using System.Collections.Generic; using AcDream.App.UI; using AcDream.App.UI.Layout; using AcDream.Core.Items; using AcDream.Core.Selection; using Xunit; namespace AcDream.App.Tests.UI.Layout; public class PaperdollControllerTests { private const uint Player = 0x50000001u; private const uint Pack = 0x40000005u; private const uint HeadSlot = 0x100005ABu; // HeadWear 0x1 private const uint ChestSlot = 0x100001E2u; // ChestWear 0x2 private const uint ChestArmorSlot = 0x100005ACu; // ChestArmor 0x200 private const uint ShieldSlot = 0x100001E1u; // Shield 0x200000 private const uint WeaponSlot = 0x100001DFu; // composite 0x3500000 private const uint FingerLSlot= 0x100001DCu; // FingerWearLeft 0x40000 private const uint BlueAetheriaSlot = 0x10000595u; private const uint YellowAetheriaSlot = 0x10000596u; private const uint RedAetheriaSlot = 0x10000597u; private sealed class RootElement : UiElement { } private static (ImportedLayout layout, Dictionary lists) BuildLayout() { var ids = new[] { HeadSlot, ChestSlot, ChestArmorSlot, ShieldSlot, WeaponSlot, FingerLSlot, BlueAetheriaSlot, YellowAetheriaSlot, RedAetheriaSlot, }; var lists = new Dictionary(); var byId = new Dictionary(); var root = new RootElement { Width = 224, Height = 214 }; foreach (var id in ids) { var list = new UiItemList { Width = 32, Height = 32 }; lists[id] = list; byId[id] = list; root.AddChild(list); } return (new ImportedLayout(root, byId), lists); } private static PaperdollController Bind(ImportedLayout layout, ClientObjectTable objects, List<(uint item, uint mask)>? wields = null, uint emptySlot = 0u, SelectionState? selection = null, IReadOnlyDictionary? emptySlotSprites = null) => PaperdollController.Bind(layout, objects, () => Player, iconIds: (_, _, _, _, _) => 0x1234u, sendWield: wields is null ? null : (i, m) => wields.Add((i, m)), emptySlotSprite: emptySlot, selection: selection ?? new SelectionState(), emptySlotSprites: emptySlotSprites); private static void SeedEquipped(ClientObjectTable t, uint guid, EquipMask loc) { t.AddOrUpdate(new ClientObject { ObjectId = guid, WielderId = Player }); t.MoveItem(guid, Player, newSlot: -1, newEquipLocation: loc); } private static void SeedPackItem(ClientObjectTable t, uint guid, EquipMask validLocations) { t.AddOrUpdate(new ClientObject { ObjectId = guid, ValidLocations = validLocations }); t.MoveItem(guid, Pack, newSlot: 0); } private static WeenieData WorldReplacement(uint guid) => new( Guid: guid, Name: "replacement", Type: ItemType.Misc, WeenieClassId: 1, IconId: 0, IconOverlayId: 0, IconUnderlayId: 0, Effects: 0, Value: null, StackSize: null, StackSizeMax: null, Burden: null, ContainerId: null, WielderId: null, ValidLocations: null, CurrentWieldedLocation: null, Priority: null, ItemsCapacity: null, ContainersCapacity: null, Structure: null, MaxStructure: null, Workmanship: null); [Fact] public void Populate_shows_equipped_item_in_its_slot() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedEquipped(objects, 0xA01u, EquipMask.HeadWear); Bind(layout, objects); Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId); // helm in the head slot Assert.Equal(0u, lists[ShieldSlot].Cell.ItemId); // shield slot empty } [Fact] public void SessionTableClearRemovesOldEquipmentAndLocksAetheriaSlots() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedEquipped(objects, 0xA01u, EquipMask.HeadWear); objects.AddOrUpdate(new ClientObject { ObjectId = Player }); objects.UpdateIntProperty( Player, AetheriaUnlocks.PropertyId, (int)AetheriaUnlockState.Blue); Bind(layout, objects); Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId); Assert.True(lists[BlueAetheriaSlot].Visible); objects.Clear(); Assert.Equal(0u, lists[HeadSlot].Cell.ItemId); Assert.False(lists[BlueAetheriaSlot].Visible); } [Fact] public void GenerationReplacementRemovesOldEquippedProjection() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedEquipped(objects, 0xA01u, EquipMask.HeadWear); Bind(layout, objects); Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId); objects.ReplaceGeneration(WorldReplacement(0xA01u), generation: 2); Assert.Equal(0u, lists[HeadSlot].Cell.ItemId); } [Fact] public void ClickEquippedItem_updatesSharedSelection() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedEquipped(objects, 0xA01u, EquipMask.HeadWear); var selection = new SelectionState(); Bind(layout, objects, selection: selection); lists[HeadSlot].Cell.Clicked!(); Assert.Equal(0xA01u, selection.SelectedObjectId); Assert.True(lists[HeadSlot].Cell.Selected); } [Fact] public void DragLift_selectsEquippedItem_beforeWaitingVisual() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedEquipped(objects, 0xA01u, EquipMask.HeadWear); var selection = new SelectionState(); var ctrl = Bind(layout, objects, selection: selection); var cell = lists[HeadSlot].Cell; var payload = new ItemDragPayload(0xA01u, ItemDragSource.Equipment, 0, cell); ctrl.OnDragLift(lists[HeadSlot], cell, payload); Assert.Equal(0xA01u, selection.SelectedObjectId); Assert.True(cell.Selected); } [Fact] public void Populate_matches_a_weapon_into_the_composite_slot() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedEquipped(objects, 0xB01u, EquipMask.MeleeWeapon); // a sword's actual equip loc Bind(layout, objects); Assert.Equal(0xB01u, lists[WeaponSlot].Cell.ItemId); // matched via (loc & composite) != 0 } [Fact] public void OnDragOver_accepts_only_valid_locations() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedPackItem(objects, 0xC01u, EquipMask.HeadWear); // a helm in the pack var ctrl = Bind(layout, objects); var payload = new ItemDragPayload(0xC01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell); Assert.Equal(ItemDragAcceptance.Accept, ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload)); // helm → head OK Assert.Equal(ItemDragAcceptance.Reject, ctrl.OnDragOver(lists[ShieldSlot], lists[ShieldSlot].Cell, payload)); // helm → shield NO } [Fact] public void ShortcutAlias_isNeutral_andNeverWieldsThroughPaperdoll() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedPackItem(objects, 0xC02u, EquipMask.HeadWear); var wields = new List<(uint item, uint mask)>(); var ctrl = Bind(layout, objects, wields); var payload = new ItemDragPayload( 0xC02u, ItemDragSource.ShortcutBar, 2, lists[HeadSlot].Cell); Assert.Equal(ItemDragAcceptance.None, ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload)); ctrl.HandleDropRelease(lists[HeadSlot], lists[HeadSlot].Cell, payload); Assert.Empty(wields); Assert.Equal(EquipMask.None, objects.Get(0xC02u)!.CurrentlyEquippedLocation); } [Fact] public void HandleDropRelease_wields_optimistically_and_sends_wire() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedPackItem(objects, 0xD01u, EquipMask.HeadWear); var wields = new List<(uint item, uint mask)>(); var ctrl = Bind(layout, objects, wields); var payload = new ItemDragPayload(0xD01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell); ctrl.HandleDropRelease(lists[HeadSlot], lists[HeadSlot].Cell, payload); Assert.Equal(EquipMask.HeadWear, objects.Get(0xD01u)!.CurrentlyEquippedLocation); // equipped instantly Assert.Equal(Player, objects.Get(0xD01u)!.ContainerId); // contained-by-wielder (the optimistic wield is ContainerId-based; it does NOT write WielderId) Assert.Single(wields); Assert.Equal((0xD01u, (uint)EquipMask.HeadWear), wields[0]); // GetAndWieldItem wire } [Fact] public void HandleDropRelease_resolves_the_finger_bit_for_a_dual_finger_ring() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); SeedPackItem(objects, 0xE01u, EquipMask.FingerWearLeft | EquipMask.FingerWearRight); var wields = new List<(uint item, uint mask)>(); var ctrl = Bind(layout, objects, wields); var payload = new ItemDragPayload(0xE01u, ItemDragSource.Inventory, 0, lists[FingerLSlot].Cell); ctrl.HandleDropRelease(lists[FingerLSlot], lists[FingerLSlot].Cell, payload); Assert.Equal((uint)EquipMask.FingerWearLeft, wields[0].mask); // ValidLocations & slotMask = left finger only } [Fact] public void HandleDropRelease_onAutoWearSlot_sendsFullValidLocations() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); const EquipMask coatMask = EquipMask.ChestWear | EquipMask.UpperArmWear | EquipMask.LowerArmWear; SeedPackItem(objects, 0xE02u, coatMask); var wields = new List<(uint item, uint mask)>(); var ctrl = Bind(layout, objects, wields); var payload = new ItemDragPayload(0xE02u, ItemDragSource.Inventory, 0, lists[ChestSlot].Cell); ctrl.HandleDropRelease(lists[ChestSlot], lists[ChestSlot].Cell, payload); Assert.Equal((uint)coatMask, wields[0].mask); Assert.Equal(coatMask, objects.Get(0xE02u)!.CurrentlyEquippedLocation); } [Fact] public void HandleDropRelease_onArmorAutoWearSlot_sendsFullValidLocations() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); const EquipMask hauberkMask = EquipMask.ChestArmor | EquipMask.AbdomenArmor | EquipMask.UpperArmArmor | EquipMask.LowerArmArmor; SeedPackItem(objects, 0xE03u, hauberkMask); var wields = new List<(uint item, uint mask)>(); var ctrl = Bind(layout, objects, wields); var payload = new ItemDragPayload(0xE03u, ItemDragSource.Inventory, 0, lists[ChestArmorSlot].Cell); ctrl.HandleDropRelease(lists[ChestArmorSlot], lists[ChestArmorSlot].Cell, payload); Assert.Equal((uint)hauberkMask, wields[0].mask); Assert.Equal(hauberkMask, objects.Get(0xE03u)!.CurrentlyEquippedLocation); } [Fact] public void Empty_equip_slot_shows_the_configured_frame() // visible frame so all positions are usable (Slice 1; the doll is Slice 2) { var (layout, lists) = BuildLayout(); Bind(layout, new ClientObjectTable(), emptySlot: 0x06004D20u); Assert.Equal(0x06004D20u, lists[HeadSlot].Cell.EmptySprite); } [Fact] public void PerLocation_empty_sprites_override_the_generic_fallback() { var (layout, lists) = BuildLayout(); var sprites = new Dictionary { [HeadSlot] = 0x06006D7Fu, [ChestSlot] = 0x060032C5u, [ChestArmorSlot] = 0x06006D7Bu, [ShieldSlot] = 0x06000F6Cu, [WeaponSlot] = 0x06000F66u, [FingerLSlot] = 0x06000F5Au, }; Bind(layout, new ClientObjectTable(), emptySlot: 0x06004D20u, emptySlotSprites: sprites); foreach (var (element, sprite) in sprites) Assert.Equal(sprite, lists[element].Cell.EmptySprite); } [Fact] public void Aetheria_slots_default_hidden_without_unlock_property() { var (layout, lists) = BuildLayout(); Bind(layout, new ClientObjectTable()); Assert.False(lists[BlueAetheriaSlot].Visible); Assert.False(lists[YellowAetheriaSlot].Visible); Assert.False(lists[RedAetheriaSlot].Visible); } [Fact] public void Aetheria_slots_follow_independent_player_unlock_bits_at_login() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); objects.AddOrUpdate(new ClientObject { ObjectId = Player }); objects.UpdateIntProperty( Player, AetheriaUnlocks.PropertyId, (int)(AetheriaUnlockState.Blue | AetheriaUnlockState.Red)); Bind(layout, objects); Assert.True(lists[BlueAetheriaSlot].Visible); Assert.False(lists[YellowAetheriaSlot].Visible); Assert.True(lists[RedAetheriaSlot].Visible); } [Fact] public void Live_aetheria_property_update_unlocks_new_slots() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); objects.AddOrUpdate(new ClientObject { ObjectId = Player }); Bind(layout, objects); objects.UpdateIntProperty( Player, AetheriaUnlocks.PropertyId, (int)(AetheriaUnlockState.Blue | AetheriaUnlockState.Yellow)); Assert.True(lists[BlueAetheriaSlot].Visible); Assert.True(lists[YellowAetheriaSlot].Visible); Assert.False(lists[RedAetheriaSlot].Visible); } [Fact] public void Unlocked_aetheria_slot_populates_its_equipped_sigil() { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); objects.AddOrUpdate(new ClientObject { ObjectId = Player }); objects.UpdateIntProperty( Player, AetheriaUnlocks.PropertyId, (int)AetheriaUnlockState.Blue); SeedEquipped(objects, 0xA37u, EquipMask.SigilOne); Bind(layout, objects); Assert.True(lists[BlueAetheriaSlot].Visible); Assert.Equal(0xA37u, lists[BlueAetheriaSlot].Cell.ItemId); } [Fact] public void Live_player_wield_repaints_the_slot() // event-driven: ObjectMoved → Concerns → Populate { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); Bind(layout, objects); // slots empty at bind SeedPackItem(objects, 0xF01u, EquipMask.HeadWear); // a helm appears in the pack (not on the doll) Assert.Equal(0u, lists[HeadSlot].Cell.ItemId); objects.WieldItemOptimistic(0xF01u, Player, EquipMask.HeadWear); // player wields it → ObjectMoved(to=player) Assert.Equal(0xF01u, lists[HeadSlot].Cell.ItemId); // the head slot repainted with the helm } [Fact] public void Live_npc_equip_does_not_appear_on_the_doll() // player-scoped: a remote creature's wielded item never leaks { var (layout, lists) = BuildLayout(); var objects = new ClientObjectTable(); Bind(layout, objects); const uint npc = 0x60000001u; objects.AddOrUpdate(new ClientObject { ObjectId = 0xF02u, WielderId = npc, CurrentlyEquippedLocation = EquipMask.HeadWear, }); Assert.Equal(0u, lists[HeadSlot].Cell.ItemId); // the NPC's helm is NOT on the player's doll } }