fix(D.5.3a): selected-object meter visual-gate fixes (name, gate, flash, magenta)

Visual gate against retail surfaced several fidelity gaps in the selected-object
strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged
(acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213).

- UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0)
  returns the 1x1 magenta placeholder with a non-zero GL handle, so the single-
  image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The
  3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug)
- SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when
  health is known for the selected guid — HasHealth at select or HealthChanged),
  not shown-on-select; brief green selection flash via Tick revert; overlay floated
  above the meter so the flash isn't hidden by the bar; name top-aligned into the
  bar sprite's black band (NameBandHeight) with the bar below.
- GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits
  BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable
  Doors (Misc type) are name-only; players/monsters get the bar. Replaces the
  too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate.
- CombatState.HasHealth(guid): distinguishes a known health value from the 1.0
  default, so a re-selected already-assessed target shows its bar immediately.
- TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId
  so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta.
- ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail
  hides it in HandleSelectionChanged; it was rendering as a stray black box.

Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46
rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green
(2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster
bar on assess, green flash, no magenta.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-20 09:37:15 +02:00
parent 6636e50c2a
commit 8f627cce0e
8 changed files with 438 additions and 368 deletions

View file

@ -10,30 +10,21 @@ namespace AcDream.App.Tests.UI.Layout;
/// <summary>
/// Unit tests for <see cref="SelectedObjectController"/> — the
/// <c>gmToolbarUI::HandleSelectionChanged</c> analogue
/// (<c>acclient_2013_pseudo_c.txt:198635</c>).
/// <c>gmToolbarUI::HandleSelectionChanged</c> + <c>RecvNotice_UpdateObjectHealth</c>
/// analogue (<c>acclient_2013_pseudo_c.txt:198635</c> / <c>:196213</c>).
///
/// <para>
/// Layout construction mirrors <see cref="ToolbarControllerTests"/>: build a minimal
/// <see cref="ImportedLayout"/> from a root <see cref="UiPanel"/> + a
/// <see cref="Dictionary{TKey,TValue}"/> 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 <b>UpdateHealth-driven</b> — it becomes
/// visible only when real health is known for the selected guid (a <c>HealthChanged</c>
/// fires for it, or it is already cached at select time via <c>hasHealth</c>). 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.
/// </para>
/// </summary>
public class SelectedObjectControllerTests
{
// ── Shared layout ────────────────────────────────────────────────────────
/// <summary>
/// Build a minimal toolbar layout containing the three selected-object elements:
/// <list type="bullet">
/// <item>0x1000019F → a <see cref="UiPanel"/> name container (100×20).</item>
/// <item>0x100001A0 → a <see cref="UiDatElement"/> overlay with "ObjectSelected"
/// and "StackedItemSelected" states wired to distinct file ids.</item>
/// <item>0x100001A1 → a <see cref="UiMeter"/> health meter.</item>
/// </list>
/// Additional element ids can be added by the caller for edge-case tests.
/// </summary>
private static (
ImportedLayout layout,
UiPanel nameEl,
@ -44,28 +35,25 @@ public class SelectedObjectControllerTests
var dict = new Dictionary<uint, UiElement>();
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 ──────────────────────────────────────────────────
/// <summary>
/// Build a recording set of delegates. Name, health, stack are keyed by guid;
/// <paramref name="queryHealthCalls"/> accumulates every guid passed to sendQueryHealth.
/// </summary>
private static (
Action<Action<uint?>> subscribe,
Action<uint?> fireSelection,
Func<uint, bool> isHealthTarget,
Func<uint, string?> name,
Func<uint, float> healthPercent,
Func<uint, uint> stackSize,
Action<uint> sendQueryHealth,
List<uint> queryHealthCalls)
MakeDelegates(
Dictionary<uint, bool> healthTargetMap,
Dictionary<uint, string> nameMap,
Dictionary<uint, float> healthMap,
Dictionary<uint, uint> stackMap)
private sealed class Harness
{
Action<uint?>? registeredHandler = null;
var queryHealthCalls = new List<uint>();
public Action<uint?>? SelectionHandler;
public Action<uint, float>? HealthHandler;
public readonly List<uint> QueryHealthCalls = new();
Action<Action<uint?>> subscribe = h => registeredHandler = h;
Action<uint?> fireSelection = guid => registeredHandler?.Invoke(guid);
public readonly Dictionary<uint, bool> HealthTargetMap = new();
public readonly Dictionary<uint, string> NameMap = new();
public readonly Dictionary<uint, float> HealthMap = new();
public readonly Dictionary<uint, bool> HasHealthMap = new();
public readonly Dictionary<uint, uint> StackMap = new();
Func<uint, bool> isHealthTarget = g => healthTargetMap.TryGetValue(g, out var v) && v;
Func<uint, string?> name = g => nameMap.TryGetValue(g, out var v) ? v : null;
Func<uint, float> healthPercent = g => healthMap.TryGetValue(g, out var v) ? v : 1f;
Func<uint, uint> stackSize = g => stackMap.TryGetValue(g, out var v) ? v : 0u;
Action<uint> 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 ──────────────────────────────────────────────
/// <summary>
/// After Bind:
/// - the health meter is hidden (controller owns initial-hidden state).
/// - the name element has exactly one UiText child (the name label).
/// </summary>
[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<UiText>().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");
}
/// <summary>
/// After Bind, the attached UiText's LinesProvider yields no lines (nothing selected yet).
/// </summary>
[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<UiText>().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 ─────
/// <summary>
/// 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
/// </summary>
[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<UiText>().Single();
var lines = textChild.LinesProvider();
var lines = nameEl.Children.OfType<UiText>().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 ───────────
/// <summary>
/// Selecting a stacked item (stackSize > 1): overlay ActiveState == "StackedItemSelected".
/// </summary>
[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) ───────────────
/// <summary>
/// Selecting a non-health target (isHealthTarget=false):
/// - meter stays hidden
/// - sendQueryHealth NOT invoked
/// - name and overlay are still set
/// </summary>
[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<UiText>().Single();
var lines = textChild.LinesProvider();
var lines = nameEl.Children.OfType<UiText>().Single().LinesProvider();
Assert.Single(lines);
Assert.Equal(ExpectedName, lines[0].Text);
}
// ── H4: Deselect (null) ──────────────────────────────────────────────────
// ── H4: Deselect clears the strip ────────────────────────────────────────
/// <summary>
/// Selecting null clears the strip:
/// - meter Visible == false
/// - overlay ActiveState == ""
/// - name LinesProvider yields empty
/// </summary>
[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<UiText>().Single();
var lines = textChild.LinesProvider();
Assert.Empty(lines);
Assert.Empty(nameEl.Children.OfType<UiText>().Single().LinesProvider());
}
// ── H5: Clear → new selection (re-select) ────────────────────────────────
// ── H5: Re-select a different guid ───────────────────────────────────────
/// <summary>
/// Selecting one target then another should clear the first and apply the second.
/// </summary>
[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<UiText>().Single();
var lines = textChild.LinesProvider();
var lines = nameEl.Children.OfType<UiText>().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) ────────────────────────────────
/// <summary>
/// When elements are absent (partial layout), Bind does not throw and
/// OnSelectionChanged does not throw for any combination.
/// </summary>
[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<uint, UiElement>());
Action<uint?>? registeredHandler = null;
var queryHealthCalls = new List<uint>();
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 ──────
/// <summary>
/// The meter's Fill closure reads the current guid's health percent from the
/// <c>healthPercent</c> delegate on every poll — so if the server updates the
/// health between polls the fill reflects the new value without re-selecting.
/// </summary>
[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 ──────────────────────────
/// <summary>
/// After deselect, the meter Fill returns 0f (empty bar) rather than
/// the last selected target's health value.
/// </summary>
[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);
}
}