acdream/src/AcDream.Core/CharGen/ChargenAppearanceOptions.cs
Erik 0445004164 feat(content): Campaign CC CC1 — chargen table reader and typed options model
Adds the CC1 data layer for Campaign CC (retail character creation):
a reader for portal.dat's CharGen table (0x0E000002) plus a
presentation-free, Chorizite-free typed options model, and the pure
attribute/skill credit math the later CC3 Runtime owner needs.

Retail oracle (docs/research/named-retail/acclient_2013_pseudo_c.txt):
- ACCharGenData::Serialize @ 0x005C36D0 (table shape: StartingAreas +
  HeritageGroups)
- HeritageGroup_CG::Serialize @ 0x005C2100
- Sex_CG::Serialize @ 0x005C1600
- Template_CG::Serialize @ 0x005C0450
- CharGenState::SetHeritageGroup @ 0x005C67A0 and the six attribute-slider
  setters (~0x005C46CE..0x005C494E): remainingAtrbCredits = totalAtrbCredits
  - (str+end+coord+quick+focus+self) — a heritage's AttributeCredits is the
  budget the six RAW attribute values must fit, not points above the floor.
- CharGenState::Reset @ 0x005C68A0: atrbMin=10, atrbMax=100.
- gmCharGenMainUI::DoFinish @ 0x004E9170: Finish refuses only when
  remainingAtrbCredits > 0 (attributes only — skill credits are never
  gated to zero, confirmed by reading the function body).
- CharGenState::UpdateRemainingSkillCredits @ 0x005C37C0: exactly one of
  NormalCost/PrimaryCost is charged per Trained/Specialized skill.
- gmCGAppearancePage::Update @ 0x0047E8F0: the mHeritageGroup==0xc/0xd
  (Olthoi/OlthoiAcid) camera-offset branch CC6 will need.

Cross-checked against ACE's ACE.DatLoader.FileTypes.CharGen and
ACE.DatLoader.Entity.HeritageGroupCG/SexCG/TemplateCG/SkillCG loaders
(same field order, different byte format) and ACE.Entity.Enum.HeritageGroup
/ SkillAdvancementClass for the two small stable enums the model exposes.

src/AcDream.Core/CharGen/: ChargenOptions (root: StarterAreas +
HeritagesById), ChargenHeritageOptions, ChargenGenderOptions (BaseObjDesc
+ every appearance-option list: hair styles/colors, eye colors, eye/nose/
mouth strips, headgear/shirt/pants/footwear, clothing colors),
ChargenTemplate, ChargenObjDesc (palette/subpalette/texture/anim-part-swap
shape, mirrors PaletteOverride's presentation-free pattern), and the pure
math: ChargenAttributeMath (RemainingCredits/IsFullySpent/range checks) and
ChargenSkillCreditMath (retail's Trained-xor-Specialized cost sum) plus
ChargenSkillAdvancementSet, a structurally-fixed 55-slot type (reserved
slot 0 + SkillId 1..54) so CC2's future wire builder cannot send anything
but exactly 55 entries.

src/AcDream.Content/CharGen/ChargenTableReader.cs projects the Chorizite
DBObj graph into the Core model (MagicCatalog.Load's shape) — no Chorizite
type crosses into ChargenOptions.

Tests: hand-built-fixture unit tests for the pure math (Core.Tests) and the
Content projector (Content.Tests), plus six installed-DAT gate tests
(ContentConformanceDats pattern) against the real portal.dat: 13 heritage
groups (11 standard + 2 Olthoi), the four named heritages with retail
display names incl. "Gharu'ndim", every heritage has a gender with
non-empty appearance option lists, every template's attributes stay in
10..100 and never exceed its heritage's budget (discovered live: NOT every
template fully spends it — each human heritage's "Adventurer" template
sits at the floor as retail's real-DAT-backed "Custom" starting point),
start-area indices resolve into the shared list, and skill costs key to
valid 1..54 wire ids.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 12:53:50 +02:00

41 lines
1.5 KiB
C#

namespace AcDream.Core.CharGen;
/// <summary>
/// One hair-style option in a <see cref="ChargenGenderOptions.HairStyles"/>
/// list. Retail schema: <c>HairStyle_CG</c> (nested inside
/// <c>Sex_CG::Serialize @ 0x005C1600</c>). <c>Bald</c> and
/// <c>AlternateSetup</c> handle the Gear Knight / Olthoi bald-head special
/// case ACE's <c>SexCG.GetHeadObject</c> comment documents.
/// </summary>
public sealed record ChargenHairStyle(
uint IconId,
bool Bald,
uint AlternateSetup,
ChargenObjDesc ObjDesc);
/// <summary>
/// One eye-strip option. Retail carries a SEPARATE bald variant
/// (<c>BaldIconId</c> / <c>BaldObjDesc</c>) because a bald hairstyle
/// selection changes which eye texture applies — see ACE's
/// <c>SexCG.GetEyeTexture(strip, isBald)</c>.
/// </summary>
public sealed record ChargenEyeStrip(
uint IconId,
uint BaldIconId,
ChargenObjDesc ObjDesc,
ChargenObjDesc BaldObjDesc);
/// <summary>One nose- or mouth-strip option (retail <c>FaceStrip_CG</c>).</summary>
public sealed record ChargenFaceStrip(uint IconId, ChargenObjDesc ObjDesc);
/// <summary>
/// One clothing-slot option (headgear/shirt/pants/footwear). Retail schema:
/// <c>Gear_CG</c>. <c>ClothingTableId</c> resolves through
/// <c>ClothingTable::BuildObjDesc</c>; <c>WeenieDefaultId</c> is the weenie
/// class the character actually receives in inventory on creation (ACE's
/// <c>SexCG.GetHeadgearWeenie</c> family).
/// </summary>
public sealed record ChargenGearOption(
string Name,
uint ClothingTableId,
uint WeenieDefaultId);