acdream/tests/AcDream.App.Tests/UI/Layout/CombatUiControllerTests.cs
Erik 2215c76c7e feat(combat): port retail basic combat bar
Mount authored gmCombatUI, share one press/hold/release request state machine across DAT buttons and keybindings, and recover the exact 1.0s/0.8s power timing from matching retail x86. The same timer fixes jump charge, while ready-stance, response queueing, auto-repeat, layout binding, migration, and conformance coverage keep behavior architectural rather than panel-local.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 14:03:28 +02:00

106 lines
3.8 KiB
C#

using AcDream.App.Combat;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Combat;
namespace AcDream.App.Tests.UI.Layout;
public sealed class CombatUiControllerTests
{
private static (uint, int, int) NoTex(uint _) => (0u, 0, 0);
[Fact]
public void CombatMode_ShowsOnlyTargetedModes_AndSelectsMediumByDefault()
{
double now = 0d;
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => now, []);
var (layout, _, _, power, high, medium, low) = BuildLayout();
var visibility = new List<bool>();
using var controller = CombatUiController.Bind(
layout, combat, attacks, visibility.Add)!;
controller.SyncVisibility();
combat.SetCombatMode(CombatMode.Melee);
combat.SetCombatMode(CombatMode.Magic);
Assert.Equal([false, true, false], visibility);
Assert.False(high.Selected);
Assert.True(medium.Selected);
Assert.False(low.Selected);
Assert.Equal(CombatAttackController.InitialDesiredPower, power.ScalarPosition);
}
[Fact]
public void AuthoredHeightButton_PressChargesAndReleaseSendsThroughSharedController()
{
double now = 4d;
var sent = new List<(AttackHeight Height, float Power)>();
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => now, sent);
var (layout, basic, advanced, power, high, _, _) = BuildLayout();
using var controller = CombatUiController.Bind(
layout, combat, attacks, _ => { })!;
combat.SetCombatMode(CombatMode.Melee);
high.OnEvent(new UiEvent(0, high, UiEventType.MouseDown, Data1: 2, Data2: 2));
now = 4.5d;
Assert.Equal(0.5f, power.ScalarFill()!.Value, 3);
high.OnEvent(new UiEvent(0, high, UiEventType.MouseUp, Data1: 2, Data2: 2));
var attack = Assert.Single(sent);
Assert.Equal(AttackHeight.High, attack.Height);
Assert.Equal(0.5f, attack.Power, 3);
Assert.True(basic.Visible);
Assert.False(advanced.Visible);
}
private static CombatAttackController CreateAttacks(
CombatState combat,
Func<double> now,
List<(AttackHeight Height, float Power)> sent)
=> new(
combat,
() => true,
(height, power) =>
{
sent.Add((height, power));
return true;
},
autoRepeatAttack: () => false,
now: now);
private static (
ImportedLayout Layout,
UiElement Basic,
UiElement Advanced,
UiScrollbar Power,
UiButton High,
UiButton Medium,
UiButton Low) BuildLayout()
{
var root = new UiPanel { Width = 610, Height = 90 };
var basic = new UiPanel();
var advanced = new UiPanel();
var power = new UiScrollbar { Width = 507, Height = 14, Horizontal = true };
UiButton Button(uint id) => new(
new ElementInfo { Id = id, Type = 1, Width = 72, Height = 19 }, NoTex)
{
Width = 72,
Height = 19,
};
var high = Button(CombatUiController.HighButtonId);
var medium = Button(CombatUiController.MediumButtonId);
var low = Button(CombatUiController.LowButtonId);
var byId = new Dictionary<uint, UiElement>
{
[CombatUiController.BasicPanelId] = basic,
[CombatUiController.AdvancedPanelId] = advanced,
[CombatUiController.PowerControlId] = power,
[CombatUiController.HighButtonId] = high,
[CombatUiController.MediumButtonId] = medium,
[CombatUiController.LowButtonId] = low,
};
return (new ImportedLayout(root, byId), basic, advanced, power, high, medium, low);
}
}