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3 commits

Author SHA1 Message Date
Erik
d42bf5735d feat(player): #5 LocalPlayerState — Stam/Mana wired through PlayerDescription
Closes ISSUES.md #5. The Vitals devtools window now draws three bars
(HP / Stamina / Mana) once the server sends the first PlayerDescription
(0x0013), instead of HP only. Built test-first per CLAUDE.md TDD rule —
16 new tests went red before the implementation went in.

New AcDream.Core.Player.LocalPlayerState (cache):
  - {CurrentStamina, MaxStamina, CurrentMana, MaxMana} as uint? — null
    until first received.
  - StaminaPercent / ManaPercent: 0..1 fraction or null when either
    field is missing or max is zero. Clamps to 1.0 if current > max
    (server can briefly report this during buff transitions).
  - OnPlayerDescription preserves any previously known good value when
    an incoming field is null — partial profiles don't wipe state.
  - Changed event for future subscribers.

GameEventWiring.WireAll:
  - New optional 6th parameter: LocalPlayerState? localPlayer = null.
    Existing 5-arg call sites still work; without the parameter the new
    PlayerDescription handler still parses + feeds the spellbook but
    skips the cache update.
  - PlayerDescription (0x0013) shares AppraiseInfo wire format with
    IdentifyObjectResponse (0x00C9) per AppraiseInfoParser docstring,
    so the new handler reuses the existing parser and pulls
    CreatureProfile.{Stamina, StaminaMax, Mana, ManaMax}.
  - Player's full learned spellbook also lands here (previously only
    item-scoped Identify responses fed the spellbook).

VitalsVM:
  - Constructor adds optional LocalPlayerState? parameter (default null
    keeps every existing caller compiling).
  - StaminaPercent / ManaPercent now read through to LocalPlayerState
    every access — no VM-side caching, so a server-side delta to the
    cache surfaces next frame without any explicit refresh.

GameWindow:
  - Public readonly LocalPlayer field alongside Combat / Chat / Items /
    SpellBook so plugins + future panels can bind directly.
  - WireAll call updated to pass LocalPlayer.
  - VitalsVM construction passes LocalPlayer so the existing
    VitalsPanel automatically picks up the two new bars.

Test counts:
  - AcDream.Core.Tests:           550 → 561  (+11 LocalPlayerStateTests)
  - AcDream.UI.Abstractions.Tests: 23 →  26  (+3 VitalsVM through-cache)
  - AcDream.Core.Net.Tests:       192 → 194  (+2 PlayerDescription wiring)
  - Total:                        765 → 781

Build: 0 warnings, 0 errors.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 11:02:00 +02:00
Erik
9faf9d7e3a feat(ui): ChatPanel — second devtools panel proves the abstraction
Adds a second real panel behind ACDREAM_DEVTOOLS=1. Shows the tail
of ChatLog (last 20 entries by default) formatted per ChatKind:

  "Caith: hello"                  — LocalSpeech
  "Regal says distantly: hi"      — RangedSpeech
  "[ch 7] Caith: g'day"           — Channel
  "[Tell] Regal: psst"            — Tell
  "[System] Your spell fizzled!"  — System
  "[Popup] A door stands..."      — Popup

Why now: proves the D.2a IPanelRenderer contract survives beyond a
single progress-bar panel. ChatPanel exercises Text() + Separator()
on a variable-length list where VitalsPanel was a fixed three-widget
layout. No renderer primitives needed to grow — the contract held,
which is the whole point of the abstraction layer.

Files:
  - src/AcDream.UI.Abstractions/Panels/Chat/ChatVM.cs (new)
      Snapshots ChatLog tail every frame. Cheap at default 500-entry
      cap. Per-kind formatting lives here (not in the panel) so the
      D.2b retail-look swap inherits plain-text fallbacks.
  - src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs (new)
      IPanel implementation. Separator + N Text lines. "(no messages
      yet)" fallback when the log is empty.
  - src/AcDream.App/Rendering/GameWindow.cs
      Registers the ChatPanel alongside VitalsPanel in the devtools
      init block. Uses the existing GameWindow.Chat field already
      fed by H.1's wire layer + GameEventWiring.WireAll.
  - tests/AcDream.UI.Abstractions.Tests/ChatVMTests.cs (new)
      12 tests covering tail selection, display-limit bounds, every
      ChatKind's formatting, null-log + zero-limit guards, no stale
      caching across appends.

Also fixes one stale "Hexa.NET.ImGui" mention in VitalsPanel's xmldoc
(pivoted to ImGui.NET in 55aaca7; doc needed a trailing update).

Build: 0 warnings, 0 errors. Tests: 23 UI.Abstractions (up from 11,
all Core + Core.Net still green), 0 failures.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 00:48:07 +02:00
Erik
fc03fa377b test(ui): AcDream.UI.Abstractions unit tests (11 tests green)
Covers the pure-logic surface of commit 1:

  VitalsVMTests
    * HealthPercent reads from CombatState.GetHealthPercent
    * safe-default 1.0 when GUID unknown / not yet set / never updated
    * SetLocalPlayerGuid reroutes lookup to the new guid (no stale cache)
    * StaminaPercent / ManaPercent are null for D.2a scope
    * ctor throws ArgumentNullException on null CombatState

  PanelContextTests
    * record-struct fields round-trip
    * value-based equality

  NullCommandBusTests
    * Publish accepts any record type without throwing
    * Instance is a true singleton

csproj template mirrors AcDream.Core.Tests (xUnit 2.9.3, Test.Sdk 17.14.1,
runner 3.1.4, coverlet 6.0.4, implicit Using Xunit). References only
AcDream.UI.Abstractions — no runtime / GL dependency, tests run fast.
2026-04-25 00:25:26 +02:00