acdream/tests/AcDream.App.Tests/UI/ItemInteractionControllerTests.cs
Erik 7b7ffcd278 fix(gameplay): reconcile wield ownership and target facing
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks.

Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state.

Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration.

Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 08:19:23 +02:00

1118 lines
38 KiB
C#

using AcDream.App.UI;
using AcDream.Core.Items;
namespace AcDream.App.Tests.UI;
public sealed class ItemInteractionControllerTests
{
private const uint Player = 0x50000001u;
private const uint Pack = 0x50000010u;
// USEABLE_SOURCE_CONTAINED_TARGET_REMOTE_OR_SELF (acclient.h ITEM_USEABLE;
// ACE Usable.SourceContainedTargetRemoteOrSelf) — the classic healing-kit value.
private const uint HealthKitUseability = 0x00220008u;
private sealed class Harness
{
public readonly ClientObjectTable Objects = new();
public readonly List<uint> Uses = new();
public readonly List<uint> Examines = new();
public readonly List<(uint Source, uint Target)> UseWithTarget = new();
public readonly List<(uint Item, uint Mask)> Wields = new();
public readonly List<(uint Item, uint Container, int Placement)> Puts = new();
public readonly List<uint> Drops = new();
public readonly List<(uint Item, uint Amount)> SplitDrops = new();
public readonly List<(uint Target, uint Item, uint Amount)> Gives = new();
public readonly List<string> Toasts = new();
public readonly List<string> SystemMessages = new();
public readonly StackSplitQuantityState SplitQuantity = new();
public uint SelectedObject;
public bool NonCombatMode;
public bool DragOnPlayerOpensSecureTrade = true;
public long Now = 1_000;
public Harness()
{
Objects.AddOrUpdate(new ClientObject
{
ObjectId = Player,
Name = "Player",
Type = ItemType.Creature,
});
Objects.AddOrUpdate(new ClientObject
{
ObjectId = Pack,
Name = "Backpack",
Type = ItemType.Container,
ItemsCapacity = 24,
});
Objects.MoveItem(Pack, Player, 0);
Controller = new ItemInteractionController(
Objects,
playerGuid: () => Player,
sendUse: Uses.Add,
sendExamine: Examines.Add,
sendUseWithTarget: (source, target) => UseWithTarget.Add((source, target)),
sendWield: (item, mask) => Wields.Add((item, mask)),
sendDrop: Drops.Add,
nowMs: () => Now,
toast: Toasts.Add,
sendSplitToWorld: (item, amount) => SplitDrops.Add((item, amount)),
selectedObjectId: () => SelectedObject,
stackSplitQuantity: SplitQuantity,
inNonCombatMode: () => NonCombatMode,
sendPutItemInContainer: (item, container, placement) =>
Puts.Add((item, container, placement)),
sendGive: (target, item, amount) => Gives.Add((target, item, amount)),
dragOnPlayerOpensSecureTrade: () => DragOnPlayerOpensSecureTrade,
systemMessage: SystemMessages.Add);
}
public ItemInteractionController Controller { get; }
public ClientObject AddContained(uint id, Action<ClientObject>? configure = null)
{
var item = new ClientObject
{
ObjectId = id,
Name = $"Item {id:X}",
Type = ItemType.Misc,
IconId = 0x06001234u,
};
configure?.Invoke(item);
Objects.AddOrUpdate(item);
Objects.MoveItem(id, Pack, Objects.GetContents(Pack).Count);
return item;
}
}
[Fact]
public void TargetedItem_entersTargetModeAndMarksPendingSource()
{
var h = new Harness();
h.AddContained(0x50000A01u, item => item.Useability = HealthKitUseability);
Assert.True(h.Controller.ActivateItem(0x50000A01u));
Assert.True(h.Controller.IsTargetModeActive);
Assert.True(h.Controller.IsPendingSource(0x50000A01u));
Assert.Equal(InteractionModeKind.UseItemOnTarget,
h.Controller.InteractionState.Current.Kind);
Assert.Equal(0x50000A01u,
h.Controller.InteractionState.Current.SourceObjectId);
Assert.Empty(h.UseWithTarget);
}
[Fact]
public void PrimaryClickRouter_distinguishesInactiveSuccessAndConsumedRejection()
{
var h = new Harness();
h.AddContained(0x50000A01u, item =>
{
item.Useability = HealthKitUseability;
item.TargetType = (uint)ItemType.Creature;
});
h.AddContained(0x50000A02u, item => item.Type = ItemType.Armor);
Assert.Equal(ItemPrimaryClickResult.NotActive,
h.Controller.OfferPrimaryClick(Player));
h.Controller.ActivateItem(0x50000A01u);
Assert.Equal(ItemPrimaryClickResult.ConsumedRejected,
h.Controller.OfferPrimaryClick(0x50000A02u));
Assert.False(h.Controller.IsTargetModeActive);
h.Now += 200;
h.Controller.ActivateItem(0x50000A01u);
Assert.Equal(ItemPrimaryClickResult.ConsumedSuccess,
h.Controller.OfferSelfPrimaryClick());
Assert.Equal(new[] { (0x50000A01u, Player) }, h.UseWithTarget);
}
[Fact]
public void ToolbarUse_withoutSelection_armsOneShotUseMode()
{
var h = new Harness();
h.AddContained(0x50000A10u, item => item.Useability = ItemUseability.Contained);
Assert.True(h.Controller.UseSelectedOrEnterMode(0u));
Assert.True(h.Controller.IsAnyTargetModeActive);
Assert.Equal(InteractionModeKind.Use, h.Controller.InteractionState.Current.Kind);
Assert.Equal(ItemPrimaryClickResult.ConsumedSuccess,
h.Controller.OfferPrimaryClick(0x50000A10u));
Assert.Equal(new[] { 0x50000A10u }, h.Uses);
Assert.False(h.Controller.IsAnyTargetModeActive);
}
[Fact]
public void ToolbarExamine_usesSelectionOrArmsOneShotExamineMode()
{
var h = new Harness();
Assert.True(h.Controller.ExamineSelectedOrEnterMode(Player));
Assert.Equal(new[] { Player }, h.Examines);
Assert.True(h.Controller.ExamineSelectedOrEnterMode(0u));
Assert.Equal(InteractionModeKind.Examine, h.Controller.InteractionState.Current.Kind);
Assert.Equal(ItemPrimaryClickResult.ConsumedSuccess,
h.Controller.OfferPrimaryClick(Pack));
Assert.Equal(new[] { Player, Pack }, h.Examines);
Assert.False(h.Controller.IsAnyTargetModeActive);
}
[Fact]
public void SelfTarget_sendsUseWithTargetAndClearsTargetMode()
{
var h = new Harness();
h.AddContained(0x50000A01u, item =>
{
item.Useability = HealthKitUseability;
item.TargetType = (uint)ItemType.Creature; // kits target creatures/players
});
h.Controller.ActivateItem(0x50000A01u);
Assert.True(h.Controller.AcquireSelfTarget());
Assert.Equal(new[] { (0x50000A01u, Player) }, h.UseWithTarget);
Assert.False(h.Controller.IsTargetModeActive);
}
[Fact]
public void ActivateTargetItemDuringTargetMode_usesClickedItemAsTarget()
{
var h = new Harness();
h.AddContained(0x50000A01u, item =>
{
item.Useability = 0x00080008u; // TARGET_CONTAINED tool
item.TargetType = (uint)ItemType.Misc; // kind gate must pass for the send
});
h.AddContained(0x50000A02u);
h.Controller.ActivateItem(0x50000A01u);
Assert.True(h.Controller.ActivateItem(0x50000A02u));
Assert.Equal(new[] { (0x50000A01u, 0x50000A02u) }, h.UseWithTarget);
Assert.False(h.Controller.IsTargetModeActive);
}
// ── Retail target-compat gate (ItemHolder::IsTargetCompatibleWithTargetingObject 0x00588070) ──
[Fact]
public void TargetCompat_wrongKind_refusesAndClearsMode()
{
var h = new Harness();
h.AddContained(0x50000A01u, item =>
{
item.Useability = HealthKitUseability;
item.TargetType = (uint)ItemType.Creature;
});
h.AddContained(0x50000A02u, item => item.Type = ItemType.Armor); // a coat
h.Controller.ActivateItem(0x50000A01u);
Assert.False(h.Controller.ActivateItem(0x50000A02u)); // kind gate: Creature mask & Armor = 0
Assert.Empty(h.UseWithTarget);
Assert.False(h.Controller.IsTargetModeActive);
}
[Fact]
public void IsCurrentTargetCompatible_appliesKindGateForCursor()
{
var h = new Harness();
h.AddContained(0x50000A01u, item =>
{
item.Useability = HealthKitUseability;
item.TargetType = (uint)ItemType.Creature;
});
h.AddContained(0x50000A02u, item => item.Type = ItemType.Armor);
h.Controller.ActivateItem(0x50000A01u);
Assert.True(h.Controller.IsCurrentTargetCompatible(Player)); // self: Self bit + Creature kind
Assert.False(h.Controller.IsCurrentTargetCompatible(0x50000A02u)); // coat: yellow-over-items bug pin
}
[Fact]
public void SelfTarget_requiresSelfBit()
{
var h = new Harness();
h.AddContained(0x50000A01u, item =>
{
item.Useability = 0x00200008u; // TARGET_REMOTE only — no Self bit
item.TargetType = (uint)ItemType.Creature;
});
h.Controller.ActivateItem(0x50000A01u);
Assert.False(h.Controller.AcquireSelfTarget()); // IsUseable_SelfTarget 0x004fcd30
Assert.Empty(h.UseWithTarget);
}
[Fact]
public void MissingTargetTypeMask_matchesNothing()
{
var h = new Harness();
h.AddContained(0x50000A01u, item => item.Useability = HealthKitUseability); // no TargetType on wire
h.Controller.ActivateItem(0x50000A01u);
Assert.False(h.Controller.AcquireSelfTarget()); // retail: 0 mask & anything == 0
Assert.Empty(h.UseWithTarget);
}
[Fact]
public void ContainedTarget_refusesNonOwnedWorldObject()
{
var h = new Harness();
h.AddContained(0x50000A01u, item =>
{
item.Useability = 0x00080008u; // Contained is the least-limited target bit
item.TargetType = (uint)ItemType.Misc;
});
// right KIND, but out in the world — Contained requires our inventory:
h.Objects.AddOrUpdate(new ClientObject { ObjectId = 0x60000001u, Type = ItemType.Misc });
h.Controller.ActivateItem(0x50000A01u);
Assert.False(h.Controller.AcquireTarget(0x60000001u));
Assert.Empty(h.UseWithTarget);
}
[Fact]
public void DirectUseItem_sendsUse()
{
var h = new Harness();
h.AddContained(0x50000A03u, item => item.Useability = ItemUseability.Contained);
Assert.True(h.Controller.ActivateItem(0x50000A03u));
Assert.Equal(new[] { 0x50000A03u }, h.Uses);
}
[Fact]
public void ContainerItem_sendsUseToOpen()
{
var h = new Harness();
h.AddContained(0x50000A04u, item =>
{
item.Type = ItemType.Container;
item.ItemsCapacity = 12;
});
Assert.True(h.Controller.ActivateItem(0x50000A04u));
Assert.Equal(new[] { 0x50000A04u }, h.Uses);
}
[Fact]
public void EquippableItemWithFreeSlot_sendsGetAndWieldAndMovesOptimistically()
{
var h = new Harness();
h.AddContained(0x50000A05u, item =>
{
item.Type = ItemType.Clothing;
item.ValidLocations = EquipMask.HeadWear;
});
Assert.True(h.Controller.ActivateItem(0x50000A05u));
Assert.Equal(new[] { (0x50000A05u, (uint)EquipMask.HeadWear) }, h.Wields);
var equipped = h.Objects.Get(0x50000A05u)!;
Assert.Equal(Player, equipped.ContainerId);
Assert.Equal(EquipMask.HeadWear, equipped.CurrentlyEquippedLocation);
}
[Fact]
public void EquippableMultiSlotItemWithFreeSlots_sendsFullCoverageMaskAndMovesOptimistically()
{
var h = new Harness();
const EquipMask coatMask =
EquipMask.ChestWear
| EquipMask.UpperArmWear
| EquipMask.LowerArmWear;
h.AddContained(0x50000A15u, item =>
{
item.Type = ItemType.Clothing;
item.ValidLocations = coatMask;
});
Assert.True(h.Controller.ActivateItem(0x50000A15u));
Assert.Equal(new[] { (0x50000A15u, (uint)coatMask) }, h.Wields);
var equipped = h.Objects.Get(0x50000A15u)!;
Assert.Equal(Player, equipped.ContainerId);
Assert.Equal(coatMask, equipped.CurrentlyEquippedLocation);
}
[Fact]
public void AutoWearItemWithOverlappingSlotButDifferentPriority_sendsFullMask()
{
var h = new Harness();
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = 0x50000AF1u,
Type = ItemType.Clothing,
CurrentlyEquippedLocation = EquipMask.UpperArmWear,
Priority = 0x00000001u,
});
h.Objects.MoveItem(0x50000AF1u, Player, -1, EquipMask.UpperArmWear);
const EquipMask coatMask =
EquipMask.ChestWear
| EquipMask.UpperArmWear
| EquipMask.LowerArmWear;
h.AddContained(0x50000A16u, item =>
{
item.Type = ItemType.Clothing;
item.ValidLocations = coatMask;
item.Priority = 0x00000002u;
});
Assert.True(h.Controller.ActivateItem(0x50000A16u));
Assert.Equal(new[] { (0x50000A16u, (uint)coatMask) }, h.Wields);
Assert.Equal(coatMask, h.Objects.Get(0x50000A16u)!.CurrentlyEquippedLocation);
}
[Fact]
public void AutoWearItemWithOverlappingSlotAndPriority_sendsNothing()
{
var h = new Harness();
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = 0x50000AF2u,
Type = ItemType.Clothing,
CurrentlyEquippedLocation = EquipMask.UpperArmWear,
Priority = 0x00000004u,
});
h.Objects.MoveItem(0x50000AF2u, Player, -1, EquipMask.UpperArmWear);
const EquipMask coatMask =
EquipMask.ChestWear
| EquipMask.UpperArmWear
| EquipMask.LowerArmWear;
h.AddContained(0x50000A17u, item =>
{
item.Type = ItemType.Clothing;
item.ValidLocations = coatMask;
item.Priority = 0x00000004u;
});
Assert.False(h.Controller.ActivateItem(0x50000A17u));
Assert.Empty(h.Wields);
Assert.Equal(Pack, h.Objects.Get(0x50000A17u)!.ContainerId);
}
[Fact]
public void EquippableItemWithNoFreeSlot_sendsNothing()
{
var h = new Harness();
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = 0x50000AF0u,
Type = ItemType.Armor,
CurrentlyEquippedLocation = EquipMask.Shield,
});
h.Objects.MoveItem(0x50000AF0u, Player, -1, EquipMask.Shield);
h.AddContained(0x50000A06u, item =>
{
item.Type = ItemType.Armor;
item.ValidLocations = EquipMask.Shield;
});
Assert.False(h.Controller.ActivateItem(0x50000A06u));
Assert.Empty(h.Wields);
Assert.Equal(Pack, h.Objects.Get(0x50000A06u)!.ContainerId);
}
[Theory]
[InlineData(true)]
[InlineData(false)]
public void WeaponReplacement_inPeaceOrWar_unwieldsThenWieldsAfterServerConfirm(
bool nonCombatMode)
{
var h = new Harness { NonCombatMode = nonCombatMode };
const uint sword = 0x50000B01u;
const uint bow = 0x50000B02u;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = sword,
Name = "Sword",
Type = ItemType.MeleeWeapon,
CombatUse = 1,
ValidLocations = EquipMask.MeleeWeapon,
});
h.Objects.MoveItem(sword, Player, -1, EquipMask.MeleeWeapon);
h.AddContained(bow, item =>
{
item.Name = "Bow";
item.Type = ItemType.MissileWeapon;
item.CombatUse = 1;
item.ValidLocations = EquipMask.MissileWeapon;
});
Assert.True(h.Controller.ActivateItem(bow));
Assert.Equal(new[] { (sword, Player, 0) }, h.Puts);
Assert.Empty(h.Wields);
Assert.Equal(EquipMask.MeleeWeapon,
h.Objects.Get(sword)!.CurrentlyEquippedLocation);
Assert.Equal(Pack, h.Objects.Get(bow)!.ContainerId);
// Authoritative 0x0022: only now does retail retry AutoWield.
h.Objects.MoveItem(sword, Player, 0, EquipMask.None);
Assert.Equal(new[] { (bow, (uint)EquipMask.MissileWeapon) }, h.Wields);
Assert.Equal(EquipMask.None,
h.Objects.Get(sword)!.CurrentlyEquippedLocation);
Assert.Equal(EquipMask.MissileWeapon,
h.Objects.Get(bow)!.CurrentlyEquippedLocation);
Assert.Equal(Player, h.Objects.Get(bow)!.ContainerId);
}
[Fact]
public void PreviouslyWieldedBow_AfterAuthoritativeUnwield_DoubleClickWieldsAgain()
{
var h = new Harness();
const uint bow = 0x50000B03u;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = bow,
Name = "Bow",
Type = ItemType.MissileWeapon,
CombatUse = 1,
ValidLocations = EquipMask.MissileWeapon,
ContainerId = Player,
WielderId = Player,
CurrentlyEquippedLocation = EquipMask.MissileWeapon,
});
// Retail ServerSaysMoveItem clears _wielderID when this bow leaves
// the paper doll. This is the login-existing-bow regression: leaving
// the old player id here makes DetermineUseResult say "already wielded."
Assert.True(h.Objects.ApplyServerMove(
bow,
Pack,
newWielderId: 0u,
newSlot: 0));
Assert.True(h.Controller.ActivateItem(bow));
Assert.Equal(new[] { (bow, (uint)EquipMask.MissileWeapon) }, h.Wields);
}
[Fact]
public void WeaponReplacement_doesNotOverlapRequestsWhileAwaitingServer()
{
var h = new Harness();
const uint sword = 0x50000B11u;
const uint bow = 0x50000B12u;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = sword,
Type = ItemType.MeleeWeapon,
CombatUse = 1,
ValidLocations = EquipMask.MeleeWeapon,
});
h.Objects.MoveItem(sword, Player, -1, EquipMask.MeleeWeapon);
h.AddContained(bow, item =>
{
item.Type = ItemType.MissileWeapon;
item.CombatUse = 1;
item.ValidLocations = EquipMask.MissileWeapon;
});
Assert.True(h.Controller.ActivateItem(bow));
h.Now += 200;
Assert.False(h.Controller.ActivateItem(bow));
Assert.Single(h.Puts);
Assert.Empty(h.Wields);
}
[Fact]
public void WeaponReplacement_doesNotOverlapWhileAwaitingFinalWieldConfirmation()
{
var h = new Harness();
const uint sword = 0x50000B15u;
const uint bow = 0x50000B16u;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = sword,
Type = ItemType.MeleeWeapon,
CombatUse = 1,
ValidLocations = EquipMask.MeleeWeapon,
});
h.Objects.MoveItem(sword, Player, -1, EquipMask.MeleeWeapon);
h.AddContained(bow, item =>
{
item.Type = ItemType.MissileWeapon;
item.CombatUse = 2;
item.ValidLocations = EquipMask.MissileWeapon;
});
Assert.True(h.Controller.ActivateItem(bow));
h.Objects.MoveItem(sword, Player, 0, EquipMask.None);
Assert.Single(h.Wields);
// Bow is optimistic but ACE has not sent WieldObject yet. Retail's
// waiting state consumes this attempted reverse switch.
h.Now += 200;
Assert.False(h.Controller.ActivateItem(sword));
Assert.Single(h.Puts);
Assert.Single(h.Wields);
// A separate reconciliation record for the same item must not delay
// retail's exact IR_WIELD completion boundary.
Assert.True(h.Objects.WieldItemOptimistic(
bow, Player, EquipMask.MissileWeapon));
// Authoritative WieldObject completes AutoWield even
// though the object table still has another rollback record.
Assert.True(h.Objects.ApplyConfirmedServerWield(
bow,
Player,
EquipMask.MissileWeapon));
h.Now += 200;
Assert.True(h.Controller.ActivateItem(sword));
Assert.Equal(
new[] { (sword, Player, 0), (bow, Player, 0) },
h.Puts);
}
[Fact]
public void WeaponReplacement_serverReject_clearsPendingTransactionForRetry()
{
var h = new Harness();
const uint sword = 0x50000B21u;
const uint bow = 0x50000B22u;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = sword,
Type = ItemType.MeleeWeapon,
CombatUse = 1,
ValidLocations = EquipMask.MeleeWeapon,
});
h.Objects.MoveItem(sword, Player, -1, EquipMask.MeleeWeapon);
h.AddContained(bow, item =>
{
item.Type = ItemType.MissileWeapon;
item.CombatUse = 1;
item.ValidLocations = EquipMask.MissileWeapon;
});
Assert.True(h.Controller.ActivateItem(bow));
Assert.False(h.Objects.RejectMove(sword, 0x04FFu));
h.Now += 200;
Assert.True(h.Controller.ActivateItem(bow));
Assert.Equal(2, h.Puts.Count);
Assert.Empty(h.Wields);
Assert.Equal(EquipMask.MeleeWeapon,
h.Objects.Get(sword)!.CurrentlyEquippedLocation);
}
[Fact]
public void WeaponReplacement_bow_removesPrimaryThenIncompatibleShield()
{
var h = new Harness();
const uint sword = 0x50000B31u;
const uint shield = 0x50000B32u;
const uint bow = 0x50000B33u;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = sword,
Type = ItemType.MeleeWeapon,
CombatUse = 1,
ValidLocations = EquipMask.MeleeWeapon,
});
h.Objects.MoveItem(sword, Player, -1, EquipMask.MeleeWeapon);
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = shield,
Type = ItemType.Armor,
CombatUse = 4,
ValidLocations = EquipMask.Shield,
});
h.Objects.MoveItem(shield, Player, -1, EquipMask.Shield);
h.AddContained(bow, item =>
{
item.Type = ItemType.MissileWeapon;
item.CombatUse = 2;
item.AmmoType = 1;
item.ValidLocations = EquipMask.MissileWeapon;
});
Assert.True(h.Controller.ActivateItem(bow));
Assert.Equal(new[] { (sword, Player, 0) }, h.Puts);
h.Objects.MoveItem(sword, Player, 0, EquipMask.None);
Assert.Equal(
new[] { (sword, Player, 0), (shield, Player, 0) },
h.Puts);
Assert.Empty(h.Wields);
h.Objects.MoveItem(shield, Player, 0, EquipMask.None);
Assert.Equal(new[] { (bow, (uint)EquipMask.MissileWeapon) }, h.Wields);
}
[Fact]
public void WeaponReplacement_bow_removesMismatchedAmmoAfterPrimaryBlocker()
{
var h = new Harness();
const uint sword = 0x50000B41u;
const uint arrows = 0x50000B42u;
const uint bow = 0x50000B43u;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = sword,
Type = ItemType.MeleeWeapon,
CombatUse = 1,
ValidLocations = EquipMask.MeleeWeapon,
});
h.Objects.MoveItem(sword, Player, -1, EquipMask.MeleeWeapon);
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = arrows,
Type = ItemType.MissileWeapon,
CombatUse = 3,
AmmoType = 2,
ValidLocations = EquipMask.MissileAmmo,
});
h.Objects.MoveItem(arrows, Player, -1, EquipMask.MissileAmmo);
h.AddContained(bow, item =>
{
item.Type = ItemType.MissileWeapon;
item.CombatUse = 2;
item.AmmoType = 1;
item.ValidLocations = EquipMask.MissileWeapon;
});
Assert.True(h.Controller.ActivateItem(bow));
h.Objects.MoveItem(sword, Player, 0, EquipMask.None);
Assert.Equal(
new[] { (sword, Player, 0), (arrows, Player, 0) },
h.Puts);
h.Objects.MoveItem(arrows, Player, 0, EquipMask.None);
Assert.Equal(new[] { (bow, (uint)EquipMask.MissileWeapon) }, h.Wields);
}
[Fact]
public void PaperdollWeaponSwitch_toSword_keepsEquippedArrows()
{
var h = new Harness();
const uint bow = 0x50000B51u;
const uint arrows = 0x50000B52u;
const uint sword = 0x50000B53u;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = bow,
Name = "Shortbow",
Type = ItemType.MissileWeapon,
CombatUse = 2,
AmmoType = 1,
ValidLocations = EquipMask.MissileWeapon,
});
h.Objects.MoveItem(bow, Player, -1, EquipMask.MissileWeapon);
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = arrows,
Name = "Arrows",
Type = ItemType.MissileWeapon,
CombatUse = 3,
AmmoType = 1,
ValidLocations = EquipMask.MissileAmmo,
});
h.Objects.MoveItem(arrows, Player, -1, EquipMask.MissileAmmo);
h.AddContained(sword, item =>
{
item.Name = "Katar";
item.Type = ItemType.MeleeWeapon;
item.CombatUse = 1;
item.ValidLocations = EquipMask.MeleeWeapon;
});
Assert.True(h.Controller.WieldFromPaperdoll(sword, EquipMask.MeleeWeapon));
Assert.Equal(new[] { (bow, Player, 0) }, h.Puts);
Assert.Empty(h.Wields);
Assert.Equal(new[] { "Moving Shortbow to your backpack" }, h.SystemMessages);
h.Objects.MoveItem(bow, Player, 0, EquipMask.None);
Assert.Equal(new[] { (sword, (uint)EquipMask.MeleeWeapon) }, h.Wields);
Assert.Equal(EquipMask.MissileAmmo,
h.Objects.Get(arrows)!.CurrentlyEquippedLocation);
}
[Fact]
public void PaperdollWeaponSwitch_fromWandToSword_movesHeldCasterFirst()
{
var h = new Harness();
const uint wand = 0x50000B54u;
const uint sword = 0x50000B55u;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = wand,
Name = "Wand",
Type = ItemType.Caster,
ValidLocations = EquipMask.Held,
});
h.Objects.MoveItem(wand, Player, -1, EquipMask.Held);
h.AddContained(sword, item =>
{
item.Name = "Katar";
item.Type = ItemType.MeleeWeapon;
item.CombatUse = 1;
item.ValidLocations = EquipMask.MeleeWeapon;
});
Assert.True(h.Controller.WieldFromPaperdoll(sword, EquipMask.MeleeWeapon));
Assert.Equal(new[] { (wand, Player, 0) }, h.Puts);
Assert.Empty(h.Wields);
Assert.Equal(new[] { "Moving Wand to your backpack" }, h.SystemMessages);
h.Objects.MoveItem(wand, Player, 0, EquipMask.None);
Assert.Equal(new[] { (sword, (uint)EquipMask.MeleeWeapon) }, h.Wields);
}
[Fact]
public void PaperdollWeaponSwitch_toCrossbow_movesIncompatibleArrowsAfterBow()
{
var h = new Harness();
const uint bow = 0x50000B61u;
const uint arrows = 0x50000B62u;
const uint crossbow = 0x50000B63u;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = bow,
Name = "Shortbow",
Type = ItemType.MissileWeapon,
CombatUse = 2,
AmmoType = 1,
ValidLocations = EquipMask.MissileWeapon,
});
h.Objects.MoveItem(bow, Player, -1, EquipMask.MissileWeapon);
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = arrows,
Name = "Arrows",
Type = ItemType.MissileWeapon,
CombatUse = 3,
AmmoType = 1,
ValidLocations = EquipMask.MissileAmmo,
});
h.Objects.MoveItem(arrows, Player, -1, EquipMask.MissileAmmo);
h.AddContained(crossbow, item =>
{
item.Name = "Heavy Crossbow";
item.Type = ItemType.MissileWeapon;
item.CombatUse = 2;
item.AmmoType = 2;
item.ValidLocations = EquipMask.MissileWeapon;
});
Assert.True(h.Controller.WieldFromPaperdoll(
crossbow, EquipMask.MissileWeapon));
Assert.Equal(new[] { (bow, Player, 0) }, h.Puts);
h.Objects.MoveItem(bow, Player, 0, EquipMask.None);
Assert.Equal(
new[] { (bow, Player, 0), (arrows, Player, 0) },
h.Puts);
Assert.Empty(h.Wields);
h.Objects.MoveItem(arrows, Player, 0, EquipMask.None);
Assert.Equal(
new[] { (crossbow, (uint)EquipMask.MissileWeapon) },
h.Wields);
Assert.Equal(
new[]
{
"Moving Shortbow to your backpack",
"Moving Arrows to your backpack",
},
h.SystemMessages);
}
[Fact]
public void PaperdollDrop_relocatesAlreadyEquippedItemToExplicitCompatibleSlot()
{
var h = new Harness();
const uint ring = 0x50000B71u;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = ring,
Name = "Ring",
Type = ItemType.Jewelry,
ValidLocations = EquipMask.FingerWearLeft | EquipMask.FingerWearRight,
});
h.Objects.MoveItem(ring, Player, -1, EquipMask.FingerWearLeft);
Assert.True(h.Controller.WieldFromPaperdoll(ring, EquipMask.FingerWearRight));
Assert.Equal(
new[] { (ring, (uint)EquipMask.FingerWearRight) },
h.Wields);
Assert.Equal(
EquipMask.FingerWearRight,
h.Objects.Get(ring)!.CurrentlyEquippedLocation);
}
[Fact]
public void PaperdollDrop_movesExplicitDestinationBlockerBeforeRelocatingEquippedItem()
{
var h = new Harness();
const uint leftRing = 0x50000B72u;
const uint rightRing = 0x50000B73u;
EquipMask valid = EquipMask.FingerWearLeft | EquipMask.FingerWearRight;
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = leftRing,
Name = "Left Ring",
Type = ItemType.Jewelry,
ValidLocations = valid,
});
h.Objects.MoveItem(leftRing, Player, -1, EquipMask.FingerWearLeft);
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = rightRing,
Name = "Right Ring",
Type = ItemType.Jewelry,
ValidLocations = valid,
});
h.Objects.MoveItem(rightRing, Player, -1, EquipMask.FingerWearRight);
Assert.True(h.Controller.WieldFromPaperdoll(leftRing, EquipMask.FingerWearRight));
Assert.Equal(new[] { (rightRing, Player, 0) }, h.Puts);
Assert.Empty(h.Wields);
Assert.Equal(new[] { "Moving Right Ring to your backpack" }, h.SystemMessages);
h.Objects.MoveItem(rightRing, Player, 0, EquipMask.None);
Assert.Equal(
new[] { (leftRing, (uint)EquipMask.FingerWearRight) },
h.Wields);
Assert.Equal(
EquipMask.FingerWearRight,
h.Objects.Get(leftRing)!.CurrentlyEquippedLocation);
}
[Fact]
public void BlocksUseOfShield_matchesRetailCombatUseAndAmmoRules()
{
Assert.True(AutoWieldController.BlocksUseOfShield(new ClientObject
{
CombatUse = 2,
AmmoType = 1,
}));
Assert.False(AutoWieldController.BlocksUseOfShield(new ClientObject
{
CombatUse = 2,
AmmoType = 0,
}));
Assert.True(AutoWieldController.BlocksUseOfShield(new ClientObject
{
CombatUse = 5,
}));
Assert.True(AutoWieldController.BlocksUseOfShield(new ClientObject
{
Type = ItemType.Caster,
}));
}
[Fact]
public void InventoryDragOutsideUi_sendsDropAndMovesToWorldOptimistically()
{
var h = new Harness();
h.AddContained(0x50000A07u);
var payload = new ItemDragPayload(
0x50000A07u,
ItemDragSource.Inventory,
SourceSlot: 0,
SourceCell: new UiItemSlot());
Assert.True(h.Controller.DropToWorld(payload));
Assert.Equal(new[] { 0x50000A07u }, h.Drops);
Assert.Equal(0u, h.Objects.Get(0x50000A07u)!.ContainerId);
}
[Fact]
public void InventoryDragOnNpc_sendsGiveWithoutOptimisticInventoryMutation()
{
var h = new Harness();
const uint item = 0x50000A71u;
const uint npc = 0x50001001u;
h.AddContained(item);
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = npc,
Name = "Starter Exit Warden",
Type = ItemType.Creature,
});
var payload = new ItemDragPayload(
item, ItemDragSource.Inventory, SourceSlot: 0, SourceCell: new UiItemSlot());
Assert.True(h.Controller.PlaceIn3D(payload, npc));
Assert.Equal(new[] { (npc, item, 1u) }, h.Gives);
Assert.Empty(h.Drops);
Assert.Equal(Pack, h.Objects.Get(item)!.ContainerId);
Assert.Equal(1, h.Objects.Get(item)!.StackSize);
}
[Fact]
public void SelectedPartialStackDragOnNpc_sendsSelectedGiveAmount()
{
var h = new Harness();
const uint item = 0x50000A72u;
const uint npc = 0x50001002u;
h.AddContained(item, value => value.StackSize = 10);
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = npc,
Type = ItemType.Creature,
});
h.SelectedObject = item;
h.SplitQuantity.Reset(10u);
h.SplitQuantity.SetValue(3u);
var payload = new ItemDragPayload(
item, ItemDragSource.Inventory, SourceSlot: 0, SourceCell: new UiItemSlot());
Assert.True(h.Controller.PlaceIn3D(payload, npc));
Assert.Equal(new[] { (npc, item, 3u) }, h.Gives);
Assert.Equal(10, h.Objects.Get(item)!.StackSize);
Assert.Equal(Pack, h.Objects.Get(item)!.ContainerId);
}
[Fact]
public void InventoryDragOnNonCreature_usesRetailGroundFallback()
{
var h = new Harness();
const uint item = 0x50000A73u;
const uint scenery = 0x50002001u;
h.AddContained(item);
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = scenery,
Type = ItemType.Misc,
});
var payload = new ItemDragPayload(
item, ItemDragSource.Inventory, SourceSlot: 0, SourceCell: new UiItemSlot());
Assert.True(h.Controller.PlaceIn3D(payload, scenery));
Assert.Empty(h.Gives);
Assert.Equal(new[] { item }, h.Drops);
Assert.Equal(0u, h.Objects.Get(item)!.ContainerId);
}
[Theory]
[InlineData(true, false)]
[InlineData(false, true)]
public void InventoryDragOnPlayer_honorsRetailSecureTradeOption(
bool opensSecureTrade,
bool sendsGive)
{
var h = new Harness { DragOnPlayerOpensSecureTrade = opensSecureTrade };
const uint item = 0x50000A74u;
const uint targetPlayer = 0x50003001u;
h.AddContained(item);
h.Objects.AddOrUpdate(new ClientObject
{
ObjectId = targetPlayer,
Type = ItemType.Creature,
PublicWeenieBitfield = (uint)PublicWeenieFlags.Player,
});
var payload = new ItemDragPayload(
item, ItemDragSource.Inventory, SourceSlot: 0, SourceCell: new UiItemSlot());
bool result = h.Controller.PlaceIn3D(payload, targetPlayer);
Assert.Equal(sendsGive, result);
if (sendsGive)
Assert.Equal(new[] { (targetPlayer, item, 1u) }, h.Gives);
else
{
Assert.Empty(h.Gives);
Assert.Contains(h.Toasts, text => text.Contains("Secure trade", StringComparison.Ordinal));
}
Assert.Equal(Pack, h.Objects.Get(item)!.ContainerId);
}
[Fact]
public void SelectedPartialStackDragOutsideUi_splitsWithoutMovingOriginal()
{
var h = new Harness();
h.AddContained(0x50000A70u, item => item.StackSize = 10);
h.SelectedObject = 0x50000A70u;
h.SplitQuantity.Reset(10u);
h.SplitQuantity.SetValue(1u);
var payload = new ItemDragPayload(
0x50000A70u,
ItemDragSource.Inventory,
SourceSlot: 0,
SourceCell: new UiItemSlot());
Assert.True(h.Controller.DropToWorld(payload));
Assert.Equal(new[] { (0x50000A70u, 1u) }, h.SplitDrops);
Assert.Empty(h.Drops);
Assert.Equal(Pack, h.Objects.Get(0x50000A70u)!.ContainerId);
Assert.Equal(10, h.Objects.Get(0x50000A70u)!.StackSize);
}
[Fact]
public void ToolbarShortcutDragOutsideUi_doesNotDropRealItem()
{
var h = new Harness();
h.AddContained(0x50000A08u);
var payload = new ItemDragPayload(
0x50000A08u,
ItemDragSource.ShortcutBar,
SourceSlot: 0,
SourceCell: new UiItemSlot());
Assert.False(h.Controller.DropToWorld(payload));
Assert.Empty(h.Drops);
Assert.Equal(Pack, h.Objects.Get(0x50000A08u)!.ContainerId);
}
[Fact]
public void ActivateItem_appliesRetailUseThrottle()
{
var h = new Harness();
h.AddContained(0x50000A09u, item => item.Useability = ItemUseability.Contained);
h.Controller.ActivateItem(0x50000A09u);
h.Controller.CompleteUse(0);
h.Now += 199;
h.Controller.ActivateItem(0x50000A09u);
h.Now += 1;
h.Controller.ActivateItem(0x50000A09u);
Assert.Equal(new[] { 0x50000A09u, 0x50000A09u }, h.Uses);
}
[Fact]
public void UseDone_releasesRetailBusyGate()
{
var h = new Harness();
h.AddContained(0x50000A0Au, item => item.Useability = ItemUseability.Contained);
Assert.True(h.Controller.ActivateItem(0x50000A0Au));
h.Now += 200;
Assert.False(h.Controller.ActivateItem(0x50000A0Au));
Assert.Equal(1, h.Controller.BusyCount);
h.Controller.CompleteUse(0);
h.Now += 200; // rejected busy attempt still advanced retail's throttle timestamp
Assert.True(h.Controller.ActivateItem(0x50000A0Au));
Assert.Equal(2, h.Uses.Count);
}
}