fix(D.2b): PaperdollController review fixes — player-scope Concerns, loop clarity
Code-quality review on Task 5: - I1: Concerns was unscoped (CurrentlyEquippedLocation != None) → an NPC's wielded item (which also carries that wire field) triggered spurious full repaints. Narrowed to (WielderId==p || ContainerId==p), matching InventoryController; OnObjectMoved's from/to-player backstop still catches unwield-into-a-side-bag. Populate's own scope already prevented wrong data; this kills the wasted repaints. - I2: replaced the dual-`index++` (assign-vs-skip) with a for-i loop; SlotIndex = SlotMap position (= the drag payload's SourceSlot on unwield). - M1/M2: comment that the cell's SpriteResolve + the discrete-slot accept/ reject ring (0x060011F9/F8, not the grid insert-arrow) are factory-provided. - Added two behavioral tests: a live player wield repaints the slot (ObjectMoved → Concerns → Populate); an NPC's wielded item never appears on the doll (player-scoping). - Synced the stale spec §4b/§6c/§8 to the Task-3 Option-1 reality (the optimistic wield is ContainerId-based and does NOT write WielderId). App suite 580 passed / 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3 changed files with 54 additions and 15 deletions
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@ -118,4 +118,30 @@ public class PaperdollControllerTests
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Bind(layout, new ClientObjectTable());
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Assert.Equal(0u, lists[HeadSlot].Cell.EmptySprite);
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}
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[Fact]
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public void Live_player_wield_repaints_the_slot() // event-driven: ObjectMoved → Concerns → Populate
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{
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var (layout, lists) = BuildLayout();
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var objects = new ClientObjectTable();
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Bind(layout, objects); // slots empty at bind
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SeedPackItem(objects, 0xF01u, EquipMask.HeadWear); // a helm appears in the pack (not on the doll)
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Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
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objects.WieldItemOptimistic(0xF01u, Player, EquipMask.HeadWear); // player wields it → ObjectMoved(to=player)
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Assert.Equal(0xF01u, lists[HeadSlot].Cell.ItemId); // the head slot repainted with the helm
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}
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[Fact]
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public void Live_npc_equip_does_not_appear_on_the_doll() // player-scoped: a remote creature's wielded item never leaks
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{
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var (layout, lists) = BuildLayout();
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var objects = new ClientObjectTable();
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Bind(layout, objects);
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const uint npc = 0x60000001u;
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objects.AddOrUpdate(new ClientObject
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{
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ObjectId = 0xF02u, WielderId = npc, CurrentlyEquippedLocation = EquipMask.HeadWear,
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});
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Assert.Equal(0u, lists[HeadSlot].Cell.ItemId); // the NPC's helm is NOT on the player's doll
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}
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}
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