Visual gate against retail surfaced several fidelity gaps in the selected-object strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213). - UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0) returns the 1x1 magenta placeholder with a non-zero GL handle, so the single- image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The 3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug) - SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when health is known for the selected guid — HasHealth at select or HealthChanged), not shown-on-select; brief green selection flash via Tick revert; overlay floated above the meter so the flash isn't hidden by the bar; name top-aligned into the bar sprite's black band (NameBandHeight) with the bar below. - GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable Doors (Misc type) are name-only; players/monsters get the bar. Replaces the too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate. - CombatState.HasHealth(guid): distinguishes a known health value from the 1.0 default, so a re-selected already-assessed target shows its bar immediately. - TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta. - ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail hides it in HandleSelectionChanged; it was rendering as a stray black box. Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46 rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green (2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster bar on assess, green flash, no magenta. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
406 lines
16 KiB
C#
406 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using Xunit;
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namespace AcDream.App.Tests.UI.Layout;
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/// <summary>
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/// Unit tests for <see cref="SelectedObjectController"/> — the
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/// <c>gmToolbarUI::HandleSelectionChanged</c> + <c>RecvNotice_UpdateObjectHealth</c>
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/// analogue (<c>acclient_2013_pseudo_c.txt:198635</c> / <c>:196213</c>).
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///
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/// <para>
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/// Key behavior under test: the Health meter is <b>UpdateHealth-driven</b> — it becomes
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/// visible only when real health is known for the selected guid (a <c>HealthChanged</c>
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/// fires for it, or it is already cached at select time via <c>hasHealth</c>). Selecting a
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/// target does NOT show the meter on its own. This matches retail: a friendly NPC you have
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/// not assessed shows name-only; a monster's bar appears after damage / assess.
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/// </para>
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/// </summary>
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public class SelectedObjectControllerTests
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{
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// ── Shared layout ────────────────────────────────────────────────────────
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private static (
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ImportedLayout layout,
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UiPanel nameEl,
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UiDatElement overlayEl,
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UiMeter healthMeterEl)
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FakeLayout()
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{
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var dict = new Dictionary<uint, UiElement>();
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var root = new UiPanel();
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var nameEl = new UiPanel { Width = 100, Height = 20 };
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dict[SelectedObjectController.NameId] = nameEl;
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root.AddChild(nameEl);
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var overlayInfo = new ElementInfo
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{
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Id = SelectedObjectController.OverlayId,
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Type = 3,
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StateMedia =
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{
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[""] = (0x06000001u, 3),
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["ObjectSelected"] = (0x06001937u, 3),
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["StackedItemSelected"] = (0x06004CF4u, 3),
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},
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};
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var overlayEl = new UiDatElement(overlayInfo, _ => (0u, 0, 0));
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dict[SelectedObjectController.OverlayId] = overlayEl;
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root.AddChild(overlayEl);
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var healthMeterEl = new UiMeter { Width = 100, Height = 10, Visible = true };
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dict[SelectedObjectController.HealthMeterId] = healthMeterEl;
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root.AddChild(healthMeterEl);
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return (new ImportedLayout(root, dict), nameEl, overlayEl, healthMeterEl);
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}
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// ── Recording delegates ──────────────────────────────────────────────────
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private sealed class Harness
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{
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public Action<uint?>? SelectionHandler;
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public Action<uint, float>? HealthHandler;
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public readonly List<uint> QueryHealthCalls = new();
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public readonly Dictionary<uint, bool> HealthTargetMap = new();
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public readonly Dictionary<uint, string> NameMap = new();
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public readonly Dictionary<uint, float> HealthMap = new();
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public readonly Dictionary<uint, bool> HasHealthMap = new();
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public readonly Dictionary<uint, uint> StackMap = new();
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public void FireSelection(uint? g) => SelectionHandler?.Invoke(g);
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public void FireHealth(uint g, float pct) => HealthHandler?.Invoke(g, pct);
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public SelectedObjectController Bind(ImportedLayout layout, UiDatFont? datFont = null)
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=> SelectedObjectController.Bind(
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layout,
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subscribeSelectionChanged: h => SelectionHandler = h,
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subscribeHealthChanged: h => HealthHandler = h,
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isHealthTarget: g => HealthTargetMap.TryGetValue(g, out var v) && v,
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name: g => NameMap.TryGetValue(g, out var v) ? v : null,
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healthPercent: g => HealthMap.TryGetValue(g, out var v) ? v : 1f,
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hasHealth: g => HasHealthMap.TryGetValue(g, out var v) && v,
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stackSize: g => StackMap.TryGetValue(g, out var v) ? v : 0u,
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sendQueryHealth: g => QueryHealthCalls.Add(g),
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datFont: datFont);
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}
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// ── B1: Bind initialisation ──────────────────────────────────────────────
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[Fact]
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public void Bind_healthMeterHidden_nameTextChildAttached_nameFloatedOnTop()
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{
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var (layout, nameEl, _, healthMeterEl) = FakeLayout();
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new Harness().Bind(layout);
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Assert.False(healthMeterEl.Visible, "health meter must be Visible=false immediately after Bind");
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var textChild = nameEl.Children.OfType<UiText>().SingleOrDefault();
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Assert.NotNull(textChild);
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Assert.True(textChild!.Centered, "name UiText must be Centered");
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Assert.True(textChild.ClickThrough, "name UiText must be ClickThrough");
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Assert.False(textChild.AcceptsFocus, "AcceptsFocus must be false on name label");
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Assert.False(textChild.IsEditControl, "IsEditControl must be false on name label");
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Assert.False(textChild.CapturesPointerDrag, "CapturesPointerDrag must be false on name label");
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// The name element must be floated to the top of the strip's z-order so it draws
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// OVER the overlay frame and the health bar (retail draws the name over the bar).
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Assert.True(nameEl.ZOrder > 1000, "name element must be floated above the overlay/meter z-order");
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}
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[Fact]
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public void Bind_nameLinesProvider_yieldsEmpty_whenNothingSelected()
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{
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var (layout, nameEl, _, _) = FakeLayout();
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new Harness().Bind(layout);
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var textChild = nameEl.Children.OfType<UiText>().Single();
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Assert.Empty(textChild.LinesProvider());
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}
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// ── H1: Select a health target — meter does NOT show on select alone ─────
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[Fact]
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public void SelectHealthTarget_unknownHealth_meterStaysHidden_queryFired_nameAndOverlaySet()
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{
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const uint Guid = 0xAA01u;
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const string ExpectedName = "Drudge Prowler";
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var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout();
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var h = new Harness();
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h.HealthTargetMap[Guid] = true;
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h.NameMap[Guid] = ExpectedName;
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h.StackMap[Guid] = 1u; // ObjectSelected
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// HasHealthMap[Guid] not set → false (no health known yet)
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h.Bind(layout);
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h.FireSelection(Guid);
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// Health not yet known → meter must stay hidden (retail: shows on UpdateHealth).
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Assert.False(healthMeterEl.Visible,
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"meter must stay hidden on select when no health is known yet");
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// But QueryHealth is sent (retail Event_QueryHealth on select for a health target).
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Assert.Single(h.QueryHealthCalls);
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Assert.Equal(Guid, h.QueryHealthCalls[0]);
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Assert.Equal("ObjectSelected", overlayEl.ActiveState);
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var lines = nameEl.Children.OfType<UiText>().Single().LinesProvider();
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Assert.Single(lines);
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Assert.Equal(ExpectedName, lines[0].Text);
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Assert.Equal(new Vector4(1f, 1f, 1f, 1f), lines[0].Color);
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}
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// ── H1b: Health arrives for the selected guid → meter appears ───────────
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[Fact]
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public void HealthChanged_forSelectedGuid_showsMeter()
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{
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const uint Guid = 0xAA02u;
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var (layout, _, _, healthMeterEl) = FakeLayout();
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var h = new Harness();
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h.HealthTargetMap[Guid] = true;
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h.NameMap[Guid] = "Drudge Slinker";
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h.Bind(layout);
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h.FireSelection(Guid);
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Assert.False(healthMeterEl.Visible, "hidden until health arrives");
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// Simulate UpdateHealth (0x01C0) for the selected guid.
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h.FireHealth(Guid, 0.6f);
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Assert.True(healthMeterEl.Visible, "meter must appear when health arrives for the selected guid");
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}
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[Fact]
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public void HealthChanged_forOtherGuid_doesNotShowMeter()
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{
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const uint Sel = 0xAA03u, Other = 0xBB03u;
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var (layout, _, _, healthMeterEl) = FakeLayout();
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var h = new Harness();
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h.HealthTargetMap[Sel] = true;
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h.HealthTargetMap[Other] = true;
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h.NameMap[Sel] = "Selected";
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h.Bind(layout);
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h.FireSelection(Sel);
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h.FireHealth(Other, 0.5f); // health for a DIFFERENT entity
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Assert.False(healthMeterEl.Visible, "health for a non-selected guid must not show the meter");
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}
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// ── H1c: Already-known health → meter shows immediately on select ───────
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[Fact]
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public void SelectHealthTarget_alreadyKnownHealth_meterVisibleImmediately()
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{
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const uint Guid = 0xAA04u;
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var (layout, _, _, healthMeterEl) = FakeLayout();
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var h = new Harness();
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h.HealthTargetMap[Guid] = true;
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h.HasHealthMap[Guid] = true; // health already cached (e.g. previously assessed)
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h.HealthMap[Guid] = 0.9f;
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h.NameMap[Guid] = "Olthoi";
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h.Bind(layout);
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h.FireSelection(Guid);
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Assert.True(healthMeterEl.Visible,
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"meter must show immediately when health is already known for the target");
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}
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// ── H2: Stacked item ─────────────────────────────────────────────────────
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[Fact]
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public void SelectStackedItem_overlayStackedItemSelected_meterHidden()
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{
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const uint Guid = 0xBB02u;
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var (layout, _, overlayEl, healthMeterEl) = FakeLayout();
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var h = new Harness();
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h.HealthTargetMap[Guid] = false;
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h.NameMap[Guid] = "Heal Kits";
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h.StackMap[Guid] = 5u; // stackSize > 1
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h.Bind(layout);
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h.FireSelection(Guid);
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Assert.Equal("StackedItemSelected", overlayEl.ActiveState);
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Assert.False(healthMeterEl.Visible);
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}
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// ── H3: Non-health target (friendly NPC / scenery / Door) ───────────────
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[Fact]
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public void SelectNonHealthTarget_meterHidden_noQuery_nameSet()
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{
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const uint Guid = 0xCC03u;
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const string ExpectedName = "Town Crier";
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var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout();
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var h = new Harness();
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h.HealthTargetMap[Guid] = false;
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h.NameMap[Guid] = ExpectedName;
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h.Bind(layout);
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h.FireSelection(Guid);
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Assert.False(healthMeterEl.Visible, "meter must stay hidden for a non-health target");
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Assert.Empty(h.QueryHealthCalls);
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Assert.Equal("ObjectSelected", overlayEl.ActiveState);
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var lines = nameEl.Children.OfType<UiText>().Single().LinesProvider();
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Assert.Single(lines);
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Assert.Equal(ExpectedName, lines[0].Text);
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}
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// ── H4: Deselect clears the strip ────────────────────────────────────────
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[Fact]
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public void SelectNull_clearsStrip()
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{
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const uint Guid = 0xDD04u;
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var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout();
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var h = new Harness();
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h.HealthTargetMap[Guid] = true;
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h.HasHealthMap[Guid] = true; // so the meter is shown on select
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h.HealthMap[Guid] = 0.5f;
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h.NameMap[Guid] = "Wolf";
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h.Bind(layout);
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h.FireSelection(Guid);
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Assert.True(healthMeterEl.Visible);
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h.FireSelection(null);
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Assert.False(healthMeterEl.Visible, "meter must be hidden after deselect");
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Assert.Equal("", overlayEl.ActiveState);
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Assert.Empty(nameEl.Children.OfType<UiText>().Single().LinesProvider());
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}
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// ── H5: Re-select a different guid ───────────────────────────────────────
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[Fact]
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public void ReSelect_differentGuid_clearsFirstThenAppliesSecond()
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{
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const uint GuidA = 0xEE05u, GuidB = 0xFF06u;
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var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout();
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var h = new Harness();
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h.HealthTargetMap[GuidA] = true; h.HealthTargetMap[GuidB] = false;
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h.HasHealthMap[GuidA] = true; // A shows its bar on select
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h.NameMap[GuidA] = "Bandit"; h.NameMap[GuidB] = "Chest";
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h.HealthMap[GuidA] = 1.0f;
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h.Bind(layout);
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h.FireSelection(GuidA);
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Assert.True(healthMeterEl.Visible);
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Assert.Single(h.QueryHealthCalls);
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h.FireSelection(GuidB);
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Assert.False(healthMeterEl.Visible, "meter must clear when switching to a non-health target");
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Assert.Equal("ObjectSelected", overlayEl.ActiveState);
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Assert.Single(h.QueryHealthCalls); // B is not a health target → no extra query
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var lines = nameEl.Children.OfType<UiText>().Single().LinesProvider();
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Assert.Single(lines);
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Assert.Equal("Chest", lines[0].Text);
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}
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// ── H6: Overlay flash reverts after the flash window (Tick) ─────────────
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[Fact]
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public void Tick_revertsOverlayFlash_afterDuration()
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{
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const uint Guid = 0xAB06u;
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var (layout, _, overlayEl, _) = FakeLayout();
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var h = new Harness();
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h.HealthTargetMap[Guid] = false;
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h.NameMap[Guid] = "Lever";
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var c = h.Bind(layout);
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h.FireSelection(Guid);
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Assert.Equal("ObjectSelected", overlayEl.ActiveState);
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// A small tick before the window elapses → still flashing.
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c.Tick(0.1);
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Assert.Equal("ObjectSelected", overlayEl.ActiveState);
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// Tick past the 0.25s window → overlay reverts to blank.
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c.Tick(0.2);
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Assert.Equal("", overlayEl.ActiveState);
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}
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// ── H7: Partial layout (missing elements) ────────────────────────────────
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[Fact]
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public void PartialLayout_noElements_doesNotThrow()
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{
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var root = new UiPanel();
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var layout = new ImportedLayout(root, new Dictionary<uint, UiElement>());
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var h = new Harness();
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h.HealthTargetMap[0x12345678u] = true;
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h.NameMap[0x12345678u] = "Something";
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var c = h.Bind(layout);
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Assert.NotNull(h.SelectionHandler);
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Assert.Null(Record.Exception(() => h.FireSelection(0x12345678u)));
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Assert.Null(Record.Exception(() => h.FireHealth(0x12345678u, 0.5f)));
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Assert.Null(Record.Exception(() => c.Tick(0.5)));
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Assert.Null(Record.Exception(() => h.FireSelection(null)));
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Assert.Single(h.QueryHealthCalls);
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Assert.Equal(0x12345678u, h.QueryHealthCalls[0]);
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}
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// ── H8: Fill reflects live health; returns 0 when nothing selected ──────
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[Fact]
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public void HealthMeterFill_reflectsLiveHealthPercent()
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{
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const uint Guid = 0xAA07u;
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var (layout, _, _, healthMeterEl) = FakeLayout();
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var h = new Harness();
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h.HealthTargetMap[Guid] = true;
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h.NameMap[Guid] = "Arwic Banderling";
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h.HealthMap[Guid] = 0.5f;
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h.Bind(layout);
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h.FireSelection(Guid);
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Assert.Equal(0.5f, healthMeterEl.Fill());
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h.HealthMap[Guid] = 0.25f; // server updates health
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Assert.Equal(0.25f, healthMeterEl.Fill());
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}
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[Fact]
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public void HealthMeterFill_returnsZero_whenNothingSelected()
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{
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const uint Guid = 0xAA08u;
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var (layout, _, _, healthMeterEl) = FakeLayout();
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var h = new Harness();
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h.HealthTargetMap[Guid] = true;
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h.NameMap[Guid] = "Spider";
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h.HealthMap[Guid] = 0.8f;
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h.Bind(layout);
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h.FireSelection(Guid);
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Assert.Equal(0.8f, healthMeterEl.Fill());
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h.FireSelection(null);
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Assert.Equal(0f, healthMeterEl.Fill() ?? 0f);
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}
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}
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