using System.Collections.Generic; using AcDream.App.UI; using AcDream.App.UI.Layout; using AcDream.Core.Items; 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 ShieldSlot = 0x100001E1u; // Shield 0x200000 private const uint WeaponSlot = 0x100001DFu; // composite 0x3500000 private const uint FingerLSlot= 0x100001DCu; // FingerWearLeft 0x40000 private sealed class RootElement : UiElement { } private static (ImportedLayout layout, Dictionary lists) BuildLayout() { var ids = new[] { HeadSlot, ShieldSlot, WeaponSlot, FingerLSlot }; 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) => PaperdollController.Bind(layout, objects, () => Player, iconIds: (_, _, _, _, _) => 0x1234u, sendWield: wields is null ? null : (i, m) => wields.Add((i, m)), emptySlotSprite: emptySlot); 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); } [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 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.True(ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload)); // helm → head OK Assert.False(ctrl.OnDragOver(lists[ShieldSlot], lists[ShieldSlot].Cell, payload)); // helm → shield NO } [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 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 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 } }