acdream/tests/AcDream.App.Tests/UI/Layout/CharacterLayoutImportProbe.cs
Erik b7dc91a053 feat(ui): D.2b item interaction + retail cursors + live character sheet
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02
UI architecture review mandated before commit:

- ItemInteractionController: single owner of double-click use/equip/
  container-open, targeted-use mode (health kits), drag-out drop;
  toolbar shortcut drags don't drop the real item. ItemEquipRules for
  multi-slot (coat) coverage via equip masks.
- Cursor phase: CursorFeedbackController (semantic priority chain:
  drag > resize > window-move > target-mode > text) + RetailCursorCatalog
  (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState
  0x00564630) resolved through the portal EnumIDMap chain by
  RetailCursorResolver; RetailCursorManager applies dat cursor art to the
  OS cursor. Register row AP-72 covers the OS standard-cursor fallback.
- Character window goes live: CharacterSheetProvider owns sheet assembly,
  XP-curve/raise-cost math and the raise flow — extracted out of
  GameWindow per Code Structure Rule 1 instead of committing the ~430-line
  feature body there. Optimistic XP/credit debits go through eventful
  store APIs (new ClientObjectTable.UpdateInt64Property +
  LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw
  property-dictionary writes; register row AP-73 covers the still-missing
  raise ledger (#163).
- RetailWindowFrame: the shared nine-slice window mount recipe; the
  character window uses it, remaining windows migrate via #164.
- Status-bar buttons toggle inventory/character windows; retail row-major
  backpack ordering; WorldSession.SendUseWithTarget + raise/train sends.

GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the
sheet/raise logic is unit-tested in CharacterSheetProviderTests instead
of trapped in the god object. Build green; full suite 3,286 tests pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 09:18:43 +02:00

109 lines
3.6 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using AcDream.App.Studio;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using DatReaderWriter;
using DatReaderWriter.Options;
using Xunit;
namespace AcDream.App.Tests.UI.Layout;
public sealed class CharacterLayoutImportProbe
{
private const uint CharacterLayout = 0x2100002Eu;
private static string? DatDir()
{
var d = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
return Directory.Exists(d) ? d : null;
}
[Fact]
public void Selected_attribute_shows_raise_buttons_on_visible_footer_state()
{
var datDir = DatDir();
if (datDir is null) return;
using var dats = new DatCollection(datDir, DatAccessType.Read);
var layout = LayoutImporter.Import(dats, CharacterLayout, _ => (1u, 30, 26), null);
Assert.NotNull(layout);
CharacterStatController.Bind(layout!, SampleData.SampleCharacter, spriteResolve: _ => (1u, 30, 26));
var rows = new List<UiClickablePanel>();
CollectRows(layout!.Root, rows);
Assert.True(rows.Count >= 9, $"expected at least 9 attribute rows, found {rows.Count}");
rows[4].OnClick!();
var buttons = new List<UiButton>();
CollectButtons(layout.Root, buttons);
Assert.Contains(buttons, b =>
b.ElementId == CharacterStatController.RaiseOneId
&& b.ActiveState == "Normal"
&& IsEffectivelyVisible(b));
Assert.Contains(buttons, b =>
b.ElementId == CharacterStatController.RaiseTenId
&& b.ActiveState == "Normal"
&& IsEffectivelyVisible(b));
}
[Fact]
public void Close_button_resolves_and_invokes_controller_close_callback()
{
var datDir = DatDir();
if (datDir is null) return;
using var dats = new DatCollection(datDir, DatAccessType.Read);
var layout = LayoutImporter.Import(dats, CharacterLayout, _ => (1u, 30, 26), null);
Assert.NotNull(layout);
var close = layout!.FindElement(WindowChromeController.CharacterCloseButtonId);
Assert.NotNull(close);
Assert.True(close is UiButton or UiDatElement,
$"character close button resolved to {close?.GetType().Name ?? "null"}");
int closes = 0;
CharacterStatController.Bind(layout, SampleData.SampleCharacter, onClose: () => closes++);
close!.OnEvent(new UiEvent(0u, close, UiEventType.Click));
Assert.Equal(1, closes);
}
private static void CollectRows(UiElement node, List<UiClickablePanel> result)
{
if (node is UiClickablePanel row && row.Height is >= 20f and <= 22f && row.OnClick is not null)
result.Add(row);
foreach (var child in node.Children)
CollectRows(child, result);
}
private static void CollectButtons(UiElement node, List<UiButton> result)
{
if (node is UiButton button
&& (button.ElementId == CharacterStatController.RaiseOneId
|| button.ElementId == CharacterStatController.RaiseTenId))
{
result.Add(button);
}
foreach (var child in node.Children)
CollectButtons(child, result);
}
private static bool IsEffectivelyVisible(UiElement element)
{
for (UiElement? e = element; e is not null; e = e.Parent)
{
if (!e.Visible) return false;
}
return true;
}
}