Restore Vitae's omitted penalty paragraph, replace the invented character summary with gmCharacterInfoUI's ordered report and property meanings, preserve authored translucent body surfaces, and initialize the end-session button in its visible Normal DAT state. Release build and all 5,830 tests pass with five intentional skips. Connected visual gate pending. Co-authored-by: OpenAI Codex <codex@openai.com>
195 lines
8.5 KiB
C#
195 lines
8.5 KiB
C#
using System;
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using System.Collections.Generic;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Snapshot of all character data the Character window report uses.
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/// Passed to <see cref="CharacterController.Bind"/> as a provider delegate
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/// so the window can be rebound to live data in GameWindow or a static
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/// fixture in the UI Studio.
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///
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/// <para>Field names and retail property ids confirmed from
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/// <c>gmCharacterInfoUI::UpdatePlayerBirthAgeDeaths</c> (0x004b8cb0),
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/// <c>UpdateEnduranceInfo</c> (0x004b8eb0),
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/// <c>UpdateInnateAttributeInfo</c> (0x004b87e0),
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/// <c>UpdateFakeSkills</c> (0x004b8930),
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/// <c>UpdateAugmentations</c> (0x004b9000), and
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/// <c>UpdateLoad</c> (0x004b8a20).</para>
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/// </summary>
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public sealed class CharacterSheet
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{
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// ── Identity ──────────────────────────────────────────────────────────────
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/// <summary>Character name (first line of the report).</summary>
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public string Name { get; init; } = string.Empty;
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/// <summary>Character level.</summary>
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public int Level { get; init; }
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/// <summary>Gender display string, e.g. "Female". Null = omit.</summary>
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public string? Gender { get; init; }
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/// <summary>Race string, e.g. "Aluvian". Null = omit.</summary>
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public string? Race { get; init; }
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/// <summary>Heritage group display string, e.g. "Aluvian". Null = omit.</summary>
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public string? Heritage { get; init; }
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/// <summary>Title string, e.g. "the Adventurer". Null = omit.</summary>
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public string? Title { get; init; }
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// ── Experience / PK (gmStatManagementUI::UpdateExperience 0x004f0a70,
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// UpdatePKStatus 0x004f00a0) — the Attributes-tab header strip ──────────
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/// <summary>Total accrued experience (retail PropertyInt64 1). Header value
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/// element 0x10000235 (m_pTotalXPText).</summary>
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public long TotalXp { get; init; }
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/// <summary>Experience remaining to the next level. Header value element
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/// 0x10000238 (m_pXPToLevelText).</summary>
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public long XpToNextLevel { get; init; }
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/// <summary>XP-to-next-level meter fill, 0..1 (retail (cur−base)/(cap−base)).
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/// Drives the header meter 0x10000236 (m_pXPToLevelMeter).</summary>
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public float XpFraction { get; init; }
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/// <summary>PK status display string, e.g. "Non-Player Killer". Header element
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/// 0x10000233 (m_pPKStatusText). Null = omit.</summary>
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public string? PkStatus { get; init; }
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// ── Birth / age / deaths (UpdatePlayerBirthAgeDeaths 0x004b8cb0) ─────────
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/// <summary>Formatted birth date string (retail InqInt(0x62) → strftime).
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/// Null = omit the birth line.</summary>
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public string? BirthDate { get; init; }
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/// <summary>Formatted play-time duration (retail InqInt(0x7d) → QueryDuration).
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/// Null = omit the age line.</summary>
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public string? PlayTime { get; init; }
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/// <summary>Total deaths (retail InqInt(0x2b) = NumDeaths).</summary>
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public int Deaths { get; init; }
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/// <summary>Raw retail PropertyInt 0x62. Null means the quality was absent.</summary>
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public int? BirthTimestamp { get; init; }
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/// <summary>Raw retail PropertyInt 0x7D seconds. Null means the quality was absent.</summary>
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public int? TotalPlayTimeSeconds { get; init; }
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// ── Vitals (UpdateEnduranceInfo 0x004b8eb0) ─────────────────────────────
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public int HealthCurrent { get; init; }
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public int HealthMax { get; init; }
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public int StaminaCurrent { get; init; }
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public int StaminaMax { get; init; }
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public int ManaCurrent { get; init; }
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public int ManaMax { get; init; }
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// ── Innate attributes (UpdateInnateAttributeInfo 0x004b87e0) ────────────
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// InqAttribute order: 1,2,4,3,5,6 = Strength, Endurance, Quickness, Coordination, Focus, Self.
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public int Strength { get; init; }
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public int Endurance { get; init; }
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public int Quickness { get; init; }
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public int Coordination { get; init; }
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public int Focus { get; init; }
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public int Self { get; init; }
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// ── Skills (UpdateFakeSkills 0x004b8930) ────────────────────────────────
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// Character Information uses 0xB5/0xC0 for Chess/Fishing; skill credits use 0x18.
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// InqInt(0x18) = available skill credits — footer 0x10000245 in the Attributes tab.
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public int UnspentSkillCredits { get; init; }
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public int SpecializedSkillCredits { get; init; }
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/// <summary>Retail Character Information PropertyInt 0xB5.</summary>
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public int ChessRank { get; init; }
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/// <summary>Retail Character Information PropertyInt 0xC0.</summary>
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public int FishingSkill { get; init; }
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/// <summary>
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/// Available (unspent) skill credits shown in the Attributes tab footer State-A.
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/// Retail InqInt(0x18) — gmStatManagementUI::DisplayDefaultFooter (0x0049cde0).
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/// Element 0x10000243 (footer line-1 value in the studio's 3-line layout).
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/// </summary>
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public int SkillCredits { get; init; }
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/// <summary>
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/// Unassigned (banked) experience points.
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/// Retail InqInt64(2) — shown in footer line-2 in State-A display.
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/// Element 0x10000245 (footer line-2 value).
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/// </summary>
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public long UnassignedXp { get; init; }
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// ── Attribute raise costs (ExperienceToAttributeLevel, gmAttributeUI::PostInit) ──
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// Retail formula for x1: ExperienceToAttributeLevel(value + 1) − xpSpent.
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// Retail formula for x10: ExperienceToAttributeLevel(value + min(10, remaining)) − xpSpent.
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// Cost 0 means the attribute is at max or not trainable. Ordered to match AttrRows:
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// Strength, Endurance, Coordination, Quickness, Focus, Self, Health, Stamina, Mana.
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// Source: gmAttributeUI::GetCostToRaise/GetCostToRaise10 (0x0049cb80/0x0049cc70).
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/// <summary>
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/// XP cost to raise each of the 9 attributes/vitals by 1, in retail display order:
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/// [0]=Strength, [1]=Endurance, [2]=Coordination, [3]=Quickness, [4]=Focus, [5]=Self,
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/// [6]=Health, [7]=Stamina, [8]=Mana.
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/// Cost 0 means the attribute is at max (raise button ghosted).
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/// </summary>
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public long[] AttributeRaiseCosts { get; init; } = Array.Empty<long>();
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/// <summary>
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/// XP cost to raise each of the 9 attributes/vitals by up to 10 retail steps,
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/// in the same display order as <see cref="AttributeRaiseCosts"/>.
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/// </summary>
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public long[] AttributeRaise10Costs { get; init; } = Array.Empty<long>();
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/// <summary>
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/// Skills shown on the Character window Skills tab. Retail gmSkillUI groups these by
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/// advancement class, then sorts each group alphabetically by skill name.
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/// </summary>
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public IReadOnlyList<CharacterSkill> Skills { get; init; } = Array.Empty<CharacterSkill>();
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// ── Augmentations (UpdateAugmentations 0x004b9000) ─────────────────────
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// Retail InqInt(0x162) = AugmentationStat; string-switch 1..0xb.
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/// <summary>Augmentation name from the switch in UpdateAugmentations (0x004b9000),
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/// e.g. "Swords", "Two Handed Weapons". Null = "None".</summary>
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public string? AugmentationName { get; init; }
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/// <summary>
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/// Raw PropertyInt snapshot used by retail's data-driven mastery,
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/// luminance, and augmentation report. The controller reads only the
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/// quality ids cited by <c>gmCharacterInfoUI::UpdateAugmentations</c>.
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/// </summary>
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public IReadOnlyDictionary<uint, int> CharacterInfoProperties { get; init; }
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= new Dictionary<uint, int>();
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// ── Burden / load (UpdateLoad 0x004b8a20) ───────────────────────────────
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// Retail InqLoad + EncumbranceCapacity(Strength, AugEncumbrance).
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public int BurdenCurrent { get; init; }
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public int BurdenMax { get; init; }
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public int EncumbranceAugmentations { get; init; }
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}
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public enum CharacterSkillAdvancementClass
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{
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Inactive = 0,
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Untrained = 1,
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Trained = 2,
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Specialized = 3,
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}
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public sealed record CharacterSkill(
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uint Id,
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string Name,
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uint IconDid,
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CharacterSkillAdvancementClass AdvancementClass,
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int BaseLevel,
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int CurrentLevel,
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bool UsableUntrained,
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int TrainedCost,
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int SpecializedCost,
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long RaiseCost,
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long Raise10Cost = 0L);
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