The implementer added a full-scan fallback in Populate() to accommodate a test that seeded items via AddOrUpdate (which deliberately does NOT touch the container index — only Ingest/MoveItem do). That was a production workaround for a faulty test, and inconsistent (it only triggered when the index was wholly empty). Root-fix: Populate reads GetContents(player) only — the index IS retail's per-container item list. The test now seeds via the faithful indexed path (AddOrUpdate + MoveItem → Reindex) through a SeedContained helper. 530 App tests green.
148 lines
6.4 KiB
C#
148 lines
6.4 KiB
C#
using System.Collections.Generic;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Core.Items;
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using Xunit;
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namespace AcDream.App.Tests.UI.Layout;
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public class InventoryControllerTests
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{
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private const uint Player = 0x50000001u;
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// UiElement is abstract — a concrete, parameterless stand-in for the root + caption hosts
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// (the real captions are Type-0 → UiDatElement; in tests we only need a host that holds children).
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private sealed class TestElement : UiElement { }
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// Element ids (spec §1).
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private const uint ContentsGrid = 0x100001C6u;
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private const uint ContainerList = 0x100001CAu;
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private const uint TopContainer = 0x100001C9u;
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private const uint BurdenMeter = 0x100001D9u;
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private const uint BurdenText = 0x100001D8u;
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private const uint BurdenCaption = 0x100001D7u;
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private const uint ContentsCaption = 0x100001C5u;
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private static (ImportedLayout layout, UiItemList grid, UiItemList containers,
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UiItemList top, UiMeter meter, UiElement burdenText,
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UiElement burdenCap, UiElement contentsCap) BuildLayout()
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{
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var grid = new UiItemList { Width = 192, Height = 96 };
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var containers = new UiItemList { Width = 36, Height = 252 };
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var top = new UiItemList { Width = 36, Height = 36 };
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var meter = new UiMeter { Width = 11, Height = 58 };
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var burdenText = new TestElement { Width = 36, Height = 15 };
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var burdenCap = new TestElement { Width = 36, Height = 15 };
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var contentsCap = new TestElement { Width = 192, Height = 15 };
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var root = new TestElement { Width = 300, Height = 362 };
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root.AddChild(grid); root.AddChild(containers); root.AddChild(top);
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root.AddChild(meter); root.AddChild(burdenText); root.AddChild(burdenCap);
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root.AddChild(contentsCap);
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var byId = new Dictionary<uint, UiElement>
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{
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[ContentsGrid] = grid, [ContainerList] = containers, [TopContainer] = top,
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[BurdenMeter] = meter, [BurdenText] = burdenText, [BurdenCaption] = burdenCap,
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[ContentsCaption] = contentsCap,
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};
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return (new ImportedLayout(root, byId), grid, containers, top, meter,
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burdenText, burdenCap, contentsCap);
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}
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private static InventoryController Bind(ImportedLayout layout, ClientObjectTable objects,
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int? strength = 100)
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=> InventoryController.Bind(layout, objects, () => Player,
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iconIds: (_, _, _, _, _) => 0u, // no real GL upload in tests
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strength: () => strength, datFont: null);
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// Place an object in a container at a slot via the faithful production path:
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// AddOrUpdate registers it, MoveItem sets ContainerId+ContainerSlot and calls Reindex
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// (the same machinery server-driven moves use), so GetContents returns it slot-ordered.
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private static void SeedContained(ClientObjectTable t, uint guid, uint container, int slot,
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int burden = 0, ItemType type = ItemType.None)
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{
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t.AddOrUpdate(new ClientObject { ObjectId = guid, Burden = burden, Type = type });
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t.MoveItem(guid, container, slot);
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}
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[Fact]
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public void Populate_fills_contents_grid_with_loose_items_only()
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{
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var (layout, grid, containers, _, _, _, _, _) = BuildLayout();
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var objects = new ClientObjectTable();
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// Seed via the indexed path: AddOrUpdate registers the object, MoveItem places it in
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// the container at a slot (the faithful "server moved item into container" flow that
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// calls Reindex). GetContents — retail's per-container list — then returns them ordered.
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SeedContained(objects, 0xA, Player, slot: 0, burden: 10); // loose
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SeedContained(objects, 0xB, Player, slot: 1, burden: 20); // loose
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SeedContained(objects, 0xC, Player, slot: 2, type: ItemType.Container); // side bag
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Bind(layout, objects);
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Assert.Equal(2, grid.GetNumUIItems()); // 2 loose
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Assert.Equal(0xAu, grid.GetItem(0)!.ItemId);
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Assert.Equal(0xBu, grid.GetItem(1)!.ItemId);
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Assert.Equal(1, containers.GetNumUIItems()); // 1 side bag
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Assert.Equal(0xCu, containers.GetItem(0)!.ItemId);
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}
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[Fact]
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public void Grid_is_six_columns_thirtytwo_px()
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{
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var (layout, grid, _, _, _, _, _, _) = BuildLayout();
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Bind(layout, new ClientObjectTable());
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Assert.Equal(6, grid.Columns);
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Assert.Equal(32f, grid.CellWidth);
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Assert.Equal(32f, grid.CellHeight);
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}
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[Fact]
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public void ObjectAdded_for_player_item_rebuilds_grid()
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{
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var (layout, grid, _, _, _, _, _, _) = BuildLayout();
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var objects = new ClientObjectTable();
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Bind(layout, objects);
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Assert.Equal(0, grid.GetNumUIItems());
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objects.Ingest(new WeenieData(0xA, "Sword", ItemType.MeleeWeapon, 1, 0, 0, 0, 0,
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null, null, null, 5, Player, null, null, null, null, null, null, null, null, null));
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Assert.Equal(1, grid.GetNumUIItems());
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Assert.Equal(0xAu, grid.GetItem(0)!.ItemId);
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}
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[Fact]
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public void Burden_meter_fill_and_percent_from_load()
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{
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var (layout, _, _, _, meter, burdenText, _, _) = BuildLayout();
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var objects = new ClientObjectTable();
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// Str 100 → capacity 15000. Carried 7500 → load 0.5 → fill 0.1667, "50%".
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objects.AddOrUpdate(new ClientObject { ObjectId = 0xA, ContainerId = Player, Burden = 7500 });
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Bind(layout, objects, strength: 100);
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Assert.Equal(0.16667f, meter.Fill() ?? -1f, 3);
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Assert.True(meter.Vertical);
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// The % text caption child reads "50%".
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Assert.Contains("50%", CaptionText(burdenText));
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}
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[Fact]
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public void Captions_render_known_strings()
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{
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var (layout, _, _, _, _, _, burdenCap, contentsCap) = BuildLayout();
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Bind(layout, new ClientObjectTable());
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Assert.Contains("Burden", CaptionText(burdenCap));
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Assert.Contains("Contents of Backpack", CaptionText(contentsCap));
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}
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// Reads the text of the UiText caption child attached by the controller.
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private static string CaptionText(UiElement host)
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{
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foreach (var c in host.Children)
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if (c is UiText t)
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{
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var lines = t.LinesProvider();
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if (lines.Count > 0) return lines[0].Text;
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}
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return "";
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}
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}
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