInfo(id);
|
|
info.States[0x1000001Au] = new UiStateInfo { Id = 0x1000001Au, Name = "ArrowGhosted" };
|
|
info.States[0x1000001Bu] = new UiStateInfo { Id = 0x1000001Bu, Name = "ArrowEnabled" };
|
|
return info;
|
|
}
|
|
|
|
private static UiElement BuildSkillRowTemplate(uint templateElementId)
|
|
{
|
|
if (templateElementId == 0x100002FFu)
|
|
{
|
|
var row = new ElementInfo
|
|
{
|
|
Id = templateElementId,
|
|
Type = 3u,
|
|
Width = 280f,
|
|
Height = 16f,
|
|
};
|
|
// R2-4a (Batch F): an explicit, distinguishable unselected
|
|
// color (retail's own gold list-caption tone, the same
|
|
// 218,167,85 GF-11b measured) so selection tests can tell
|
|
// CharacterCreationSkillsPage.SelectedNameColor (pure white)
|
|
// apart from a row's own authored default.
|
|
ElementInfo nameInfo = TextInfo(0x10000301u);
|
|
nameInfo.FontColor = new System.Numerics.Vector4(218f / 255f, 167f / 255f, 85f / 255f, 1f);
|
|
row.Children.Add(ContainerInfo(0x10000300u)); // unreferenced icon/backdrop
|
|
row.Children.Add(nameInfo); // name
|
|
row.Children.Add(TextInfo(0x10000302u)); // pSkillLevelText
|
|
row.Children.Add(TextInfo(0x10000303u)); // pUpCostText
|
|
row.Children.Add(ArrowButtonInfo(0x10000304u)); // pSkillUpButton
|
|
row.Children.Add(ArrowButtonInfo(0x10000305u)); // pSkillDownButton
|
|
row.Children.Add(TextInfo(0x10000306u)); // pDownCostText
|
|
return LayoutImporter.Build(row, _ => (0u, 0, 0), null).Root;
|
|
}
|
|
|
|
// Group 2 closeout: Templates[0] (0x100002F4) — retail's own
|
|
// bucket-header row, now consumed by the four-bucket rebuild. A
|
|
// plain container root (Type 3, same shape as Templates[1]'s own
|
|
// row — a Type-1 UiButton root would CONSUME its own children and
|
|
// hide the caption), carrying the caption child (0x100002f6, a
|
|
// UiButton, read via .Label — CharacterCreationSkillsPage's own
|
|
// HeaderCaptionElementId doc).
|
|
var header = new ElementInfo
|
|
{
|
|
Id = templateElementId,
|
|
Type = 3u,
|
|
Width = 280f,
|
|
Height = 16f,
|
|
};
|
|
header.Children.Add(ButtonInfo(0x100002F6u));
|
|
return LayoutImporter.Build(header, _ => (0u, 0, 0), null).Root;
|
|
}
|
|
|
|
// ── Summary page fixture (CC5) ───────────────────────────────────────
|
|
// Template element ids match the LIVE-DAT-probe-confirmed retail ones
|
|
// (CharacterCreationLiveDatTests.SummaryPage_HasNameFieldListboxTemplatesAndViewport)
|
|
// for readability, though this hand-built fixture doesn't require it.
|
|
|
|
private const uint SummaryLineTemplateId = 0x100002F8u;
|
|
private const uint SummaryHeaderTemplateId = 0x100002FAu;
|
|
private const uint SummaryPairTemplateId = 0x100002FBu;
|
|
|
|
private static ElementInfo BuildSummaryPage()
|
|
{
|
|
var page = new ElementInfo
|
|
{
|
|
Id = CharacterCreationUiController.SummaryPageElementId,
|
|
Type = 3u,
|
|
Width = 800f,
|
|
Height = 500f,
|
|
};
|
|
|
|
var list = new ElementInfo
|
|
{
|
|
Id = CharacterCreationSummaryPage.ListBoxId,
|
|
Type = 5u,
|
|
X = 20f,
|
|
Y = 40f,
|
|
Width = 400f,
|
|
Height = 300f,
|
|
};
|
|
list.TemplateList.Add(new UiTemplateListEntry(0x21000038u, SummaryLineTemplateId));
|
|
list.TemplateList.Add(new UiTemplateListEntry(0x21000038u, SummaryHeaderTemplateId));
|
|
list.TemplateList.Add(new UiTemplateListEntry(0x21000038u, SummaryPairTemplateId));
|
|
page.Children.Add(list);
|
|
|
|
page.Children.Add(ScrollbarInfo(CharacterCreationSummaryPage.ScrollId));
|
|
|
|
// GF-15 fix round (2026-08-16): the real-event-path regression test
|
|
// (Finish_EmptyName_RealEventPath_...) drives UiRoot.OnMouseDown by
|
|
// actual screen coordinates, unlike every other test in this file.
|
|
// EditableFieldInfo's own default X/Y (0,0) would collide with the
|
|
// tab strip's own default (0,0) position (BuildScreen's tab buttons
|
|
// are never given explicit coordinates either — no prior test
|
|
// needed them, since they all click via .OnClick!() directly) —
|
|
// clear of both the listbox (20,40)-(420,340) and the default-
|
|
// positioned tab/nav buttons at Y=0.
|
|
ElementInfo nameFieldInfo = EditableFieldInfo(CharacterCreationSummaryPage.NameTextId);
|
|
nameFieldInfo.X = 450f;
|
|
nameFieldInfo.Y = 100f;
|
|
page.Children.Add(nameFieldInfo);
|
|
|
|
page.Children.Add(TextInfo(CharacterCreationSummaryPage.HowToTextId));
|
|
|
|
var viewport = new ElementInfo
|
|
{
|
|
Id = CharacterCreationSummaryPage.ViewportId,
|
|
Type = 0xDu,
|
|
Width = 300f,
|
|
Height = 300f,
|
|
};
|
|
page.Children.Add(viewport);
|
|
|
|
return page;
|
|
}
|
|
|
|
private static UiElement BuildSummaryLineTemplate()
|
|
{
|
|
var root = new ElementInfo { Id = 0x90001u, Type = 3u, Width = 380f, Height = 16f };
|
|
root.Children.Add(TextInfo(0x100002F9u));
|
|
return LayoutImporter.Build(root, _ => (0u, 0, 0), null).Root;
|
|
}
|
|
|
|
private static UiElement BuildSummaryHeaderTemplate()
|
|
{
|
|
var root = new ElementInfo { Id = 0x90002u, Type = 3u, Width = 380f, Height = 18f };
|
|
root.Children.Add(TextInfo(0x100000FEu));
|
|
return LayoutImporter.Build(root, _ => (0u, 0, 0), null).Root;
|
|
}
|
|
|
|
private static UiElement BuildSummaryPairTemplate()
|
|
{
|
|
var root = new ElementInfo { Id = 0x90003u, Type = 3u, Width = 380f, Height = 16f };
|
|
root.Children.Add(TextInfo(0x100002FCu));
|
|
root.Children.Add(TextInfo(0x100002FDu));
|
|
return LayoutImporter.Build(root, _ => (0u, 0, 0), null).Root;
|
|
}
|
|
|
|
private static ElementInfo ContainerInfo(uint id) => new()
|
|
{
|
|
Id = id,
|
|
Type = 3u,
|
|
Width = 200f,
|
|
Height = 60f,
|
|
};
|
|
|
|
private static ElementInfo ButtonInfo(uint id) => new()
|
|
{
|
|
Id = id,
|
|
Type = 1u,
|
|
Width = 100f,
|
|
Height = 30f,
|
|
};
|
|
|
|
private static ElementInfo TextInfo(uint id) => new()
|
|
{
|
|
Id = id,
|
|
Type = 12u,
|
|
Width = 200f,
|
|
Height = 60f,
|
|
};
|
|
|
|
private static ElementInfo ScrollbarInfo(uint id) => new()
|
|
{
|
|
Id = id,
|
|
Type = 11u,
|
|
Width = 120f,
|
|
Height = 12f,
|
|
};
|
|
|
|
private static ElementInfo EditableFieldInfo(uint id)
|
|
{
|
|
var info = new ElementInfo
|
|
{
|
|
Id = id,
|
|
Type = 12u,
|
|
Width = 40f,
|
|
Height = 16f,
|
|
};
|
|
var state = new UiStateInfo { Id = UiStateInfo.DirectStateId };
|
|
state.Properties.Values[0x16u] = new UiPropertyValue
|
|
{
|
|
Kind = UiPropertyKind.Bool,
|
|
BoolValue = true,
|
|
};
|
|
info.States[UiStateInfo.DirectStateId] = state;
|
|
return info;
|
|
}
|
|
}
|