fix(D.5.1): occupancy-gated slot numbers (empty=0x1000005e bg digit) + bottom-right rect probe
FIX 1: UIElement_UIItem::SetShortcutNum (decomp 229481) has a three-way source branch: occupied+peace -> 0x10000042 (peace digit set), occupied+war -> 0x10000043 (war digit set), empty (ItemId==0) -> 0x1000005e (background digit, stance-independent). acdream previously only had the peace/war pair and drew them regardless of occupancy. Changes: - GameWindow.cs: read property 0x1000005e into toolbarEmptyDigits (no fallback; null is safe). Logs entry count. Passes emptyDigits to Bind. Adds [D.5.1 probe] block logging screen pos + size of 7 bottom-right element ids via ScreenPosition. - ToolbarController.cs: adds _emptyDigits field, emptyDigits ctor+Bind param (null default). RestampShortcutNumbers sets cell.EmptyDigits. Comments cite decomp 229481. - UiItemSlot.cs: adds EmptyDigits property + ActiveDigitArray() internal testable seam (occupied -> peace/war by stance; empty -> EmptyDigits). OnDraw uses it. Comment updated with three-way source table. - Tests: 5 new UiItemSlotTests (ActiveDigitArray occupancy), 2 new ToolbarControllerTests (emptyDigits injection + null-safe). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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5 changed files with 200 additions and 24 deletions
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@ -82,4 +82,63 @@ public class UiItemSlotTests
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s.ClearShortcutNum();
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Assert.Equal(-1, s.ShortcutNum);
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}
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// ── ActiveDigitArray occupancy gating (decomp UIElement_UIItem::SetShortcutNum:229481) ──
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private static readonly uint[] Peace = { 0x10u, 0x11u, 0x12u };
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private static readonly uint[] War = { 0x20u, 0x21u, 0x22u };
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private static readonly uint[] Empty = { 0x30u, 0x31u, 0x32u };
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/// <summary>
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/// When ItemId == 0 (empty slot), ActiveDigitArray returns EmptyDigits regardless
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/// of ShortcutPeace. Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481) —
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/// else branch when m_elem_Icon->m_state == 0x1000001c (empty).
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/// </summary>
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[Fact]
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public void ActiveDigitArray_emptySlot_returnsEmptyDigits()
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{
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var s = new UiItemSlot { PeaceDigits = Peace, WarDigits = War, EmptyDigits = Empty };
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s.SetShortcutNum(0, peace: true);
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// ItemId == 0 → EmptyDigits
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Assert.Same(Empty, s.ActiveDigitArray());
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}
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[Fact]
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public void ActiveDigitArray_emptySlot_warStance_stillReturnsEmptyDigits()
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{
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var s = new UiItemSlot { PeaceDigits = Peace, WarDigits = War, EmptyDigits = Empty };
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s.SetShortcutNum(0, peace: false);
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// ItemId == 0 → EmptyDigits regardless of stance
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Assert.Same(Empty, s.ActiveDigitArray());
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}
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/// <summary>
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/// When ItemId != 0 (occupied), ActiveDigitArray returns PeaceDigits or WarDigits
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/// depending on ShortcutPeace. Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481/229493).
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/// </summary>
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[Fact]
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public void ActiveDigitArray_occupiedSlot_peaceStance_returnsPeaceDigits()
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{
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var s = new UiItemSlot { PeaceDigits = Peace, WarDigits = War, EmptyDigits = Empty };
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s.SetItem(0x5001u, 0x99u);
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s.SetShortcutNum(0, peace: true);
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Assert.Same(Peace, s.ActiveDigitArray());
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}
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[Fact]
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public void ActiveDigitArray_occupiedSlot_warStance_returnsWarDigits()
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{
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var s = new UiItemSlot { PeaceDigits = Peace, WarDigits = War, EmptyDigits = Empty };
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s.SetItem(0x5001u, 0x99u);
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s.SetShortcutNum(0, peace: false);
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Assert.Same(War, s.ActiveDigitArray());
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}
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[Fact]
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public void ActiveDigitArray_emptySlot_nullEmptyDigits_returnsNull()
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{
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var s = new UiItemSlot { PeaceDigits = Peace, WarDigits = War, EmptyDigits = null };
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s.SetShortcutNum(0, peace: true);
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Assert.Null(s.ActiveDigitArray());
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}
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}
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