feat(ui): D.2b item interaction + retail cursors + live character sheet
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02 UI architecture review mandated before commit: - ItemInteractionController: single owner of double-click use/equip/ container-open, targeted-use mode (health kits), drag-out drop; toolbar shortcut drags don't drop the real item. ItemEquipRules for multi-slot (coat) coverage via equip masks. - Cursor phase: CursorFeedbackController (semantic priority chain: drag > resize > window-move > target-mode > text) + RetailCursorCatalog (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState 0x00564630) resolved through the portal EnumIDMap chain by RetailCursorResolver; RetailCursorManager applies dat cursor art to the OS cursor. Register row AP-72 covers the OS standard-cursor fallback. - Character window goes live: CharacterSheetProvider owns sheet assembly, XP-curve/raise-cost math and the raise flow — extracted out of GameWindow per Code Structure Rule 1 instead of committing the ~430-line feature body there. Optimistic XP/credit debits go through eventful store APIs (new ClientObjectTable.UpdateInt64Property + LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw property-dictionary writes; register row AP-73 covers the still-missing raise ledger (#163). - RetailWindowFrame: the shared nine-slice window mount recipe; the character window uses it, remaining windows migrate via #164. - Status-bar buttons toggle inventory/character windows; retail row-major backpack ordering; WorldSession.SendUseWithTarget + raise/train sends. GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the sheet/raise logic is unit-tested in CharacterSheetProviderTests instead of trapped in the god object. Build green; full suite 3,286 tests pass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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74 changed files with 6669 additions and 238 deletions
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@ -1,3 +1,4 @@
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using AcDream.Core.Items;
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using AcDream.Core.Player;
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namespace AcDream.Core.Tests.Player;
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@ -244,4 +245,179 @@ public sealed class LocalPlayerStateTests
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// Now MaxApprox = 0 + 200 = 200; percent = 100/200 = 0.5.
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Assert.Equal(0.5f, s.StaminaPercent!.Value, precision: 3);
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}
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[Fact]
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public void OnProperties_ClonesBundleAndExposesInt64()
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{
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var s = new LocalPlayerState();
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var props = new PropertyBundle();
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props.Ints[0x19u] = 126;
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props.Int64s[1u] = 1_234_567_890L;
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s.OnProperties(props);
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props.Ints[0x19u] = 1;
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props.Int64s[1u] = 2L;
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Assert.Equal(126, s.Properties.GetInt(0x19u));
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Assert.Equal(1_234_567_890L, s.Properties.GetInt64(1u));
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}
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[Fact]
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public void OnSkillUpdate_StoresFormulaAdjustedCurrent()
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{
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var s = new LocalPlayerState();
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int changed = 0;
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s.CharacterChanged += () => changed++;
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s.OnSkillUpdate(
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skillId: 24u,
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ranks: 12u,
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status: 2u,
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xp: 3456u,
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init: 30u,
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resistance: 0u,
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lastUsed: 1.5,
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formulaBonus: 80u);
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var run = s.GetSkill(24u);
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Assert.NotNull(run);
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Assert.Equal(122u, run!.Value.CurrentLevel);
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Assert.Equal(2u, run.Value.Status);
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Assert.Equal(3456u, run.Value.Xp);
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Assert.Equal(1, changed);
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}
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[Fact]
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public void ApplySkillTraining_PromotesUntrainedSkillAndFiresCharacterChanged()
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{
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var s = new LocalPlayerState();
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int changed = 0;
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s.CharacterChanged += () => changed++;
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s.OnSkillUpdate(
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skillId: 21u,
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ranks: 0u,
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status: 1u,
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xp: 0u,
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init: 5u,
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resistance: 0u,
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lastUsed: 0,
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formulaBonus: 10u);
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changed = 0;
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Assert.True(s.ApplySkillTraining(21u));
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var skill = s.GetSkill(21u);
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Assert.NotNull(skill);
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Assert.Equal(2u, skill!.Value.Status);
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Assert.Equal(1, changed);
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}
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[Fact]
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public void ApplySkillRaise_AddsRanksAndSpentXp()
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{
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var s = new LocalPlayerState();
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s.OnSkillUpdate(
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skillId: 24u,
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ranks: 12u,
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status: 2u,
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xp: 3456u,
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init: 30u,
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resistance: 0u,
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lastUsed: 0,
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formulaBonus: 80u);
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Assert.True(s.ApplySkillRaise(24u, amount: 10u, xpSpent: 500u));
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var run = s.GetSkill(24u);
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Assert.NotNull(run);
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Assert.Equal(22u, run!.Value.Ranks);
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Assert.Equal(3956u, run.Value.Xp);
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Assert.Equal(132u, run.Value.CurrentLevel);
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}
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[Fact]
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public void ApplyAttributeRaise_AddsRanksAndSpentXp()
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{
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var s = new LocalPlayerState();
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s.OnAttributeUpdate(atType: 5u, ranks: 10u, start: 10u, xp: 100u);
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Assert.True(s.ApplyAttributeRaise(atType: 5u, amount: 1u, xpSpent: 25u));
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var focus = s.GetAttribute(LocalPlayerState.AttributeKind.Focus);
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Assert.NotNull(focus);
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Assert.Equal(11u, focus!.Value.Ranks);
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Assert.Equal(125u, focus.Value.Xp);
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Assert.Equal(21u, focus.Value.Current);
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}
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[Fact]
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public void ApplyVitalRaise_AddsRanksAndSpentXpWithoutChangingCurrent()
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{
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var s = new LocalPlayerState();
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s.OnVitalUpdate(vitalId: 7u, ranks: 5u, start: 10u, xp: 100u, current: 12u);
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Assert.True(s.ApplyVitalRaise(vitalId: 1u, amount: 1u, xpSpent: 25u));
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var health = s.Get(LocalPlayerState.VitalKind.Health);
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Assert.NotNull(health);
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Assert.Equal(6u, health!.Value.Ranks);
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Assert.Equal(125u, health.Value.Xp);
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Assert.Equal(12u, health.Value.Current);
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}
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[Fact]
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public void DebitIntProperty_Present_DebitsClampsAndFiresCharacterChanged()
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{
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var s = new LocalPlayerState();
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var props = new PropertyBundle();
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props.Ints[0x18u] = 3;
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s.OnProperties(props);
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int changed = 0;
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s.CharacterChanged += () => changed++;
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Assert.True(s.DebitIntProperty(0x18u, 2));
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Assert.Equal(1, s.Properties.GetInt(0x18u));
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Assert.True(s.DebitIntProperty(0x18u, 5)); // over-debit clamps at 0
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Assert.Equal(0, s.Properties.GetInt(0x18u));
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Assert.Equal(2, changed);
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}
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[Fact]
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public void DebitIntProperty_Absent_FalseAndNoEvent()
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{
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var s = new LocalPlayerState();
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int changed = 0;
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s.CharacterChanged += () => changed++;
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Assert.False(s.DebitIntProperty(0x18u, 1));
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Assert.Equal(0, changed);
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}
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[Fact]
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public void DebitInt64Property_Present_DebitsAndFiresCharacterChanged()
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{
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var s = new LocalPlayerState();
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var props = new PropertyBundle();
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props.Int64s[2u] = 500L;
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s.OnProperties(props);
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int changed = 0;
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s.CharacterChanged += () => changed++;
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Assert.True(s.DebitInt64Property(2u, 100L));
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Assert.Equal(400L, s.Properties.GetInt64(2u));
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Assert.Equal(1, changed);
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}
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[Fact]
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public void DebitInt64Property_ZeroOrAbsent_False()
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{
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var s = new LocalPlayerState();
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Assert.False(s.DebitInt64Property(2u, 100L)); // absent
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var props = new PropertyBundle();
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props.Int64s[2u] = 0L;
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s.OnProperties(props);
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Assert.False(s.DebitInt64Property(2u, 100L)); // already 0 — no negative banking
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}
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}
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