diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index c2267360..1dcb1d44 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -144,8 +144,7 @@ accepted-divergence entries (#96, #49, #50). | AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` | | AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 | | AP-45 | `PublicUpdatePropertyInt (0x02CE)` sequence byte parsed-past but not honored; last update wins (no freshness check against sequence number) | `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` | Loopback ACE rarely reorders; latest-wins matches `PrivateUpdateVital`/`UpdatePosition`'s existing non-sequence behavior. Sequence tracking added when needed alongside TS-26. | A reordered 0x02CE on a real network could apply a stale UiEffects value — item icon temporarily shows the wrong effect state, corrected on next update | `PublicUpdatePropertyInt` sequence byte (ACE GameMessagePublicUpdatePropertyInt) | -| AP-46 | Health-meter gate approximation: retail shows the health meter for `IsPlayer() || pet_owner || ObjectIsAttackable()`; acdream uses `IsLiveCreatureTarget` (the `ItemType.Creature` flag) | `src/AcDream.App/UI/Layout/SelectedObjectController.cs` (`HandleSelectionChanged` analogue) | `IsLiveCreatureTarget` is already wired for Tab/Q combat-target gating and is the correct proxy for M1.5 scope (no pet system, no PK); the only practical gap is a friendly non-attackable NPC, which is rare in the ACE dev loop | A friendly (non-attackable) NPC shows a health meter where retail would show name+overlay only — false meter on non-combat NPCs | `gmToolbarUI::HandleSelectionChanged` acclient_2013_pseudo_c.txt:198754 | -| AP-47 | Meter-visible timing: acdream shows the health meter immediately on select; retail shows it from `RecvNotice_UpdateObjectHealth` when the queried value arrives | `src/AcDream.App/UI/Layout/SelectedObjectController.cs` (`OnSelectionChanged`) | Avoids a one-round-trip blank-then-pop; the fill polls `GetHealthPercent` which returns 1.0 until the reply — visually indistinguishable for a full-HP target and self-corrects within one RTT for a damaged target | A freshly-selected off-screen-damaged target reads full for one server round-trip before the `QueryHealth` reply lands | `gmToolbarUI::HandleSelectionChanged` acclient_2013_pseudo_c.txt:198757 | +| AP-46 | Health-meter gate approximation: retail shows the health meter for `IsPlayer() || pet_owner || ClientCombatSystem::ObjectIsAttackable()` (full PK/faction logic); acdream's `GameWindow.IsHealthBarTarget` uses the server PWD bits `BF_ATTACKABLE (0x10)` OR `BF_PLAYER (0x8)` | `src/AcDream.App/Rendering/GameWindow.cs` (`IsHealthBarTarget`) → `SelectedObjectController` | The PWD `BF_ATTACKABLE`/`BF_PLAYER` bits distinguish monsters + players (bar) from friendly/vendor NPCs (name-only) for the M1.5 dev loop; the pet case and the full ObjectIsAttackable PK/faction refinement (free-PK, PK-vs-PK, PKLite) are not ported | A PK/faction edge (e.g. a hostile-flagged player whose `BF_ATTACKABLE` is unset, or a pet) could show/hide the bar where retail differs — no impact on the non-PK PvE dev loop | `ClientCombatSystem::ObjectIsAttackable` acclient_2013_pseudo_c.txt:375385; `BF_ATTACKABLE` acclient.h:6437 | --- diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index b8f65d99..980558ac 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2026,9 +2026,11 @@ public sealed class GameWindow : IDisposable _selectedObjectController = AcDream.App.UI.Layout.SelectedObjectController.Bind( toolbarLayout, subscribeSelectionChanged: h => SelectionChanged += h, - isHealthTarget: IsLiveCreatureTarget, + subscribeHealthChanged: h => Combat.HealthChanged += h, + isHealthTarget: IsHealthBarTarget, name: g => Objects.Get(g)?.Name, healthPercent: g => Combat.GetHealthPercent(g), + hasHealth: g => Combat.HasHealth(g), stackSize: g => (uint)(Objects.Get(g)?.StackSize ?? 0), sendQueryHealth: g => _liveSession?.SendQueryHealth(g), datFont: vitalsDatFont); @@ -7410,6 +7412,10 @@ public sealed class GameWindow : IDisposable // that actually consume the events. _inputDispatcher?.Tick(); + // Phase D.5.3a — advance the selected-object overlay flash (0.25s green pulse + // on selection, then revert). No-op when nothing is flashing. + _selectedObjectController?.Tick(dt); + // Phase K.2 — re-evaluate WantCaptureMouse for the MMB // mouse-look state machine. Detect rising/falling edges so the // state suspends correctly when ImGui claims the cursor while @@ -12016,6 +12022,40 @@ public sealed class GameWindow : IDisposable return (LiveItemType(guid) & AcDream.Core.Items.ItemType.Creature) != 0; } + // PublicWeenieDesc _bitfield flags (acclient.h:6431-6463) — same bitfield RadarBlipColors reads. + private const uint BfPlayer = 0x8u; // BF_PLAYER (acclient.h:6434) + private const uint BfAttackable = 0x10u; // BF_ATTACKABLE (acclient.h:6437) + + /// + /// True if the selected-object strip should show a Health meter for . + /// Approximates retail's IsPlayer() || pet_owner || ClientCombatSystem::ObjectIsAttackable() + /// gate (gmToolbarUI::HandleSelectionChanged :198754) using the server-provided PWD flags: + /// the BF_ATTACKABLE bit (monsters) or the BF_PLAYER bit (other players). + /// A friendly NPC (e.g. a vendor) has neither bit set → name-only, matching retail. + /// The full PK/faction logic of ObjectIsAttackable + the pet case are not ported (divergence AP-46). + /// + private bool IsHealthBarTarget(uint guid) + { + if (guid == _playerServerGuid) + return false; + if (!_entitiesByServerGuid.ContainsKey(guid)) + return false; + + uint pwd = _lastSpawnByGuid.TryGetValue(guid, out var spawn) + && spawn.ObjectDescriptionFlags is { } odf ? odf : 0u; + + // Another player → health bar (retail IsPlayer branch). + if ((pwd & BfPlayer) != 0) + return true; + + // Attackable branch: retail ObjectIsAttackable requires the object to be a CREATURE + // first (InqType() & 0x10, acclient_2013_pseudo_c.txt:375406), THEN attackable. A Door + // carries the BF_ATTACKABLE bit but is ItemType Misc, so it is never a health-bar target — + // require the Creature flag here too (matches retail; excludes attackable doors/objects). + bool isCreature = (LiveItemType(guid) & AcDream.Core.Items.ItemType.Creature) != 0; + return isCreature && (pwd & BfAttackable) != 0; + } + /// /// 2026-05-16 — retail-faithful port of diff --git a/src/AcDream.App/Rendering/TextureCache.cs b/src/AcDream.App/Rendering/TextureCache.cs index 250a69e4..bbc7d4b5 100644 --- a/src/AcDream.App/Rendering/TextureCache.cs +++ b/src/AcDream.App/Rendering/TextureCache.cs @@ -121,9 +121,11 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab /// Surface→SurfaceTexture chain that uses /// for world-geometry materials. This is the correct path for retail UI /// chrome + font glyph sheets, which reference RenderSurface directly. - /// Palette is null for now (a paletted INDEX16/P8 UI sprite would return - /// Magenta — wire a UI palette when one is actually encountered). Returns a - /// 1x1 magenta handle on miss. + /// Paletted (PFID_P8 / PFID_INDEX16) UI sprites — e.g. the selected-object + /// health-bar track 0x0600193E — are decoded against the RenderSurface's own + /// DefaultPaletteId (same starting palette + /// uses); non-paletted formats have DefaultPaletteId==0 → palette null. Returns + /// a 1x1 magenta handle on miss. /// public uint GetOrUploadRenderSurface(uint renderSurfaceId, out int width, out int height, bool nearest = false) { @@ -138,7 +140,14 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab if (_dats.Portal.TryGet(renderSurfaceId, out var rs) || _dats.HighRes.TryGet(renderSurfaceId, out rs)) { - decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette: null); + // Resolve the surface's own default palette so paletted UI sprites decode + // correctly instead of the magenta fallback (the back-track 0x0600193E behind + // the selected-object health bar is PFID_P8/INDEX16). Non-paletted formats + // (DefaultPaletteId==0) keep the previous null-palette behaviour unchanged. + Palette? palette = rs.DefaultPaletteId != 0 + ? _dats.Get(rs.DefaultPaletteId) + : null; + decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette); } else { diff --git a/src/AcDream.App/UI/Layout/SelectedObjectController.cs b/src/AcDream.App/UI/Layout/SelectedObjectController.cs index 1e37cddd..74dfe76e 100644 --- a/src/AcDream.App/UI/Layout/SelectedObjectController.cs +++ b/src/AcDream.App/UI/Layout/SelectedObjectController.cs @@ -5,74 +5,108 @@ using AcDream.App.UI; namespace AcDream.App.UI.Layout; /// -/// Controller for the action bar's selected-object strip (ids 0x1000019F–0x100001A1). +/// Controller for the action bar's selected-object strip (ids 0x1000019E–0x100001A1). /// Analogue of retail gmToolbarUI::HandleSelectionChanged -/// (docs/research/named-retail/acclient_2013_pseudo_c.txt:198635). +/// (docs/research/named-retail/acclient_2013_pseudo_c.txt:198635) + +/// RecvNotice_UpdateObjectHealth (:196213). /// /// -/// On selection change: clears the strip (name, overlay state, health meter), then -/// if a guid is provided it sets the name, puts the overlay field into the appropriate -/// state ("ObjectSelected" or "StackedItemSelected"), and for health-bearing targets -/// shows the health meter and sends a QueryHealth (0x01BF) request. +/// On selection change: clears the strip (name, overlay flash, health meter), then if a +/// guid is provided it sets the name, flashes the selection overlay briefly, and (for +/// health-bearing targets) sends a QueryHealth (0x01BF) request. The Health meter +/// becomes visible only when the server actually reports health for the selected guid — +/// either an UpdateHealth (0x01C0) arrives (retail +/// RecvNotice_UpdateObjectHealthSetVisible(1)) or the value is already +/// cached. So a friendly NPC you have not assessed shows name-only (no bar), and a +/// monster's bar appears after damage / a successful assess — matching retail. /// /// /// -/// Divergence — meter-visible timing. -/// Retail makes the health meter visible from RecvNotice_UpdateObjectHealth -/// (when the queried value arrives, cite HandleSelectionChanged:198757). -/// acdream shows it immediately on select (fill polls -/// which returns 1.0 until the reply lands). Recorded in the divergence register. +/// Retail element roles (PostInit, :198119): m_pSelObjectField +/// is the container 0x1000019E whose SetState(0x1000000b/0c) drives a +/// 0.25s Pause→Normal flash that cascades to the overlay child's green frame. +/// acdream has no state-cascade / transition-animation system, so this controller drives +/// the overlay element 0x100001A0 directly and reverts it after the same +/// to reproduce the brief flash. The name element +/// 0x1000019F is bumped to the top of the strip's z-order so it draws OVER the +/// overlay frame and the health bar (retail draws the name over the bar — see the +/// "Drudge Slinker" reference shot). /// /// /// /// Divergence — health-target gate approximation. -/// Retail gates on IsPlayer() || pet_owner || ObjectIsAttackable() -/// (cite HandleSelectionChanged:198754). acdream uses IsLiveCreatureTarget -/// (the ItemType.Creature flag). Recorded in the divergence register. +/// Retail sends Event_QueryHealth for IsPlayer() || pet_owner || ObjectIsAttackable() +/// (:198754). acdream uses IsLiveCreatureTarget (the ItemType.Creature +/// flag) to gate the QueryHealth send. Visibility itself is health-data-driven (above), so +/// the gate only affects whether we proactively query; recorded in the divergence register. /// /// public sealed class SelectedObjectController { // ── Element ids (toolbar LayoutDesc 0x21000016) ───────────────────────── - /// Selected-object name element id. + /// Selected-object container / field element id (retail m_pSelObjectField). + public const uint ContainerId = 0x1000019E; + /// Selected-object name element id (retail m_pSelObjectName, UIElement_Text). public const uint NameId = 0x1000019F; - /// Selected-object overlay field element id (states: ObjectSelected / StackedItemSelected). + /// Selected-object overlay element id (states: ObjectSelected / StackedItemSelected). public const uint OverlayId = 0x100001A0; - /// Selected-object health meter element id. + /// Selected-object health meter element id (retail m_pSelObjectHealthMeter). public const uint HealthMeterId = 0x100001A1; + /// Selection-overlay flash duration — retail's container ObjectSelected state is a + /// Pause(0.25s)→Normal transition (toolbar dump, element 0x1000019E). + private const double FlashSeconds = 0.25; + + /// Z-order for the name so it draws OVER the overlay frame + health bar. + /// The strip's other children sit at ReadOrder 1–4; this floats the name to the top. + private const int NameZOrderOnTop = 1_000_000; + + /// Z-order for the selection-flash overlay — above the health meter (so the green + /// flash isn't hidden by the bar) but below the name (so the name stays readable). + private const int OverlayZOrder = NameZOrderOnTop - 1; + + /// Height (px) of the black name band at the top of the 31px bar sprite. The name + /// label is constrained to this band (top-aligned) so the health bar shows below it — + /// retail "name on the black, bar below". The bar sprite's colored region starts ~y14. + private const float NameBandHeight = 15f; + // ── Found elements (any may be null for partial/test layouts) ─────────── private readonly UiElement? _name; private readonly UiDatElement? _overlay; private readonly UiMeter? _healthMeter; // ── Captured delegates ─────────────────────────────────────────────────── - private readonly Func _isHealthTarget; - private readonly Func _name_; - private readonly Func _healthPercent; - private readonly Func _stackSize; - private readonly Action _sendQueryHealth; + private readonly Func _isHealthTarget; + private readonly Func _resolveName; + private readonly Func _healthPercent; + private readonly Func _hasHealth; + private readonly Func _stackSize; + private readonly Action _sendQueryHealth; // ── Live state (read by closures on the per-frame draw path) ──────────── private uint? _current; private string? _currentName; + private double _flashRemaining; // > 0 while the selection overlay is flashing /// White label color for the name line. private static readonly Vector4 NameColor = new(1f, 1f, 1f, 1f); private SelectedObjectController( ImportedLayout layout, - Action> subscribeSelectionChanged, + Action> subscribeSelectionChanged, + Action> subscribeHealthChanged, Func isHealthTarget, Func name, Func healthPercent, + Func hasHealth, Func stackSize, Action sendQueryHealth, UiDatFont? datFont) { _isHealthTarget = isHealthTarget; - _name_ = name; + _resolveName = name; _healthPercent = healthPercent; + _hasHealth = hasHealth; _stackSize = stackSize; _sendQueryHealth = sendQueryHealth; @@ -81,26 +115,36 @@ public sealed class SelectedObjectController _overlay = layout.FindElement(OverlayId) as UiDatElement; _healthMeter = layout.FindElement(HealthMeterId) as UiMeter; + // The selection-flash overlay must draw OVER the health meter (which spans the whole + // strip) — otherwise the meter hides the green flash whenever a bar is visible (i.e. + // for players/monsters). Float it just below the name so the name stays readable. + if (_overlay is not null) _overlay.ZOrder = OverlayZOrder; + // This controller owns the health meter's initial-hidden state. if (_healthMeter is not null) { _healthMeter.Visible = false; // Fill polls live: _current holds the currently-selected guid (or null). - // Returns 0f when nothing is selected (empty bar), healthPercent(g) otherwise. _healthMeter.Fill = () => _current is uint g ? _healthPercent(g) : (float?)0f; } // Attach a centered UiText child to the name element for the object name display. - // Mirrors VitalsController.BindMeter's number attach (same decoration style). + // Mirrors VitalsController.BindMeter's number attach. The name is floated to the + // top of the strip's z-order so it draws OVER the overlay frame and the health bar + // (retail renders the object name over the bar). + // + // The bar sprite (0x0600193E/F, 146x31) carries a ~14px BLACK name band across its + // TOP with the colored bar in the lower portion (confirmed from the dat). Retail + // draws the object name in that black band with the health bar BELOW it — so the + // label is TOP-aligned by constraining its height to the band, not centered over the + // whole 31px strip (which overlapped the bar's middle). if (_name is not null) { + _name.ZOrder = NameZOrderOnTop; var label = new UiText { - Left = 0f, - Top = 0f, - Width = _name.Width, - Height = _name.Height, - Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom, + Left = 0f, Top = 0f, Width = _name.Width, Height = NameBandHeight, + Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right, Centered = true, DatFont = datFont, ClickThrough = true, @@ -109,7 +153,6 @@ public sealed class SelectedObjectController CapturesPointerDrag = false, LinesProvider = () => { - // Returns a single white line when a name is available; empty otherwise. var n = _currentName; return string.IsNullOrEmpty(n) ? Array.Empty() @@ -119,90 +162,107 @@ public sealed class SelectedObjectController _name.AddChild(label); } - // Register the handler LAST so the initial state is fully set up first. + // Register the handlers LAST so the initial state is fully set up first. subscribeSelectionChanged(OnSelectionChanged); + subscribeHealthChanged(OnHealthChanged); } /// /// Create and bind a to . - /// Port of retail gmToolbarUI::HandleSelectionChanged - /// (acclient_2013_pseudo_c.txt:198635). + /// Port of retail gmToolbarUI::HandleSelectionChanged + RecvNotice_UpdateObjectHealth. /// /// Imported toolbar layout (LayoutDesc 0x21000016). - /// - /// Called once with the controller's handler. - /// Typical host: h => SelectionChanged += h — keeps the controller - /// decoupled from GameWindow. - /// - /// - /// Returns true for guids that should show a health meter (proxy for retail's - /// IsPlayer() || pet_owner || ObjectIsAttackable()). - /// + /// Called once with + /// (typical host: h => SelectionChanged += h). + /// Called once with + /// (typical host: h => Combat.HealthChanged += h) — drives meter visibility. + /// Returns true for guids that may show a health meter + /// (proxy for retail's IsPlayer() || pet_owner || ObjectIsAttackable()). /// Returns the display name for a given guid (or null if unknown). /// Returns the health fill fraction [0..1] for a given guid. - /// Returns the stack size for a given guid (0 or 1 = non-stacked). - /// - /// Sends retail QueryHealth (0x01BF); server replies with UpdateHealth (0x01C0). - /// May be a no-op when offline. - /// + /// Returns true if real health has been received for a guid + /// (so a re-selected, already-known target shows its bar immediately). + /// Returns the stack size for a guid (0 or 1 = non-stacked). + /// Sends retail QueryHealth (0x01BF); may be a no-op offline. /// Dat font for the name label; null = debug bitmap font fallback. public static SelectedObjectController Bind( ImportedLayout layout, - Action> subscribeSelectionChanged, + Action> subscribeSelectionChanged, + Action> subscribeHealthChanged, Func isHealthTarget, Func name, Func healthPercent, + Func hasHealth, Func stackSize, Action sendQueryHealth, UiDatFont? datFont) - { - return new SelectedObjectController( - layout, subscribeSelectionChanged, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont); - } + => new SelectedObjectController( + layout, subscribeSelectionChanged, subscribeHealthChanged, + isHealthTarget, name, healthPercent, hasHealth, stackSize, sendQueryHealth, datFont); /// - /// Port of gmToolbarUI::HandleSelectionChanged - /// (acclient_2013_pseudo_c.txt:198635): + /// Port of gmToolbarUI::HandleSelectionChanged (:198635): /// clear-then-populate the selected-object strip on any selection change. - /// Registered via subscribeSelectionChanged at bind time; called by - /// GameWindow.SelectionChanged and by the despawn-clear path. /// public void OnSelectionChanged(uint? guid) { - // ── 1. Clear first (retail: UIElement_Text::SetText + m_pSelObjectField->SetState(0) - // + SetVisible(0) on the health meter). ────────────────────────────────────── + // ── 1. Clear first (retail: SetText("") + m_pSelObjectField->SetState(0) + // + SetVisible(0) on the meters). ────────────────────────────────────── if (_healthMeter is not null) _healthMeter.Visible = false; - if (_overlay is not null) _overlay.ActiveState = ""; - _currentName = null; + _currentName = null; + _current = guid; - // Update the backing current guid so the Fill closure reflects the new state. - _current = guid; - - // ── 2. Selection == null → strip stays cleared, done. ─────────────────────────── - if (guid is null) return; + if (guid is null) + { + // Deselect: clear the overlay flash immediately too. + SetOverlayState(""); + _flashRemaining = 0; + return; + } uint g = guid.Value; - // ── 3. Selection != null — populate the strip. ────────────────────────────────── + // ── 2. Name (displayed via the UiText child's LinesProvider reading _currentName). ── + _currentName = _resolveName(g); - // Name (displayed via the UiText child's LinesProvider reading _currentName). - _currentName = _name_(g); + // ── 3. Selection overlay: brief flash (retail container ObjectSelected + // = Pause(0.25s)→Normal). "StackedItemSelected" for stacks. ────────────── + SetOverlayState(_stackSize(g) > 1u ? "StackedItemSelected" : "ObjectSelected"); + _flashRemaining = FlashSeconds; - // Overlay state: "StackedItemSelected" for stacked items, "ObjectSelected" otherwise. - // Retail ref: m_pSelObjectField->SetState(0x1000000b) = "ObjectSelected" - // (acclient_2013_pseudo_c.txt:198754). Stack sprite id 0x06004CF4 confirmed in toolbar dump. - if (_overlay is not null) - _overlay.ActiveState = _stackSize(g) > 1u ? "StackedItemSelected" : "ObjectSelected"; - - // Health meter: visible + QueryHealth for health-bearing targets. - // Divergence: retail shows the meter only when RecvNotice_UpdateObjectHealth arrives; - // acdream shows it immediately (fill reads GetHealthPercent = 1.0 until the reply). - // Retail ref: CM_Combat::Event_QueryHealth (acclient_2013_pseudo_c.txt:198757). + // ── 4. Health: query, and show the meter only if real health is already known. + // Otherwise the meter appears when OnHealthChanged fires for this guid + // (retail RecvNotice_UpdateObjectHealth :196213). ────────────────────────── if (_isHealthTarget(g)) { - if (_healthMeter is not null) _healthMeter.Visible = true; _sendQueryHealth(g); + if (_hasHealth(g) && _healthMeter is not null) + _healthMeter.Visible = true; } } + + /// + /// Port of gmToolbarUI::RecvNotice_UpdateObjectHealth (:196213): when the + /// server reports health for the currently-selected guid, make the Health meter visible. + /// The fill value is read live by the meter's provider. + /// + public void OnHealthChanged(uint guid, float percent) + { + if (_current is uint c && c == guid && _isHealthTarget(guid) && _healthMeter is not null) + _healthMeter.Visible = true; + } + + /// Per-frame tick: reverts the selection overlay after the brief flash window. + public void Tick(double deltaSeconds) + { + if (_flashRemaining <= 0) return; + _flashRemaining -= deltaSeconds; + if (_flashRemaining <= 0) + SetOverlayState(""); // flash done → overlay back to blank + } + + private void SetOverlayState(string state) + { + if (_overlay is not null) _overlay.ActiveState = state; + } } diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs index 91f03fad..1279328a 100644 --- a/src/AcDream.App/UI/Layout/ToolbarController.cs +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -39,11 +39,13 @@ public sealed class ToolbarController // Ids confirmed from the toolbar LayoutDesc dump. // 0x100001A1 (health meter) is now OWNED by SelectedObjectController (D.5.3a) — // it hides A1 at bind and shows it on a health-target selection, so A1 is removed - // from here to avoid double-ownership. 0x100001A2 (mana meter) and 0x100001A4 - // (stack slider) are DEFERRED features (mana #140, stack-split UI) with no controller - // yet, so they stay hidden here — otherwise their dat back-track sprites render as - // stray empty bars on the toolbar. - private static readonly uint[] HiddenIds = { 0x100001A2, 0x100001A4 }; + // from here to avoid double-ownership. 0x100001A2 (mana meter), 0x100001A3 (stack-size + // entry box) and 0x100001A4 (stack slider) are DEFERRED features (mana #140, stack-split + // UI) with no controller yet, so they stay hidden here — otherwise their dat sprites + // render as stray bars / a black box on the toolbar. Retail hides A3/A4 in + // gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198660/198742), + // showing them only for a stacked-item selection. + private static readonly uint[] HiddenIds = { 0x100001A2, 0x100001A3, 0x100001A4 }; // Four mutually-exclusive combat-mode indicator elements — exactly one visible at a time. // Index 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic. diff --git a/src/AcDream.App/UI/UiMeter.cs b/src/AcDream.App/UI/UiMeter.cs index b5ee4a40..057402c7 100644 --- a/src/AcDream.App/UI/UiMeter.cs +++ b/src/AcDream.App/UI/UiMeter.cs @@ -135,9 +135,14 @@ public sealed class UiMeter : UiElement { if (clipW <= 0f) return; float w = Width, h = Height; - var (lt, lw, _) = resolve(leftId); - var (mt, mw, _) = resolve(midId); - var (rt, rw, _) = resolve(rightId); + // Only resolve a slice when its id is non-zero. resolve(0) returns the 1x1 MAGENTA + // placeholder with a NON-ZERO GL handle, so resolving a zero (absent) cap id and then + // testing `tex != 0` would draw a 1px magenta cap. The single-image meter (toolbar + // selected-object bar) has no left/right caps (ids 0); the 3-slice vitals meter sets + // all six ids. Guard on the id, not the resolved handle. + var (lt, lw, _) = leftId != 0 ? resolve(leftId) : (0u, 0, 0); + var (mt, mw, _) = midId != 0 ? resolve(midId) : (0u, 0, 0); + var (rt, rw, _) = rightId != 0 ? resolve(rightId) : (0u, 0, 0); float capL = lt != 0 ? MathF.Min(lw, w) : 0f; float capR = rt != 0 ? MathF.Min(rw, w - capL) : 0f; diff --git a/src/AcDream.Core/Combat/CombatState.cs b/src/AcDream.Core/Combat/CombatState.cs index 15018b0f..1143115e 100644 --- a/src/AcDream.Core/Combat/CombatState.cs +++ b/src/AcDream.Core/Combat/CombatState.cs @@ -92,6 +92,16 @@ public sealed class CombatState public float GetHealthPercent(uint guid) => _healthByGuid.TryGetValue(guid, out var pct) ? pct : 1f; + /// + /// True if an UpdateHealth (0x01C0) has ever been received for this guid — i.e. the + /// server has reported real health for it (via damage broadcast or a successful + /// assess/QueryHealth reply). Distinguishes a known value from the 1.0 default that + /// returns for unseen guids. Used by the selected-object + /// meter to gate visibility (retail shows the bar only once health is known — + /// gmToolbarUI::RecvNotice_UpdateObjectHealth, acclient_2013_pseudo_c.txt:196213). + /// + public bool HasHealth(uint guid) => _healthByGuid.ContainsKey(guid); + public int TrackedTargetCount => _healthByGuid.Count; // ── Inbound handlers (wired from WorldSession.GameEvents) ──────────────── diff --git a/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs index fd6a2a93..cdefebc0 100644 --- a/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs @@ -10,30 +10,21 @@ namespace AcDream.App.Tests.UI.Layout; /// /// Unit tests for — the -/// gmToolbarUI::HandleSelectionChanged analogue -/// (acclient_2013_pseudo_c.txt:198635). +/// gmToolbarUI::HandleSelectionChanged + RecvNotice_UpdateObjectHealth +/// analogue (acclient_2013_pseudo_c.txt:198635 / :196213). /// /// -/// Layout construction mirrors : build a minimal -/// from a root + a -/// keyed by element id. Elements are constructed -/// directly (no importer / no dat / no GL) so tests are pure in-process. +/// Key behavior under test: the Health meter is UpdateHealth-driven — it becomes +/// visible only when real health is known for the selected guid (a HealthChanged +/// fires for it, or it is already cached at select time via hasHealth). Selecting a +/// target does NOT show the meter on its own. This matches retail: a friendly NPC you have +/// not assessed shows name-only; a monster's bar appears after damage / assess. /// /// public class SelectedObjectControllerTests { // ── Shared layout ──────────────────────────────────────────────────────── - /// - /// Build a minimal toolbar layout containing the three selected-object elements: - /// - /// 0x1000019F → a name container (100×20). - /// 0x100001A0 → a overlay with "ObjectSelected" - /// and "StackedItemSelected" states wired to distinct file ids. - /// 0x100001A1 → a health meter. - /// - /// Additional element ids can be added by the caller for edge-case tests. - /// private static ( ImportedLayout layout, UiPanel nameEl, @@ -44,28 +35,25 @@ public class SelectedObjectControllerTests var dict = new Dictionary(); var root = new UiPanel(); - // Name element: a plain panel that will have a UiText child attached by the controller. var nameEl = new UiPanel { Width = 100, Height = 20 }; dict[SelectedObjectController.NameId] = nameEl; root.AddChild(nameEl); - // Overlay element: a UiDatElement with the two named states the controller switches between. var overlayInfo = new ElementInfo { Id = SelectedObjectController.OverlayId, - Type = 3, // Type 3 = container/chrome — the overlay field's dat type + Type = 3, StateMedia = { - [""] = (0x06000001u, 3), // DirectState (blank) - ["ObjectSelected"] = (0x06001937u, 3), // ObjectSelected sprite id from toolbar dump - ["StackedItemSelected"] = (0x06004CF4u, 3), // StackedItemSelected sprite id + [""] = (0x06000001u, 3), + ["ObjectSelected"] = (0x06001937u, 3), + ["StackedItemSelected"] = (0x06004CF4u, 3), }, }; var overlayEl = new UiDatElement(overlayInfo, _ => (0u, 0, 0)); dict[SelectedObjectController.OverlayId] = overlayEl; root.AddChild(overlayEl); - // Health meter element. var healthMeterEl = new UiMeter { Width = 100, Height = 10, Visible = true }; dict[SelectedObjectController.HealthMeterId] = healthMeterEl; root.AddChild(healthMeterEl); @@ -75,387 +63,344 @@ public class SelectedObjectControllerTests // ── Recording delegates ────────────────────────────────────────────────── - /// - /// Build a recording set of delegates. Name, health, stack are keyed by guid; - /// accumulates every guid passed to sendQueryHealth. - /// - private static ( - Action> subscribe, - Action fireSelection, - Func isHealthTarget, - Func name, - Func healthPercent, - Func stackSize, - Action sendQueryHealth, - List queryHealthCalls) - MakeDelegates( - Dictionary healthTargetMap, - Dictionary nameMap, - Dictionary healthMap, - Dictionary stackMap) + private sealed class Harness { - Action? registeredHandler = null; - var queryHealthCalls = new List(); + public Action? SelectionHandler; + public Action? HealthHandler; + public readonly List QueryHealthCalls = new(); - Action> subscribe = h => registeredHandler = h; - Action fireSelection = guid => registeredHandler?.Invoke(guid); + public readonly Dictionary HealthTargetMap = new(); + public readonly Dictionary NameMap = new(); + public readonly Dictionary HealthMap = new(); + public readonly Dictionary HasHealthMap = new(); + public readonly Dictionary StackMap = new(); - Func isHealthTarget = g => healthTargetMap.TryGetValue(g, out var v) && v; - Func name = g => nameMap.TryGetValue(g, out var v) ? v : null; - Func healthPercent = g => healthMap.TryGetValue(g, out var v) ? v : 1f; - Func stackSize = g => stackMap.TryGetValue(g, out var v) ? v : 0u; - Action sendQueryHealth = g => queryHealthCalls.Add(g); + public void FireSelection(uint? g) => SelectionHandler?.Invoke(g); + public void FireHealth(uint g, float pct) => HealthHandler?.Invoke(g, pct); - return (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls); + public SelectedObjectController Bind(ImportedLayout layout, UiDatFont? datFont = null) + => SelectedObjectController.Bind( + layout, + subscribeSelectionChanged: h => SelectionHandler = h, + subscribeHealthChanged: h => HealthHandler = h, + isHealthTarget: g => HealthTargetMap.TryGetValue(g, out var v) && v, + name: g => NameMap.TryGetValue(g, out var v) ? v : null, + healthPercent: g => HealthMap.TryGetValue(g, out var v) ? v : 1f, + hasHealth: g => HasHealthMap.TryGetValue(g, out var v) && v, + stackSize: g => StackMap.TryGetValue(g, out var v) ? v : 0u, + sendQueryHealth: g => QueryHealthCalls.Add(g), + datFont: datFont); } // ── B1: Bind initialisation ────────────────────────────────────────────── - /// - /// After Bind: - /// - the health meter is hidden (controller owns initial-hidden state). - /// - the name element has exactly one UiText child (the name label). - /// [Fact] - public void Bind_healthMeterHidden_andNameTextChildAttached() + public void Bind_healthMeterHidden_nameTextChildAttached_nameFloatedOnTop() { var (layout, nameEl, _, healthMeterEl) = FakeLayout(); - var (subscribe, _, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = - MakeDelegates( - healthTargetMap: new(), - nameMap: new(), - healthMap: new(), - stackMap: new()); + new Harness().Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + Assert.False(healthMeterEl.Visible, "health meter must be Visible=false immediately after Bind"); - // Health meter must start hidden. - Assert.False(healthMeterEl.Visible, - "health meter must be Visible=false immediately after Bind"); - - // A UiText child should have been attached to the name element. var textChild = nameEl.Children.OfType().SingleOrDefault(); Assert.NotNull(textChild); - Assert.True(textChild!.Centered, "name UiText must be Centered"); - Assert.True(textChild.ClickThrough, "name UiText must be ClickThrough (non-interactive decoration)"); + Assert.True(textChild!.Centered, "name UiText must be Centered"); + Assert.True(textChild.ClickThrough, "name UiText must be ClickThrough"); Assert.False(textChild.AcceptsFocus, "AcceptsFocus must be false on name label"); Assert.False(textChild.IsEditControl, "IsEditControl must be false on name label"); Assert.False(textChild.CapturesPointerDrag, "CapturesPointerDrag must be false on name label"); + + // The name element must be floated to the top of the strip's z-order so it draws + // OVER the overlay frame and the health bar (retail draws the name over the bar). + Assert.True(nameEl.ZOrder > 1000, "name element must be floated above the overlay/meter z-order"); } - /// - /// After Bind, the attached UiText's LinesProvider yields no lines (nothing selected yet). - /// [Fact] public void Bind_nameLinesProvider_yieldsEmpty_whenNothingSelected() { var (layout, nameEl, _, _) = FakeLayout(); - var (subscribe, _, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = - MakeDelegates(new(), new(), new(), new()); - - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + new Harness().Bind(layout); var textChild = nameEl.Children.OfType().Single(); - var lines = textChild.LinesProvider(); - Assert.Empty(lines); + Assert.Empty(textChild.LinesProvider()); } - // ── H1: Select a health target (creature) ─────────────────────────────── + // ── H1: Select a health target — meter does NOT show on select alone ───── - /// - /// Selecting a health target (stackSize=1, isHealthTarget=true): - /// - overlay ActiveState == "ObjectSelected" - /// - meter Visible == true - /// - sendQueryHealth invoked exactly once with the guid - /// - name LinesProvider yields a single white line with the expected name - /// [Fact] - public void SelectHealthTarget_meterVisible_overlayObjectSelected_queryHealthFired() + public void SelectHealthTarget_unknownHealth_meterStaysHidden_queryFired_nameAndOverlaySet() { const uint Guid = 0xAA01u; const string ExpectedName = "Drudge Prowler"; var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls) = - MakeDelegates( - healthTargetMap: new() { [Guid] = true }, - nameMap: new() { [Guid] = ExpectedName }, - healthMap: new() { [Guid] = 0.75f }, - stackMap: new() { [Guid] = 1u }); // stackSize=1 → ObjectSelected + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.NameMap[Guid] = ExpectedName; + h.StackMap[Guid] = 1u; // ObjectSelected + // HasHealthMap[Guid] not set → false (no health known yet) + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + h.FireSelection(Guid); - // Fire the selection. - fireSelection(Guid); - - Assert.True(healthMeterEl.Visible, - "health meter must become Visible after selecting a health target"); + // Health not yet known → meter must stay hidden (retail: shows on UpdateHealth). + Assert.False(healthMeterEl.Visible, + "meter must stay hidden on select when no health is known yet"); + // But QueryHealth is sent (retail Event_QueryHealth on select for a health target). + Assert.Single(h.QueryHealthCalls); + Assert.Equal(Guid, h.QueryHealthCalls[0]); Assert.Equal("ObjectSelected", overlayEl.ActiveState); - Assert.Single(queryHealthCalls); - Assert.Equal(Guid, queryHealthCalls[0]); - // Name label: the LinesProvider should yield the creature's name as a white line. - var textChild = nameEl.Children.OfType().Single(); - var lines = textChild.LinesProvider(); + var lines = nameEl.Children.OfType().Single().LinesProvider(); Assert.Single(lines); Assert.Equal(ExpectedName, lines[0].Text); Assert.Equal(new Vector4(1f, 1f, 1f, 1f), lines[0].Color); } - // ── H2: Select a stacked item ──────────────────────────────────────────── + // ── H1b: Health arrives for the selected guid → meter appears ─────────── - /// - /// Selecting a stacked item (stackSize > 1): overlay ActiveState == "StackedItemSelected". - /// [Fact] - public void SelectStackedItem_overlayStackedItemSelected() + public void HealthChanged_forSelectedGuid_showsMeter() + { + const uint Guid = 0xAA02u; + + var (layout, _, _, healthMeterEl) = FakeLayout(); + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.NameMap[Guid] = "Drudge Slinker"; + h.Bind(layout); + + h.FireSelection(Guid); + Assert.False(healthMeterEl.Visible, "hidden until health arrives"); + + // Simulate UpdateHealth (0x01C0) for the selected guid. + h.FireHealth(Guid, 0.6f); + Assert.True(healthMeterEl.Visible, "meter must appear when health arrives for the selected guid"); + } + + [Fact] + public void HealthChanged_forOtherGuid_doesNotShowMeter() + { + const uint Sel = 0xAA03u, Other = 0xBB03u; + + var (layout, _, _, healthMeterEl) = FakeLayout(); + var h = new Harness(); + h.HealthTargetMap[Sel] = true; + h.HealthTargetMap[Other] = true; + h.NameMap[Sel] = "Selected"; + h.Bind(layout); + + h.FireSelection(Sel); + h.FireHealth(Other, 0.5f); // health for a DIFFERENT entity + + Assert.False(healthMeterEl.Visible, "health for a non-selected guid must not show the meter"); + } + + // ── H1c: Already-known health → meter shows immediately on select ─────── + + [Fact] + public void SelectHealthTarget_alreadyKnownHealth_meterVisibleImmediately() + { + const uint Guid = 0xAA04u; + + var (layout, _, _, healthMeterEl) = FakeLayout(); + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.HasHealthMap[Guid] = true; // health already cached (e.g. previously assessed) + h.HealthMap[Guid] = 0.9f; + h.NameMap[Guid] = "Olthoi"; + h.Bind(layout); + + h.FireSelection(Guid); + Assert.True(healthMeterEl.Visible, + "meter must show immediately when health is already known for the target"); + } + + // ── H2: Stacked item ───────────────────────────────────────────────────── + + [Fact] + public void SelectStackedItem_overlayStackedItemSelected_meterHidden() { const uint Guid = 0xBB02u; var (layout, _, overlayEl, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = - MakeDelegates( - healthTargetMap: new() { [Guid] = false }, - nameMap: new() { [Guid] = "Heal Kits" }, - healthMap: new(), - stackMap: new() { [Guid] = 5u }); // stackSize > 1 + var h = new Harness(); + h.HealthTargetMap[Guid] = false; + h.NameMap[Guid] = "Heal Kits"; + h.StackMap[Guid] = 5u; // stackSize > 1 + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); - - fireSelection(Guid); + h.FireSelection(Guid); Assert.Equal("StackedItemSelected", overlayEl.ActiveState); - // Not a health target → meter stays hidden. Assert.False(healthMeterEl.Visible); } - // ── H3: Select a non-health target (friendly NPC / scenery) ───────────── + // ── H3: Non-health target (friendly NPC / scenery / Door) ─────────────── - /// - /// Selecting a non-health target (isHealthTarget=false): - /// - meter stays hidden - /// - sendQueryHealth NOT invoked - /// - name and overlay are still set - /// [Fact] - public void SelectNonHealthTarget_meterHidden_noQueryHealth_nameSet() + public void SelectNonHealthTarget_meterHidden_noQuery_nameSet() { const uint Guid = 0xCC03u; const string ExpectedName = "Town Crier"; var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls) = - MakeDelegates( - healthTargetMap: new() { [Guid] = false }, - nameMap: new() { [Guid] = ExpectedName }, - healthMap: new(), - stackMap: new() { [Guid] = 0u }); // non-stack → ObjectSelected + var h = new Harness(); + h.HealthTargetMap[Guid] = false; + h.NameMap[Guid] = ExpectedName; + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); - - fireSelection(Guid); + h.FireSelection(Guid); Assert.False(healthMeterEl.Visible, "meter must stay hidden for a non-health target"); - Assert.Empty(queryHealthCalls); // sendQueryHealth must NOT be invoked for a non-health target - - // Overlay and name are still populated. + Assert.Empty(h.QueryHealthCalls); Assert.Equal("ObjectSelected", overlayEl.ActiveState); - var textChild = nameEl.Children.OfType().Single(); - var lines = textChild.LinesProvider(); + + var lines = nameEl.Children.OfType().Single().LinesProvider(); Assert.Single(lines); Assert.Equal(ExpectedName, lines[0].Text); } - // ── H4: Deselect (null) ────────────────────────────────────────────────── + // ── H4: Deselect clears the strip ──────────────────────────────────────── - /// - /// Selecting null clears the strip: - /// - meter Visible == false - /// - overlay ActiveState == "" - /// - name LinesProvider yields empty - /// [Fact] public void SelectNull_clearsStrip() { const uint Guid = 0xDD04u; var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = - MakeDelegates( - healthTargetMap: new() { [Guid] = true }, - nameMap: new() { [Guid] = "Wolf" }, - healthMap: new() { [Guid] = 0.5f }, - stackMap: new() { [Guid] = 0u }); + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.HasHealthMap[Guid] = true; // so the meter is shown on select + h.HealthMap[Guid] = 0.5f; + h.NameMap[Guid] = "Wolf"; + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); - - // First select something... - fireSelection(Guid); + h.FireSelection(Guid); Assert.True(healthMeterEl.Visible); - // ...then deselect. - fireSelection(null); + h.FireSelection(null); Assert.False(healthMeterEl.Visible, "meter must be hidden after deselect"); Assert.Equal("", overlayEl.ActiveState); - - var textChild = nameEl.Children.OfType().Single(); - var lines = textChild.LinesProvider(); - Assert.Empty(lines); + Assert.Empty(nameEl.Children.OfType().Single().LinesProvider()); } - // ── H5: Clear → new selection (re-select) ──────────────────────────────── + // ── H5: Re-select a different guid ─────────────────────────────────────── - /// - /// Selecting one target then another should clear the first and apply the second. - /// [Fact] public void ReSelect_differentGuid_clearsFirstThenAppliesSecond() { - const uint GuidA = 0xEE05u; - const uint GuidB = 0xFF06u; + const uint GuidA = 0xEE05u, GuidB = 0xFF06u; var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls) = - MakeDelegates( - healthTargetMap: new() { [GuidA] = true, [GuidB] = false }, - nameMap: new() { [GuidA] = "Bandit", [GuidB] = "Chest" }, - healthMap: new() { [GuidA] = 1.0f }, - stackMap: new() { [GuidA] = 0u, [GuidB] = 0u }); + var h = new Harness(); + h.HealthTargetMap[GuidA] = true; h.HealthTargetMap[GuidB] = false; + h.HasHealthMap[GuidA] = true; // A shows its bar on select + h.NameMap[GuidA] = "Bandit"; h.NameMap[GuidB] = "Chest"; + h.HealthMap[GuidA] = 1.0f; + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); - - // Select A (health target). - fireSelection(GuidA); + h.FireSelection(GuidA); Assert.True(healthMeterEl.Visible); - Assert.Single(queryHealthCalls); + Assert.Single(h.QueryHealthCalls); - // Select B (non-health target) — must clear A's state and apply B. - fireSelection(GuidB); + h.FireSelection(GuidB); - Assert.False(healthMeterEl.Visible, "health meter must be cleared when switching to non-health target"); + Assert.False(healthMeterEl.Visible, "meter must clear when switching to a non-health target"); Assert.Equal("ObjectSelected", overlayEl.ActiveState); - // sendQueryHealth must NOT be called again (B is not a health target). - Assert.Single(queryHealthCalls); + Assert.Single(h.QueryHealthCalls); // B is not a health target → no extra query - // Name should reflect B. - var textChild = nameEl.Children.OfType().Single(); - var lines = textChild.LinesProvider(); + var lines = nameEl.Children.OfType().Single().LinesProvider(); Assert.Single(lines); Assert.Equal("Chest", lines[0].Text); } - // ── H6: Partial layout (missing elements) ──────────────────────────────── + // ── H6: Overlay flash reverts after the flash window (Tick) ───────────── + + [Fact] + public void Tick_revertsOverlayFlash_afterDuration() + { + const uint Guid = 0xAB06u; + + var (layout, _, overlayEl, _) = FakeLayout(); + var h = new Harness(); + h.HealthTargetMap[Guid] = false; + h.NameMap[Guid] = "Lever"; + var c = h.Bind(layout); + + h.FireSelection(Guid); + Assert.Equal("ObjectSelected", overlayEl.ActiveState); + + // A small tick before the window elapses → still flashing. + c.Tick(0.1); + Assert.Equal("ObjectSelected", overlayEl.ActiveState); + + // Tick past the 0.25s window → overlay reverts to blank. + c.Tick(0.2); + Assert.Equal("", overlayEl.ActiveState); + } + + // ── H7: Partial layout (missing elements) ──────────────────────────────── - /// - /// When elements are absent (partial layout), Bind does not throw and - /// OnSelectionChanged does not throw for any combination. - /// [Fact] public void PartialLayout_noElements_doesNotThrow() { - // Empty layout — none of the three ids are present. var root = new UiPanel(); var layout = new ImportedLayout(root, new Dictionary()); - Action? registeredHandler = null; - var queryHealthCalls = new List(); + var h = new Harness(); + h.HealthTargetMap[0x12345678u] = true; + h.NameMap[0x12345678u] = "Something"; + var c = h.Bind(layout); - SelectedObjectController.Bind( - layout, - subscribeSelectionChanged: h => registeredHandler = h, - isHealthTarget: _ => true, - name: _ => "Something", - healthPercent: _ => 1f, - stackSize: _ => 0u, - sendQueryHealth: g => queryHealthCalls.Add(g), - datFont: null); + Assert.NotNull(h.SelectionHandler); + Assert.Null(Record.Exception(() => h.FireSelection(0x12345678u))); + Assert.Null(Record.Exception(() => h.FireHealth(0x12345678u, 0.5f))); + Assert.Null(Record.Exception(() => c.Tick(0.5))); + Assert.Null(Record.Exception(() => h.FireSelection(null))); - Assert.NotNull(registeredHandler); - - // Firing selection / deselection on a partial layout must not throw. - var ex = Record.Exception(() => registeredHandler!.Invoke(0x12345678u)); - Assert.Null(ex); - - ex = Record.Exception(() => registeredHandler!.Invoke(null)); - Assert.Null(ex); - - // QueryHealth must still be called (the delegate doesn't depend on the meter element). - Assert.Single(queryHealthCalls); - Assert.Equal(0x12345678u, queryHealthCalls[0]); + Assert.Single(h.QueryHealthCalls); + Assert.Equal(0x12345678u, h.QueryHealthCalls[0]); } - // ── H7: Fill closure reflects live healthPercent ───────────────────────── + // ── H8: Fill reflects live health; returns 0 when nothing selected ────── - /// - /// The meter's Fill closure reads the current guid's health percent from the - /// healthPercent delegate on every poll — so if the server updates the - /// health between polls the fill reflects the new value without re-selecting. - /// [Fact] public void HealthMeterFill_reflectsLiveHealthPercent() { const uint Guid = 0xAA07u; - float currentHealth = 0.5f; var (layout, _, _, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, _, stackSize, sendQueryHealth, _) = - MakeDelegates( - healthTargetMap: new() { [Guid] = true }, - nameMap: new() { [Guid] = "Arwic Banderling" }, - healthMap: new(), // not used here - stackMap: new() { [Guid] = 0u }); + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.NameMap[Guid] = "Arwic Banderling"; + h.HealthMap[Guid] = 0.5f; + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, - healthPercent: _ => currentHealth, // reads the captured variable - stackSize, sendQueryHealth, datFont: null); - - fireSelection(Guid); - - // Fill should return the current health value. + h.FireSelection(Guid); Assert.Equal(0.5f, healthMeterEl.Fill()); - // Simulate server updating health (as if UpdateHealth 0x01C0 arrived). - currentHealth = 0.25f; + h.HealthMap[Guid] = 0.25f; // server updates health Assert.Equal(0.25f, healthMeterEl.Fill()); } - // ── H8: Fill returns 0 when nothing is selected ────────────────────────── - - /// - /// After deselect, the meter Fill returns 0f (empty bar) rather than - /// the last selected target's health value. - /// [Fact] public void HealthMeterFill_returnsZero_whenNothingSelected() { const uint Guid = 0xAA08u; var (layout, _, _, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = - MakeDelegates( - healthTargetMap: new() { [Guid] = true }, - nameMap: new() { [Guid] = "Spider" }, - healthMap: new() { [Guid] = 0.8f }, - stackMap: new() { [Guid] = 0u }); + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.NameMap[Guid] = "Spider"; + h.HealthMap[Guid] = 0.8f; + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + h.FireSelection(Guid); + Assert.Equal(0.8f, healthMeterEl.Fill()); - fireSelection(Guid); - Assert.Equal(0.8f, healthMeterEl.Fill()); // sanity check - - fireSelection(null); - // After deselect, Fill() must return 0f (or null coerced to 0f). - var fill = healthMeterEl.Fill(); - Assert.Equal(0f, fill ?? 0f); + h.FireSelection(null); + Assert.Equal(0f, healthMeterEl.Fill() ?? 0f); } }