fix(D.2b): correct EquipMask to canonical retail INVENTORY_LOC + numeric-pin test

The old enum invented two phantom bits (HandArmor=0x2000, FootArmor=0x10000) and
used non-retail names (Necklace, LeftBracelet, RightBracelet, LeftRing, RightRing,
AetheriaRed/Yellow/Blue), shifting every slot above 0x1000 out of alignment with
retail INVENTORY_LOC (acclient.h:3193) and ACE EquipMask.

Replace the enum body with verbatim retail values. Add EquipMaskTests to
numeric-pin every member so future renumbering breaks at compile/test time.

Existing consumers (ClientObjectTable, InventoryController, GameEventWiringTests,
ClientObjectTableTests) only reference EquipMask.MeleeWeapon and EquipMask.None --
both present at their correct retail values -- so no call sites needed updating.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-22 21:56:06 +02:00
parent bd4b49f810
commit 1810c71f5c
2 changed files with 90 additions and 36 deletions

View file

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using AcDream.Core.Items;
using Xunit;
namespace AcDream.Core.Tests.Items;
/// <summary>
/// Pins every EquipMask member to the verbatim retail INVENTORY_LOC value
/// (docs/research/named-retail/acclient.h:3193). The wire delivers these exact bits
/// (ACE EquipMask == retail INVENTORY_LOC); any drift desyncs the paperdoll element-id→mask
/// map and the GetAndWieldItem wire. This test is the anti-regression lock.
/// </summary>
public sealed class EquipMaskTests
{
[Theory]
[InlineData(0x00000000u, EquipMask.None)]
[InlineData(0x00000001u, EquipMask.HeadWear)]
[InlineData(0x00000002u, EquipMask.ChestWear)]
[InlineData(0x00000004u, EquipMask.AbdomenWear)]
[InlineData(0x00000008u, EquipMask.UpperArmWear)]
[InlineData(0x00000010u, EquipMask.LowerArmWear)]
[InlineData(0x00000020u, EquipMask.HandWear)]
[InlineData(0x00000040u, EquipMask.UpperLegWear)]
[InlineData(0x00000080u, EquipMask.LowerLegWear)]
[InlineData(0x00000100u, EquipMask.FootWear)]
[InlineData(0x00000200u, EquipMask.ChestArmor)]
[InlineData(0x00000400u, EquipMask.AbdomenArmor)]
[InlineData(0x00000800u, EquipMask.UpperArmArmor)]
[InlineData(0x00001000u, EquipMask.LowerArmArmor)]
[InlineData(0x00002000u, EquipMask.UpperLegArmor)]
[InlineData(0x00004000u, EquipMask.LowerLegArmor)]
[InlineData(0x00008000u, EquipMask.NeckWear)]
[InlineData(0x00010000u, EquipMask.WristWearLeft)]
[InlineData(0x00020000u, EquipMask.WristWearRight)]
[InlineData(0x00040000u, EquipMask.FingerWearLeft)]
[InlineData(0x00080000u, EquipMask.FingerWearRight)]
[InlineData(0x00100000u, EquipMask.MeleeWeapon)]
[InlineData(0x00200000u, EquipMask.Shield)]
[InlineData(0x00400000u, EquipMask.MissileWeapon)]
[InlineData(0x00800000u, EquipMask.MissileAmmo)]
[InlineData(0x01000000u, EquipMask.Held)]
[InlineData(0x02000000u, EquipMask.TwoHanded)]
[InlineData(0x04000000u, EquipMask.TrinketOne)]
[InlineData(0x08000000u, EquipMask.Cloak)]
[InlineData(0x10000000u, EquipMask.SigilOne)]
[InlineData(0x20000000u, EquipMask.SigilTwo)]
[InlineData(0x40000000u, EquipMask.SigilThree)]
public void Member_has_canonical_retail_value(uint expected, EquipMask member)
=> Assert.Equal(expected, (uint)member);
[Fact]
public void Weapon_ready_slot_composite_is_0x3500000() // acclient.h:3235 WEAPON_READY_SLOT_LOC
=> Assert.Equal(0x3500000u,
(uint)(EquipMask.MeleeWeapon | EquipMask.MissileWeapon | EquipMask.Held | EquipMask.TwoHanded));
}