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