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>
120 lines
5.2 KiB
C#
120 lines
5.2 KiB
C#
using System;
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using System.IO;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Core.Items;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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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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/// Real-dat smoke test for the gmInventoryUI frame (0x21000023) import + the sub-window
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/// mount. Locks the #145-continuation fix: the mount keeps each mounted panel slot's OWN
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/// frame ZLevel instead of inheriting the sub-window root's ZLevel 1000. Before the fix the
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/// merge's zero-wins-base rule gave the slots ZLevel 1000 → the #145 ZOrder fold
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/// (ReadOrder − ZLevel·10000) sank them to ≈ −10,000,000, BEHIND the frame's Alphablend
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/// backdrop (ZLevel 100 → ≈ −1,000,000), and the backdrop washed out the panels' captions,
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/// burden meter, and item cells. Skips when the live dat directory is absent (CI).
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/// </summary>
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public class InventoryFrameImportProbe
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{
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private const uint Frame = 0x21000023u;
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private const uint Backdrop = 0x100001D0u; // full-window Alphablend backdrop (ZLevel 100)
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private const uint BackpackPanel = 0x100001CEu; // mounted gmBackpackUI slot
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private const uint ItemsPanel = 0x100001CFu; // mounted gm3DItemsUI slot
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private const uint PaperdollPanel = 0x100001CDu; // mounted gmPaperDollUI slot
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private const uint BurdenMeter = 0x100001D9u; // backpack content (proves the mount attached it)
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private const uint ContentsGrid = 0x100001C6u; // 3D-items content
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private static string? DatDir()
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{
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var d = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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return Directory.Exists(d) ? d : null;
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}
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[Fact]
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public void Paperdoll_equip_slots_resolve_to_item_lists()
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{
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var datDir = DatDir();
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if (datDir is null) return; // CI: no live dat — skip
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var layout = LayoutImporter.Import(dats, Frame, _ => (0u, 0, 0), null);
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Assert.NotNull(layout);
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// A representative spread across the slot grid (head, shield, the weapon composite, cloak,
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// trinket, a finger). All inherit base 0x100001E4 → 0x2100003D (Type 0x10000031 = UIElement_ItemList).
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foreach (uint id in new[] { 0x100005ABu, 0x100001E1u, 0x100001DFu, 0x100005E9u, 0x1000058Eu, 0x100001DCu })
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{
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var el = layout!.FindElement(id);
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Assert.True(el is UiItemList,
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$"equip slot 0x{id:X8} resolved to {el?.GetType().Name ?? "null"}, expected UiItemList");
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}
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}
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[Fact]
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public void Mounted_panels_sit_in_front_of_the_backdrop()
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{
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var datDir = DatDir();
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if (datDir is null) return; // CI: no live dat — skip (this is a smoke test)
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var layout = LayoutImporter.Import(dats, Frame, _ => (0u, 0, 0), null);
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Assert.NotNull(layout);
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var backdrop = layout!.FindElement(Backdrop);
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Assert.NotNull(backdrop); // the full-window backdrop is a direct child of the frame
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// The sub-window mount brings each panel's content into the by-id index.
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Assert.NotNull(layout.FindElement(BurdenMeter)); // backpack burden meter
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Assert.NotNull(layout.FindElement(ContentsGrid)); // 3D-items contents grid
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// The fix: every mounted panel slot must draw IN FRONT of the backdrop
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// (higher ZOrder = painted later = on top), so the backdrop sits behind the content.
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foreach (var (id, name) in new[]
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{
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(BackpackPanel, "backpack"), (ItemsPanel, "3D-items"), (PaperdollPanel, "paperdoll"),
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})
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{
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var panel = layout.FindElement(id);
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Assert.True(panel is not null, $"{name} panel 0x{id:X8} missing from the imported tree");
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Assert.True(panel!.ZOrder > backdrop!.ZOrder,
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$"{name} panel ZOrder {panel.ZOrder} must be > backdrop ZOrder {backdrop.ZOrder} " +
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"(else the Alphablend backdrop overpaints/washes out the panel content)");
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}
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}
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[Fact]
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public void Close_button_resolves_and_invokes_controller_close_callback()
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{
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var datDir = DatDir();
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if (datDir is null) return; // CI: no live dat - skip
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var layout = LayoutImporter.Import(dats, Frame, _ => (0u, 0, 0), null);
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Assert.NotNull(layout);
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var close = layout!.FindElement(WindowChromeController.InventoryCloseButtonId);
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Assert.NotNull(close);
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Assert.True(close is UiButton or UiDatElement,
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$"inventory close button resolved to {close?.GetType().Name ?? "null"}");
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int closes = 0;
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InventoryController.Bind(
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layout,
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new ClientObjectTable(),
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playerGuid: static () => 0u,
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iconIds: static (_, _, _, _, _) => 0u,
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strength: static () => 100,
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datFont: null,
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onClose: () => closes++);
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close!.OnEvent(new UiEvent(0u, close, UiEventType.Click));
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Assert.Equal(1, closes);
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}
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}
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