The ImGui developer-tools stack (AcDream.UI.ImGui), UI Studio (src/AcDream.App/Studio), and the DevToolsFramePresenter/ SettingsDevToolsCompositionPhase ImGui composition machinery are removed. Vulkan never composed a DevTools frontend (DevToolsEnabled already forced false whenever the backend was Vulkan); this commit makes that permanent by deleting the only implementation rather than leaving a dead branch behind. What moved: Studio/SampleData.cs is a live production dependency (InteractionRetainedUiComposition's character-sheet fallback, plus three UI.Layout test files) - git mv'd to src/AcDream.App/UI/Layout/SampleData.cs, namespace AcDream.App.UI.Layout, and trimmed to the SampleCharacter API that is actually still called (BuildObjectTable/AddItem/AddEquipped/the item-guid and icon constants had zero callers left once the Studio fixture provider that used them was deleted). What survives as backend-neutral seams, per the tests that still exercise them: IDevToolsFrameLifecycle (moved into RenderFramePreparationController.cs, now always bound to null), IFramebufferDevToolsTarget/FramebufferDevToolsBinding in FramebufferResizeController.cs (its concrete DevToolsFramebufferTarget adapter is deleted), and IDevToolsGameplayCommands in GameplayInputCommandController.cs (DevToolsGameplayCommands becomes a documented no-op instead of forwarding to the deleted presenter). A follow-up re-homes Settings/Debug onto the retained UI through IPanelRenderer; until then keybind remapping falls back to editing keybinds.json. DevToolsEnabled is now `private const bool DevToolsEnabled = false`. RuntimeOptions.DevTools is unchanged and still reaches VulkanGraphicsContext for the optional debug-utils extensions; Program.cs now logs one line when ACDREAM_DEVTOOLS=1 explaining that the ImGui UI is gone and the flag is Vulkan-only now. Removed: AcDream.UI.ImGui (project + ImGui.NET/Silk.NET.OpenGL.Extensions.ImGui package refs), src/AcDream.App/Studio (minus SampleData.cs), DevToolsFramePresenter.cs and everything only it constructed (ISettingsDevToolsCompositionFactory, RetailSettingsDevToolsCompositionFactory, DevToolsCompositionOwner, IGameWindowSettingsDevToolsPublication, SettingsDevToolsOptionalDependencies, the "developer tools" shutdown-ledger stage and its DevTools-typed fields on IngressShutdownRoots/ RenderShutdownRoots), the ui-studio Program.cs verb, and the cimgui native manifest entries in GraphicalHostPlatformServices. GameWindow.cs's DevTools composition branch, its _vitalsVm/_debugVm/_devToolsComposition/ _devToolsFramePresenter/_devToolsCommandBus fields, and every settingsDevTools .DevTools?.* access across FrameRootComposition.cs/SessionPlayerComposition.cs are gone with it. Build green; complete Release solution suite 8,830 / 5 skips (App Tests 4,097/3 skips run standalone - one #250-family zero-allocation test flakes under the full parallel `dotnet test AcDream.slnx` run, a pre-existing, documented class unrelated to this change). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
94 lines
4.6 KiB
C#
94 lines
4.6 KiB
C#
namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Static sample character-sheet data. It is the character-sheet fallback
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/// used when no live session has produced a real <see cref="CharacterSheet"/>
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/// yet, and the fixture the character/attribute UI panel tests bind against.
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/// </summary>
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public static class SampleData
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{
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/// <summary>
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/// Returns a representative <see cref="CharacterSheet"/>. Values are
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/// plausible retail-scale numbers so the report renders with
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/// well-proportioned text in all sections.
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/// </summary>
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public static CharacterSheet SampleCharacter() => SampleCharacter(null);
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public static CharacterSheet SampleCharacter(string? name) => new()
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{
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Name = string.IsNullOrWhiteSpace(name) ? "Studio Player" : name,
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Level = 126,
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Gender = "Female",
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Heritage = "Aluvian",
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Title = "the Adventurer",
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BirthDate = "January 5, 2001",
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PlayTime = "2 years, 114 days, 4 hours",
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Deaths = 42,
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PkStatus = "Non-Player Killer",
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TotalXp = 1_250_000_000,
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XpToNextLevel = 42_000_000,
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XpFraction = 0.63f,
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// Vitals: retail screenshot spec (Pass 1 acceptance criteria §Goal).
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HealthCurrent = 5, HealthMax = 5,
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StaminaCurrent = 10, StaminaMax = 10,
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ManaCurrent = 10, ManaMax = 10,
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// Attributes: Strength + Quickness = 200; all others = 10 (retail screenshot spec §Goal).
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Strength = 200,
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Endurance = 10,
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Quickness = 200,
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Coordination = 10,
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Focus = 10,
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Self = 10,
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UnspentSkillCredits = 12,
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SpecializedSkillCredits = 4,
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ChessRank = 12,
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FishingSkill = 4,
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// Available skill credits (retail InqInt(0x18)); shown in Attributes tab footer State-A.
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SkillCredits = 96,
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// Unassigned (banked) XP (retail InqInt64(2)); footer State-A line-2 value.
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UnassignedXp = 87_757_321_741L,
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// Raise costs in retail display order (Strength, Endurance, Coordination, Quickness,
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// Focus, Self, Health, Stamina, Mana).
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// Str@200 = maxed → 0 (disabled). Quickness@200 = maxed → 0. Others @10 → affordable.
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// Focus@10 → 110 matches the authoritative retail screenshot (spec §4).
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// Formula bracket at value=10: ExperienceToAttributeLevel(11) − ExperienceToAttributeLevel(10).
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AttributeRaiseCosts = new long[] { 0L, 95L, 100L, 0L, 110L, 105L, 90L, 88L, 112L },
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AttributeRaise10Costs = new long[] { 0L, 950L, 1_000L, 0L, 1_100L, 1_050L, 900L, 880L, 1_120L },
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// Real SkillTable icon IDs and train/specialize costs from client_portal.dat
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// SkillTable 0x0E000004. gmSkillUI groups/sorts these at bind time.
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Skills = new CharacterSkill[]
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{
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new( 6, "Melee Defense", 0x06000165u, CharacterSkillAdvancementClass.Specialized, 350, 354, false, 10, 20, 18_250_000L, 182_500_000L),
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new(34, "War Magic", 0x06001365u, CharacterSkillAdvancementClass.Specialized, 280, 285, false, 16, 28, 11_100_000L, 111_000_000L),
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new(14, "Arcane Lore", 0x0600016Eu, CharacterSkillAdvancementClass.Trained, 260, 269, false, 4, 6, 7_500_000L, 75_000_000L),
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new(33, "Life Magic", 0x06001364u, CharacterSkillAdvancementClass.Trained, 250, 252, false, 12, 20, 6_800_000L, 68_000_000L),
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new(47, "Missile Weapons", 0x0600015Fu, CharacterSkillAdvancementClass.Trained, 220, 221, false, 6, 12, 5_250_000L, 52_500_000L),
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new(21, "Healing", 0x06000133u, CharacterSkillAdvancementClass.Untrained, 10, 10, true, 6, 10, 0L),
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new(22, "Jump", 0x0600016Bu, CharacterSkillAdvancementClass.Untrained, 210, 210, true, 0, 4, 0L),
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new(36, "Loyalty", 0x06001367u, CharacterSkillAdvancementClass.Untrained, 10, 10, true, 0, 2, 0L),
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new(24, "Run", 0x06000173u, CharacterSkillAdvancementClass.Untrained, 390, 390, true, 0, 4, 0L),
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new(38, "Alchemy", 0x060019E4u, CharacterSkillAdvancementClass.Untrained, 10, 10, false, 6, 12, 0L),
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new(39, "Cooking", 0x06001A54u, CharacterSkillAdvancementClass.Untrained, 10, 10, false, 4, 8, 0L),
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new(37, "Fletching", 0x06001A55u, CharacterSkillAdvancementClass.Untrained, 10, 10, false, 4, 8, 0L),
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},
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CharacterInfoProperties = new Dictionary<uint, int>
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{
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[0x162u] = 2, // Swords melee mastery
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},
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BurdenCurrent = 1200,
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BurdenMax = 4500,
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};
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}
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