refactor(input): own gameplay action routing
Move the sole semantic action-priority graph, combat and diagnostic commands, and retained-root item-drop lifetime behind focused typed owners. Preserve retail toggle behavior, explicit auto-wield cancellation, shutdown quiescence, and symmetric callback cleanup. Co-authored-by: Codex <codex@openai.com>
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25 changed files with 2608 additions and 418 deletions
328
tests/AcDream.App.Tests/Input/GameplayInputActionRouterTests.cs
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328
tests/AcDream.App.Tests/Input/GameplayInputActionRouterTests.cs
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using AcDream.App.Input;
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using AcDream.App.Rendering;
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using AcDream.Core.Combat;
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using AcDream.UI.Abstractions.Input;
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namespace AcDream.App.Tests.Input;
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public sealed class GameplayInputActionRouterTests
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{
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[Theory]
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[InlineData("pointer", "pointer")]
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[InlineData("combat", "pointer,combat")]
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[InlineData("retained", "pointer,combat,retained")]
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[InlineData("selection", "pointer,combat,retained,selection")]
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[InlineData("movement", "pointer,combat,retained,selection,movement")]
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[InlineData("command", "pointer,combat,retained,selection,movement,command")]
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public void Press_PreservesFrozenPriorityAndStopsAtConsumer(
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string consumeAt,
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string expectedCsv)
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{
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var harness = new Harness(consumeAt);
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harness.Router.Attach();
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harness.Actions.Raise(
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InputAction.AcdreamToggleDebugPanel,
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ActivationType.Press);
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Assert.Equal(expectedCsv.Split(','), harness.Targets.Calls);
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}
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[Fact]
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public void Scroll_IsBetweenPointerAndCombat_AndOnlyPressMovesIt()
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{
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var harness = new Harness();
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harness.Router.Attach();
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harness.Actions.Raise(InputAction.ScrollUp, ActivationType.Release);
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Assert.Equal(["pointer"], harness.Targets.Calls);
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harness.Targets.Calls.Clear();
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harness.Actions.Raise(InputAction.ScrollDown, ActivationType.Press);
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Assert.Equal(["pointer", "scroll:ScrollDown"], harness.Targets.Calls);
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}
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[Fact]
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public void Release_ReachesCombatThenStopsAtPressGate()
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{
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var harness = new Harness();
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harness.Router.Attach();
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harness.Actions.Raise(
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InputAction.CombatHighAttack,
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ActivationType.Release);
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Assert.Equal(["pointer", "combat"], harness.Targets.Calls);
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}
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[Fact]
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public void DoubleClick_PassesGateToRetainedSelectionMovementAndCommands()
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{
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var harness = new Harness();
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harness.Router.Attach();
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harness.Actions.Raise(
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InputAction.SelectDblLeft,
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ActivationType.DoubleClick);
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Assert.Equal(
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["pointer", "combat", "retained", "selection", "movement", "command"],
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harness.Targets.Calls);
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}
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[Fact]
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public void Attach_SeedsAndTracksCombatScopes()
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{
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var harness = new Harness();
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harness.Combat.CurrentModeValue = CombatMode.Missile;
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harness.Router.Attach();
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harness.Combat.Raise(CombatMode.Magic);
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harness.Combat.Raise(CombatMode.NonCombat);
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Assert.Equal(
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[InputScope.MissileCombat, InputScope.MagicCombat, null],
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harness.Actions.Scopes);
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}
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[Theory]
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[InlineData(0, "remove-actions")]
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[InlineData(1, "remove-combat,remove-actions")]
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public void AttachFailureAfterSideEffect_RollsBackExactPrefixInReverse(
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int failingEdge,
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string expectedRemovalCsv)
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{
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var calls = new List<string>();
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var actions = new FakeActionSurface(calls)
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{
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ThrowAfterAdd = failingEdge == 0,
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};
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var combat = new FakeCombatSurface(calls)
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{
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ThrowAfterAdd = failingEdge == 1,
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};
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var router = Create(actions, combat, new FakeTargets());
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Assert.Throws<InvalidOperationException>(router.Attach);
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Assert.Equal(expectedRemovalCsv.Split(','), calls.Where(
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call => call.StartsWith("remove", StringComparison.Ordinal)));
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Assert.True(router.IsDisposalComplete);
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}
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[Fact]
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public void ReentrantDeliveryDuringAdd_CannotEnterPartialRouter()
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{
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var calls = new List<string>();
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var actions = new FakeActionSurface(calls)
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{
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RaiseDuringAdd = true,
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};
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var targets = new FakeTargets();
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var router = Create(actions, new FakeCombatSurface(calls), targets);
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router.Attach();
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Assert.Empty(targets.Calls);
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actions.Raise(InputAction.AcdreamToggleDebugPanel, ActivationType.Press);
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Assert.NotEmpty(targets.Calls);
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}
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[Fact]
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public void AttachAndRollbackFailure_RetainsCleanupForLaterDispose()
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{
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var calls = new List<string>();
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var actions = new FakeActionSurface(calls)
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{
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ThrowAfterAdd = true,
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RemoveFailures = int.MaxValue,
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};
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var router = Create(
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actions,
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new FakeCombatSurface(calls),
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new FakeTargets());
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Assert.Throws<AggregateException>(router.Attach);
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Assert.False(router.IsDisposalComplete);
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actions.RemoveFailures = 0;
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router.Dispose();
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Assert.True(router.IsDisposalComplete);
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Assert.Null(actions.Callback);
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}
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[Fact]
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public void Dispose_RetriesOnlyFailedRemovalAndNeverReplaysSuccess()
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{
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var calls = new List<string>();
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var actions = new FakeActionSurface(calls);
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var combat = new FakeCombatSurface(calls)
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{
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RemoveFailures = int.MaxValue,
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};
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var router = Create(actions, combat, new FakeTargets());
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router.Attach();
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Assert.Throws<AggregateException>(router.Dispose);
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Assert.False(router.IsDisposalComplete);
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combat.RemoveFailures = 0;
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router.Dispose();
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Assert.True(router.IsDisposalComplete);
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Assert.Equal(4, calls.Count(call => call == "remove-combat"));
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Assert.Equal(1, calls.Count(call => call == "remove-actions"));
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}
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[Fact]
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public void Deactivate_MakesCopiedCallbacksSilentBeforePhysicalDetach()
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{
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var harness = new Harness();
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harness.Router.Attach();
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Action<InputAction, ActivationType> copiedAction =
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harness.Actions.Callback!;
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Action<CombatMode> copiedCombat = harness.Combat.Callback!;
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harness.Router.Deactivate();
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copiedAction(InputAction.AcdreamToggleDebugPanel, ActivationType.Press);
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copiedCombat(CombatMode.Melee);
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Assert.Empty(harness.Targets.Calls);
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Assert.Equal([null], harness.Actions.Scopes);
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}
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[Fact]
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public void DisposeBeforeAttach_IsTerminalAndCannotResurrectCallbacks()
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{
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var harness = new Harness();
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harness.Router.Dispose();
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Assert.True(harness.Router.IsDisposalComplete);
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Assert.Throws<ObjectDisposedException>(harness.Router.Attach);
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Assert.Null(harness.Actions.Callback);
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Assert.Null(harness.Combat.Callback);
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}
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private static GameplayInputActionRouter Create(
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FakeActionSurface actions,
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FakeCombatSurface combat,
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FakeTargets targets) =>
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new(actions, combat, targets, new HostQuiescenceGate());
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private sealed class Harness
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{
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public Harness(string? consumeAt = null)
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{
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var calls = new List<string>();
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Actions = new FakeActionSurface(calls);
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Combat = new FakeCombatSurface(calls);
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Targets = new FakeTargets(consumeAt);
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Router = Create(Actions, Combat, Targets);
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}
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public FakeActionSurface Actions { get; }
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public FakeCombatSurface Combat { get; }
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public FakeTargets Targets { get; }
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public GameplayInputActionRouter Router { get; }
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}
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private sealed class FakeActionSurface(List<string> calls)
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: IGameplayInputActionSurface
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{
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public Action<InputAction, ActivationType>? Callback { get; private set; }
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public bool ThrowAfterAdd { get; set; }
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public bool RaiseDuringAdd { get; set; }
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public int RemoveFailures { get; set; }
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public List<InputScope?> Scopes { get; } = [];
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public void AddFired(Action<InputAction, ActivationType> callback)
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{
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calls.Add("add-actions");
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Callback = callback;
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if (RaiseDuringAdd)
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{
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callback(
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InputAction.AcdreamToggleDebugPanel,
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ActivationType.Press);
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}
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if (ThrowAfterAdd)
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throw new InvalidOperationException("actions add");
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}
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public void RemoveFired(Action<InputAction, ActivationType> callback)
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{
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calls.Add("remove-actions");
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if (RemoveFailures-- > 0)
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throw new InvalidOperationException("actions remove");
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if (ReferenceEquals(Callback, callback))
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Callback = null;
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}
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public void SetCombatScope(InputScope? scope) => Scopes.Add(scope);
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public void Raise(InputAction action, ActivationType activation) =>
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Callback?.Invoke(action, activation);
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}
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private sealed class FakeCombatSurface(List<string> calls)
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: ICombatModeEventSurface
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{
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public CombatMode CurrentModeValue { get; set; } = CombatMode.NonCombat;
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public CombatMode CurrentMode => CurrentModeValue;
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public Action<CombatMode>? Callback { get; private set; }
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public bool ThrowAfterAdd { get; set; }
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public int RemoveFailures { get; set; }
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public void AddChanged(Action<CombatMode> callback)
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{
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calls.Add("add-combat");
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Callback = callback;
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if (ThrowAfterAdd)
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throw new InvalidOperationException("combat add");
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}
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public void RemoveChanged(Action<CombatMode> callback)
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{
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calls.Add("remove-combat");
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if (RemoveFailures-- > 0)
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throw new InvalidOperationException("combat remove");
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if (ReferenceEquals(Callback, callback))
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Callback = null;
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}
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public void Raise(CombatMode mode) => Callback?.Invoke(mode);
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}
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private sealed class FakeTargets(string? consumeAt = null)
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: IGameplayInputPriorityTargets
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{
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public List<string> Calls { get; } = [];
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public bool HandlePointerAction(InputAction action, ActivationType activation) =>
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Record("pointer");
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public void HandleScroll(InputAction action) => Calls.Add($"scroll:{action}");
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public bool HandleCombatAction(InputAction action, ActivationType activation) =>
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Record("combat");
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public bool HandleRetainedUiAction(InputAction action) =>
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Record("retained");
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public bool HandleSelectionAction(InputAction action) =>
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Record("selection");
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public bool HandlePressedMovementAction(InputAction action) =>
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Record("movement");
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public void HandleCommand(InputAction action) => Calls.Add("command");
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private bool Record(string name)
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{
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Calls.Add(name);
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return consumeAt == name;
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}
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}
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}
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