fix(chat): Campaign CH user-gate round 1 — jump-in-air edge, portal cue cadence, wrap/prefix/color fixes

The user tested Campaign CH's CODE-COMPLETE build live and reported ten
defects (docs/plans/2026-08-09-chat-parity-campaign.md, "User gate —
round 1"). Items A-G are fixed here; the remaining three (extra chat
windows on 1/2/3/4, resize working in only one corner, transparency/
artifacts) are out of scope for a fix and filed as slice CH6.

A. Jump-in-air refusal never fired live: the jump block only ever
   evaluated input.Jump inside the grounded-charge or already-charging
   branches. PlayerMovementController now detects the press RISING EDGE
   while airborne and reports WeenieError.NotGrounded once per press,
   leaving the grounded charge/fire path untouched.
B. ChatVM's invented "[System] " prefix is dropped — retail prints
   system text bare. [Popup] is unchanged (AP-175).
C. SpewBoxController's color is now the user-pinned exact value
   (1, 1, 0.247, 1), the same bright yellow as an incoming Tell.
   Register row AP-178 updated: color CLOSES, size/position/font stay
   open per the user's live report that they still differ.
D. Closes #329: PortalTunnelPresentation now emits the portal wait cue
   unconditionally on every rotation-segment boundary, matching
   gmSmartBoxUI::UseTime's decompiled else-arm exactly instead of gating
   on a 5-second hold local transits never reached. PortalWaitNotice
   Controller now renders it in the same pinned yellow as item C.
   Register row AP-150 retired.
E. Closes #362: new ClientCommandResponses.cs parses and renders the
   four previously-unhandled inbound GameEvents (ChannelIndex,
   ChannelList, AvailableHouses, AllegianceInfoResponse), each ported
   line-for-line from the named-retail decomp's inbound handlers.
   Register row TS-70 retired.
F. ChatWindowController.WrapText now splits on embedded '\n'/'\r\n'
   first, then word-wraps each segment independently — server text like
   /help's reply no longer collapses onto one line.
G. The chat input field's right edge no longer holds a fixed absolute
   pixel position across a window resize; Bind now upgrades it to
   retail edge-mode 1 (UiLayoutPolicy) or the AnchorEdges.Right stretch
   fallback so it tracks the window's client width instead of
   overflowing past a narrower resize.

Full Release suite: 12,247 passed / 4 skipped / 0 failed (baseline
12,221/4/0 + 26 new tests across items A, E, F, G).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-09 23:42:32 +02:00
parent d1c1368a5e
commit 47e40900f3
17 changed files with 1428 additions and 81 deletions

View file

@ -940,6 +940,51 @@ public class PlayerMovementControllerTests
Assert.Null(exception);
}
// ── Campaign CH user-gate round 1 (item A): airborne jump refusal ──────
[Fact]
public void JumpPress_RisingEdgeWhileAirborne_ReportsCantJumpInAir_HeldOnlyOnce_NoneAfterLanding()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
// Launch into the air with an ordinary charged jump — the fix must
// not touch this grounded charge/fire path at all.
controller.Update(1.0f, new MovementInput(Jump: true)); // full charge
controller.Update(0.016f, new MovementInput(Jump: false)); // release -> jump fires
Assert.True(controller.IsAirborne);
controller.Update(0.05f, new MovementInput()); // clear the ground before pressing again
var reported = new List<string>();
controller.OnInterfaceText = (text, _) => reported.Add(text);
// Rising edge while airborne: exactly one "You can't jump while in
// the air" report.
controller.Update(0.016f, new MovementInput(Jump: true));
var report = Assert.Single(reported);
Assert.Equal(ClientTextRefusals.CantJumpInAir, report);
// Holding the key across multiple further updates raises no
// additional reports.
controller.Update(0.016f, new MovementInput(Jump: true));
controller.Update(0.016f, new MovementInput(Jump: true));
controller.Update(0.016f, new MovementInput(Jump: true));
Assert.Single(reported);
// Release, then land.
controller.Update(0.016f, new MovementInput(Jump: false));
for (int i = 0; i < 60 && controller.IsAirborne; i++)
controller.Update(0.05f, new MovementInput());
Assert.False(controller.IsAirborne, "should have landed");
// Landing then pressing again while grounded raises none (the
// grounded charge succeeds normally for an unburdened character).
reported.Clear();
controller.Update(0.016f, new MovementInput(Jump: true));
Assert.Empty(reported);
}
// ── Campaign P Slice P5 (2026-07-30): ConstraintManager leash arming (#167) ──
//
// docs/research/2026-07-30-constraint-leash-constants.md. The player's