acdream/tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs
Erik 4112a53683 feat(ui): D.2b inventory finish — side-bag column slots (36px pitch + empties)
The side-bag column (0x100001CA, 36x252 = 7 slots) pads empty slot frames up to
the player's ContainersCapacity (clamped to 7), at the correct 36px pitch
(split from the contents grid's 32px). Reads like retail's bag column. Two
existing tests updated for the now-padded count (divergence AP-52: 7-slot
fallback when capacity is absent — register row added in the wrap-up commit).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:33:03 +02:00

235 lines
11 KiB
C#

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 InventoryControllerTests
{
private const uint Player = 0x50000001u;
// UiElement is abstract — a concrete, parameterless stand-in for the root + caption hosts
// (the real captions are Type-0 → UiDatElement; in tests we only need a host that holds children).
private sealed class TestElement : UiElement { }
// Element ids (spec §1).
private const uint ContentsGrid = 0x100001C6u;
private const uint ContainerList = 0x100001CAu;
private const uint TopContainer = 0x100001C9u;
private const uint BurdenMeter = 0x100001D9u;
private const uint BurdenText = 0x100001D8u;
private const uint BurdenCaption = 0x100001D7u;
private const uint ContentsCaption = 0x100001C5u;
private const uint ContentsScrollbar = 0x100001C7u;
private static (ImportedLayout layout, UiItemList grid, UiItemList containers,
UiItemList top, UiMeter meter, UiElement burdenText,
UiElement burdenCap, UiElement contentsCap) BuildLayout()
{
var grid = new UiItemList { Width = 192, Height = 96 };
var containers = new UiItemList { Width = 36, Height = 252 };
var top = new UiItemList { Width = 36, Height = 36 };
var meter = new UiMeter { Width = 11, Height = 58 };
var burdenText = new TestElement { Width = 36, Height = 15 };
var burdenCap = new TestElement { Width = 36, Height = 15 };
var contentsCap = new TestElement { Width = 192, Height = 15 };
var scrollbar = new UiScrollbar { Width = 16, Height = 96 };
var root = new TestElement { Width = 300, Height = 362 };
root.AddChild(grid); root.AddChild(containers); root.AddChild(top);
root.AddChild(meter); root.AddChild(burdenText); root.AddChild(burdenCap);
root.AddChild(contentsCap); root.AddChild(scrollbar);
var byId = new Dictionary<uint, UiElement>
{
[ContentsGrid] = grid, [ContainerList] = containers, [TopContainer] = top,
[BurdenMeter] = meter, [BurdenText] = burdenText, [BurdenCaption] = burdenCap,
[ContentsCaption] = contentsCap, [ContentsScrollbar] = scrollbar,
};
return (new ImportedLayout(root, byId), grid, containers, top, meter,
burdenText, burdenCap, contentsCap);
}
private static InventoryController Bind(ImportedLayout layout, ClientObjectTable objects,
int? strength = 100)
=> InventoryController.Bind(layout, objects, () => Player,
iconIds: (_, _, _, _, _) => 0u, // no real GL upload in tests
strength: () => strength, datFont: null);
// Place an object in a container at a slot via the faithful production path:
// AddOrUpdate registers it, MoveItem sets ContainerId+ContainerSlot and calls Reindex
// (the same machinery server-driven moves use), so GetContents returns it slot-ordered.
private static void SeedContained(ClientObjectTable t, uint guid, uint container, int slot,
int burden = 0, ItemType type = ItemType.None)
{
t.AddOrUpdate(new ClientObject { ObjectId = guid, Burden = burden, Type = type });
t.MoveItem(guid, container, slot);
}
[Fact]
public void Populate_fills_contents_grid_with_loose_items_only()
{
var (layout, grid, containers, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
// Seed via the indexed path: AddOrUpdate registers the object, MoveItem places it in
// the container at a slot (the faithful "server moved item into container" flow that
// calls Reindex). GetContents — retail's per-container list — then returns them ordered.
SeedContained(objects, 0xA, Player, slot: 0, burden: 10); // loose
SeedContained(objects, 0xB, Player, slot: 1, burden: 20); // loose
SeedContained(objects, 0xC, Player, slot: 2, type: ItemType.Container); // side bag
Bind(layout, objects);
Assert.Equal(2, grid.GetNumUIItems()); // 2 loose
Assert.Equal(0xAu, grid.GetItem(0)!.ItemId);
Assert.Equal(0xBu, grid.GetItem(1)!.ItemId);
Assert.Equal(7, containers.GetNumUIItems()); // 1 side bag + 6 empty (no capacity → 7-slot column)
Assert.Equal(0xCu, containers.GetItem(0)!.ItemId);
Assert.Equal(0u, containers.GetItem(1)!.ItemId); // padded empty frame
}
[Fact]
public void Equipped_items_are_excluded_from_the_grid_and_selector()
{
var (layout, grid, containers, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
SeedContained(objects, 0xA, Player, slot: 0); // loose pack item
// A self-wielded item: MoveItem with an equip location indexes it under the player
// (the live wield path), but it must NOT show in the pack grid or the selector.
objects.AddOrUpdate(new ClientObject { ObjectId = 0xD });
objects.MoveItem(0xD, Player, newSlot: 1, newEquipLocation: EquipMask.MeleeWeapon);
Bind(layout, objects);
Assert.Equal(1, grid.GetNumUIItems()); // only the loose item
Assert.Equal(0xAu, grid.GetItem(0)!.ItemId);
Assert.Equal(7, containers.GetNumUIItems()); // 7 empty slots (no bags; the equipped item isn't here)
Assert.Equal(0u, containers.GetItem(0)!.ItemId);
}
[Fact]
public void Grid_is_six_columns_thirtytwo_px()
{
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
Bind(layout, new ClientObjectTable());
Assert.Equal(6, grid.Columns);
Assert.Equal(32f, grid.CellWidth);
Assert.Equal(32f, grid.CellHeight);
}
[Fact]
public void ObjectAdded_for_player_item_rebuilds_grid()
{
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
Bind(layout, objects);
Assert.Equal(0, grid.GetNumUIItems());
objects.Ingest(new WeenieData(0xA, "Sword", ItemType.MeleeWeapon, 1, 0, 0, 0, 0,
null, null, null, 5, Player, null, null, null, null, null, null, null, null, null));
Assert.Equal(1, grid.GetNumUIItems());
Assert.Equal(0xAu, grid.GetItem(0)!.ItemId);
}
[Fact]
public void Burden_meter_fill_and_percent_from_load()
{
var (layout, _, _, _, meter, burdenText, _, _) = BuildLayout();
var objects = new ClientObjectTable();
// Str 100 → capacity 15000. Carried 7500 → load 0.5 → fill 0.1667, "50%".
objects.AddOrUpdate(new ClientObject { ObjectId = 0xA, ContainerId = Player, Burden = 7500 });
Bind(layout, objects, strength: 100);
Assert.Equal(0.16667f, meter.Fill() ?? -1f, 3);
Assert.True(meter.Vertical);
// The % text caption child reads "50%".
Assert.Contains("50%", CaptionText(burdenText));
}
[Fact]
public void Captions_render_known_strings()
{
var (layout, _, _, _, _, _, burdenCap, contentsCap) = BuildLayout();
Bind(layout, new ClientObjectTable());
Assert.Contains("Burden", CaptionText(burdenCap));
Assert.Contains("Contents of Backpack", CaptionText(contentsCap));
}
[Fact]
public void Burden_reads_wire_EncumbranceVal_over_carried_sum()
{
// B-Wire: the burden bar must read the server's wire EncumbranceVal (PropertyInt 5),
// NOT the client-side carried-Burden sum (retires AP-48 — the sum is only the fallback).
var (layout, _, _, _, meter, burdenText, _, _) = BuildLayout();
var objects = new ClientObjectTable();
// Str 100 → capacity 15000. A carried item sums to 3000 (would read 20%), but the
// server says EncumbranceVal = 7500 → load 0.5 → fill 0.1667 → "50%". Wire wins.
objects.AddOrUpdate(new ClientObject { ObjectId = 0xA, ContainerId = Player, Burden = 3000 });
var bundle = new PropertyBundle();
bundle.Ints[5] = 7500; // EncumbranceVal (PropertyInt 5)
objects.UpsertProperties(Player, bundle);
Bind(layout, objects, strength: 100);
Assert.Equal(0.16667f, meter.Fill() ?? -1f, 3); // 7500/15000/3 (wire), not 3000-based 0.0667
Assert.Contains("50%", CaptionText(burdenText)); // not "20%"
}
[Fact]
public void Live_player_int_update_refreshes_burden()
{
// B-Wire C1d: a live PrivateUpdatePropertyInt (0x02CD) for the player's EncumbranceVal
// fires ObjectUpdated on the PLAYER object; Concerns now includes o.ObjectId == player,
// so the burden bar repaints. Without the C1d branch this update would be ignored.
var (layout, _, _, _, meter, burdenText, _, _) = BuildLayout();
var objects = new ClientObjectTable();
var bundle = new PropertyBundle();
bundle.Ints[5] = 3000; // initial EncumbranceVal → load 0.2 → "20%"
objects.UpsertProperties(Player, bundle);
Bind(layout, objects, strength: 100);
Assert.Contains("20%", CaptionText(burdenText));
objects.UpdateIntProperty(Player, 5u, 9000); // live 0x02CD: → load 0.6 → "60%"
Assert.Contains("60%", CaptionText(burdenText));
Assert.Equal(0.2f, meter.Fill() ?? -1f, 3); // 9000/15000/3
}
[Fact]
public void Contents_grid_scrollbar_binds_to_the_grid_scroll_model()
{
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
Bind(layout, new ClientObjectTable());
var bar = (UiScrollbar)layout.FindElement(ContentsScrollbar)!;
Assert.Same(grid.Scroll, bar.Model); // the bar drives the grid's scroll
}
[Fact]
public void Side_bag_column_pads_empty_slots_up_to_capacity()
{
var (layout, _, containers, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Player, ContainersCapacity = 3 });
SeedContained(objects, 0xC, Player, slot: 0, type: ItemType.Container); // one side bag
Bind(layout, objects);
Assert.Equal(3, containers.GetNumUIItems()); // 1 bag + 2 empty = capacity 3
Assert.Equal(0xCu, containers.GetItem(0)!.ItemId); // the bag
Assert.Equal(0u, containers.GetItem(1)!.ItemId); // empty frame
Assert.Equal(0u, containers.GetItem(2)!.ItemId); // empty frame
}
// Reads the text of the UiText caption child attached by the controller.
private static string CaptionText(UiElement host)
{
foreach (var c in host.Children)
if (c is UiText t)
{
var lines = t.LinesProvider();
if (lines.Count > 0) return lines[0].Text;
}
return "";
}
}