acdream/tests/AcDream.Core.Net.Tests/WorldSessionCombatTests.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

158 lines
4.4 KiB
C#

using System.Net;
using AcDream.Core.Combat;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
namespace AcDream.Core.Net.Tests;
public sealed class WorldSessionCombatTests
{
private static WorldSession NewSession()
{
var ep = new IPEndPoint(IPAddress.Loopback, 65000);
return new WorldSession(ep);
}
[Fact]
public void SendChangeCombatMode_UsesSequenceAndRetailModeValue()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendChangeCombatMode(CombatMode.Magic);
Assert.NotNull(captured);
Assert.Equal(CharacterActions.BuildChangeCombatMode(
1,
CharacterActions.CombatMode.Magic), captured);
}
[Fact]
public void SendRaiseAttribute_UsesRetailBuilder()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendRaiseAttribute(5u, 110u);
Assert.NotNull(captured);
Assert.Equal(CharacterActions.BuildRaiseAttribute(1, 5u, 110u), captured);
}
[Fact]
public void SendRaiseVital_UsesRetailBuilder()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendRaiseVital(1u, 90u);
Assert.NotNull(captured);
Assert.Equal(CharacterActions.BuildRaiseVital(1, 1u, 90u), captured);
}
[Fact]
public void SendRaiseSkill_UsesRetailBuilder()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendRaiseSkill(34u, 111_000_000u);
Assert.NotNull(captured);
Assert.Equal(CharacterActions.BuildRaiseSkill(1, 34u, 111_000_000u), captured);
}
[Fact]
public void SendTrainSkill_UsesRetailBuilder()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendTrainSkill(21u, 6u);
Assert.NotNull(captured);
Assert.Equal(CharacterActions.BuildTrainSkill(1, 21u, 6u), captured);
}
[Fact]
public void SendMeleeAttack_UsesRetailMeleeBuilder()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendMeleeAttack(0x50000002u, AttackHeight.High, 0.75f);
Assert.NotNull(captured);
Assert.Equal(AttackTargetRequest.BuildMelee(
1,
0x50000002u,
(uint)AttackHeight.High,
0.75f), captured);
}
[Fact]
public void SendMissileAttack_UsesRetailMissileBuilder()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendMissileAttack(0x50000003u, AttackHeight.Low, 0.5f);
Assert.NotNull(captured);
Assert.Equal(AttackTargetRequest.BuildMissile(
1,
0x50000003u,
(uint)AttackHeight.Low,
0.5f), captured);
}
[Fact]
public void SendCancelAttack_UsesRetailCancelBuilder()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendCancelAttack();
Assert.NotNull(captured);
Assert.Equal(AttackTargetRequest.BuildCancel(1), captured);
}
[Fact]
public void SendQueryHealth_UsesRetailQueryHealthBuilder()
{
// Retail anchor: CM_Combat::Event_QueryHealth / gmToolbarUI::HandleSelectionChanged:198635
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendQueryHealth(0x50000007u);
Assert.NotNull(captured);
Assert.Equal(SocialActions.BuildQueryHealth(1, 0x50000007u), captured);
}
[Fact]
public void SendUseWithTarget_UsesRetailBuilder()
{
using var session = NewSession();
byte[]? captured = null;
session.GameActionCapture = body => captured = body;
session.SendUseWithTarget(0x50000A01u, 0x50000001u);
Assert.NotNull(captured);
Assert.Equal(
InteractRequests.BuildUseWithTarget(1, 0x50000A01u, 0x50000001u),
captured);
}
}