acdream/tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs
Erik 1be7e65fad feat(ui): D.2b inventory finish — contents grid shows full main-pack capacity
The contents grid now pads empty slot frames up to the main-pack capacity
(player ItemsCapacity, default 102 per retail "up to 102 items"), so the pack
reads like retail's fixed 102-slot grid you scroll through — not just the loose
items. Mirrors the side-bag column padding. Three existing grid tests updated
for the now-padded count; new test covers the 102-pad.

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

254 lines
12 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(102, grid.GetNumUIItems()); // 2 loose + 100 empty (main-pack capacity)
Assert.Equal(0xAu, grid.GetItem(0)!.ItemId);
Assert.Equal(0xBu, grid.GetItem(1)!.ItemId);
Assert.Equal(0u, grid.GetItem(2)!.ItemId); // padded empty
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(102, grid.GetNumUIItems()); // 1 loose + 101 empty (main-pack capacity)
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(102, grid.GetNumUIItems()); // empty grid still shows the full 102-slot pack
Assert.Equal(0u, grid.GetItem(0)!.ItemId); // slot 0 empty before the add
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(102, grid.GetNumUIItems()); // still 102; the item fills slot 0
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 Contents_grid_pads_empty_slots_to_main_pack_capacity()
{
// The grid shows the full main-pack capacity (default 102) — occupied + empty — so the
// pack reads like retail's fixed 102-slot grid you scroll, not just the loose items.
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Player, ItemsCapacity = 102 });
SeedContained(objects, 0xA, Player, slot: 0, burden: 5); // one loose item
Bind(layout, objects);
Assert.Equal(102, grid.GetNumUIItems()); // 1 item + 101 empty frames = 102
Assert.Equal(0xAu, grid.GetItem(0)!.ItemId);
Assert.Equal(0u, grid.GetItem(50)!.ItemId); // a padded empty slot
}
[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 "";
}
}