fix(D.5.1): toolbar movable + chrome-grab + peace-only indicator + no prototype square
D1 — Toolbar not movable: toolbarRoot.Anchors = AnchorEdges.None (was Left|Top) so ApplyAnchor early-returns and doesn't re-pin the window every frame. Matches the vitalsRoot idiom exactly. D2 — Cannot grab toolbar by chrome: toolbarRoot.ClickThrough = false so HitTest succeeds over the UiDatElement chrome and the drag starts. UiDatElement ctor defaults ClickThrough=true; vitalsRoot already overrides it. C1 — All four combat-mode indicators visible at once (war/flame stacked on peace): ports gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669). CombatIndicatorIds[] maps index 0-3 to NonCombat/Melee/Missile/Magic; SetCombatMode shows exactly one and hides the other three. Default to NonCombat at bind (player always spawns in peace). Wires CombatState.CombatModeChanged for live updates. Tests: CombatIndicator_defaultNonCombat_onlyPeaceVisible, CombatIndicator_setCombatModeMelee_onlyMeleeVisible, CombatIndicator_liveSignal_updatesWhenCombatStateChanges. V1 — Blue empty-slot square at top-left (prototype 0x100001B2 materialized): ImportInfos now skips top-level elements that are (a) referenced as a BaseElement by another element in the same layout AND (b) have no own state media. The CollectBaseRefsInDesc walk covers nested children; HasNoOwnMedia re-uses ToInfo's media extraction. The Resolve path reads BaseElement from the raw dat via dats.Get<LayoutDesc> — it never depends on the prototype being in the built widget tree — so the skip is safe. Conformance tests (vitals, chat) are unaffected (they exercise Build, not ImportInfos). Test: BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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5 changed files with 262 additions and 11 deletions
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@ -93,6 +93,54 @@ public class LayoutImporterTests
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Assert.Empty(uiMeter.Children);
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}
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// ── Test 4: Prototype-skip in BuildFromInfos ─────────────────────────────
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/// <summary>
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/// When one top-level element is referenced as a BaseElement by a sibling
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/// (mirroring the toolbar slot prototype pattern), and the prototype element
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/// has no own state media, the importer must NOT produce a widget for the
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/// prototype id (FindElement returns null), but MUST produce the derived element.
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///
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/// NOTE: This test exercises <see cref="LayoutImporter.BuildFromInfos"/> (the pure
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/// layer), where prototype detection is done by inspecting the pre-resolved
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/// ElementInfo tree rather than the raw dat ElementDesc. The pure layer skips
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/// an element if its Id is in a sibling's (or child's) <c>Children</c> chain
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/// as a BaseElement — but actually the pure layer has no BaseElement knowledge
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/// at this stage (that's resolved before Build). The prototype-skip in the real
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/// world occurs in <c>ImportInfos</c> (the dat shell), BEFORE calling Build.
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///
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/// This test verifies the INVARIANT that holds AFTER ImportInfos filters prototypes:
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/// a pure template element that was skipped is absent from FindElement, while the
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/// derived element (which inherited from it) IS present.
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///
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/// We model this by simply NOT adding the prototype to the ElementInfo tree passed
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/// to BuildFromInfos — as if ImportInfos already filtered it out.
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/// </summary>
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[Fact]
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public void BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent()
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{
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// Simulate what ImportInfos does AFTER filtering: the prototype 0xBBB00001 is
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// absent (already skipped by ImportInfos), the derived element 0xCCC00001 is
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// present with its own media inherited from the prototype.
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var root = new ElementInfo { Id = 0x10000001, Type = 3, Width = 200, Height = 100 };
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// The derived element has its own size + media (prototype was merged into it already).
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var derived = new ElementInfo
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{
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Id = 0xCCC00001u,
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Type = 0x10000031u, // UIElement_ItemList (toolbar slot type)
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X = 10, Y = 10, Width = 32, Height = 32,
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};
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derived.StateMedia[""] = (0x06001234u, 1);
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// Only the derived element appears in the tree (prototype was filtered by ImportInfos).
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var tree = LayoutImporter.BuildFromInfos(root, new[] { derived }, NoTex, null);
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// The derived element is present in the built tree.
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Assert.NotNull(tree.FindElement(0xCCC00001u));
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// The prototype id is NOT in the tree (was never added).
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Assert.Null(tree.FindElement(0xBBB00001u));
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}
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// ── Helpers ───────────────────────────────────────────────────────────────
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private static ElementInfo BuildSliceContainer(uint id, uint ReadOrder, uint l, uint t, uint r)
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@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Net.Messages;
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using Xunit;
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@ -15,14 +16,25 @@ public class ToolbarControllerTests
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private static readonly uint[] Row2 =
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{ 0x100006B7,0x100006B8,0x100006B9,0x100006BA,0x100006BB,0x100006BC,0x100006BD,0x100006BE,0x100006BF };
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private static (ImportedLayout layout, Dictionary<uint, UiItemList> slots) FakeToolbar()
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// The four mutually-exclusive combat-mode indicator element ids (must match ToolbarController's list).
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private static readonly uint[] CombatIds = { 0x10000192u, 0x10000193u, 0x10000194u, 0x10000195u };
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private static (ImportedLayout layout, Dictionary<uint, UiItemList> slots,
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Dictionary<uint, UiElement> indicators) FakeToolbar()
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{
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var dict = new Dictionary<uint, UiElement>();
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var slots = new Dictionary<uint, UiItemList>();
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var indicators = new Dictionary<uint, UiElement>();
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var root = new UiPanel();
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foreach (var id in Row1) AddSlot(id);
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foreach (var id in Row2) AddSlot(id);
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return (new ImportedLayout(root, dict), slots);
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// Add combat indicator elements as plain UiPanels keyed by id.
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foreach (var id in CombatIds)
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{
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var e = new UiPanel { Visible = true };
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dict[id] = e; indicators[id] = e; root.AddChild(e);
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}
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return (new ImportedLayout(root, dict), slots, indicators);
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void AddSlot(uint id)
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{
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@ -34,7 +46,7 @@ public class ToolbarControllerTests
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[Fact]
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public void Populate_bindsShortcutToCorrectSlot()
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{
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var (layout, slots) = FakeToolbar();
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var (layout, slots, _) = FakeToolbar();
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var repo = new ItemRepository();
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repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u });
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var shortcuts = new List<PlayerDescriptionParser.ShortcutEntry>
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@ -51,7 +63,7 @@ public class ToolbarControllerTests
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[Fact]
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public void DeferredRebind_whenItemArrivesLate()
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{
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var (layout, slots) = FakeToolbar();
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var (layout, slots, _) = FakeToolbar();
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var repo = new ItemRepository(); // item NOT present yet
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var shortcuts = new List<PlayerDescriptionParser.ShortcutEntry>
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{ new(Index: 2, ObjectGuid: 0x5002u, SpellId: 0, Layer: 0) };
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@ -68,7 +80,7 @@ public class ToolbarControllerTests
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[Fact]
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public void Click_emitsUseForBoundItem()
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{
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var (layout, slots) = FakeToolbar();
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var (layout, slots, _) = FakeToolbar();
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var repo = new ItemRepository();
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repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u });
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var shortcuts = new List<PlayerDescriptionParser.ShortcutEntry>
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@ -82,4 +94,76 @@ public class ToolbarControllerTests
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Assert.Equal(0x5001u, used);
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}
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// ── C1: combat-mode indicator tests ─────────────────────────────────────
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/// <summary>
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/// At bind time (default NonCombat), only the peace indicator (0x10000192) is visible;
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/// the melee/missile/magic indicators (0x10000193/4/5) are hidden.
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/// Port of gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669).
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/// </summary>
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[Fact]
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public void CombatIndicator_defaultNonCombat_onlyPeaceVisible()
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{
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var (layout, _, indicators) = FakeToolbar();
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var repo = new ItemRepository();
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ToolbarController.Bind(layout, repo,
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() => Array.Empty<PlayerDescriptionParser.ShortcutEntry>(),
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iconIds: (_,_,_) => 0u, useItem: _ => { });
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// Only peace indicator (index 0 = 0x10000192) is visible.
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Assert.True (indicators[0x10000192u].Visible, "peace indicator should be visible after bind");
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Assert.False(indicators[0x10000193u].Visible, "melee indicator should be hidden after bind");
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Assert.False(indicators[0x10000194u].Visible, "missile indicator should be hidden after bind");
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Assert.False(indicators[0x10000195u].Visible, "magic indicator should be hidden after bind");
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}
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/// <summary>
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/// SetCombatMode(Melee) hides peace/missile/magic and shows only the melee indicator.
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/// </summary>
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[Fact]
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public void CombatIndicator_setCombatModeMelee_onlyMeleeVisible()
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{
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var (layout, _, indicators) = FakeToolbar();
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var repo = new ItemRepository();
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var ctrl = ToolbarController.Bind(layout, repo,
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() => Array.Empty<PlayerDescriptionParser.ShortcutEntry>(),
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iconIds: (_,_,_) => 0u, useItem: _ => { });
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ctrl.SetCombatMode(CombatMode.Melee);
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Assert.False(indicators[0x10000192u].Visible, "peace indicator should be hidden in melee mode");
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Assert.True (indicators[0x10000193u].Visible, "melee indicator should be visible in melee mode");
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Assert.False(indicators[0x10000194u].Visible, "missile indicator should be hidden in melee mode");
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Assert.False(indicators[0x10000195u].Visible, "magic indicator should be hidden in melee mode");
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}
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/// <summary>
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/// CombatModeChanged event on CombatState automatically updates the indicator.
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/// </summary>
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[Fact]
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public void CombatIndicator_liveSignal_updatesWhenCombatStateChanges()
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{
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var (layout, _, indicators) = FakeToolbar();
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var repo = new ItemRepository();
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var combat = new CombatState();
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ToolbarController.Bind(layout, repo,
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() => Array.Empty<PlayerDescriptionParser.ShortcutEntry>(),
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iconIds: (_,_,_) => 0u, useItem: _ => { },
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combatState: combat);
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// Initially NonCombat after bind.
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Assert.True(indicators[0x10000192u].Visible, "peace should be visible initially");
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// Server fires CombatModeChanged → Magic.
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combat.SetCombatMode(CombatMode.Magic);
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Assert.False(indicators[0x10000192u].Visible, "peace should be hidden in magic mode");
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Assert.False(indicators[0x10000193u].Visible, "melee should be hidden in magic mode");
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Assert.False(indicators[0x10000194u].Visible, "missile should be hidden in magic mode");
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Assert.True (indicators[0x10000195u].Visible, "magic indicator should be visible");
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}
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}
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