Code-quality review on Task 5: - I1: Concerns was unscoped (CurrentlyEquippedLocation != None) → an NPC's wielded item (which also carries that wire field) triggered spurious full repaints. Narrowed to (WielderId==p || ContainerId==p), matching InventoryController; OnObjectMoved's from/to-player backstop still catches unwield-into-a-side-bag. Populate's own scope already prevented wrong data; this kills the wasted repaints. - I2: replaced the dual-`index++` (assign-vs-skip) with a for-i loop; SlotIndex = SlotMap position (= the drag payload's SourceSlot on unwield). - M1/M2: comment that the cell's SpriteResolve + the discrete-slot accept/ reject ring (0x060011F9/F8, not the grid insert-arrow) are factory-provided. - Added two behavioral tests: a live player wield repaints the slot (ObjectMoved → Concerns → Populate); an NPC's wielded item never appears on the doll (player-scoping). - Synced the stale spec §4b/§6c/§8 to the Task-3 Option-1 reality (the optimistic wield is ContainerId-based and does NOT write WielderId). App suite 580 passed / 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
147 lines
6.7 KiB
C#
147 lines
6.7 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 PaperdollControllerTests
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{
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private const uint Player = 0x50000001u;
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private const uint Pack = 0x40000005u;
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private const uint HeadSlot = 0x100005ABu; // HeadWear 0x1
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private const uint ShieldSlot = 0x100001E1u; // Shield 0x200000
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private const uint WeaponSlot = 0x100001DFu; // composite 0x3500000
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private const uint FingerLSlot= 0x100001DCu; // FingerWearLeft 0x40000
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private sealed class RootElement : UiElement { }
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private static (ImportedLayout layout, Dictionary<uint, UiItemList> lists) BuildLayout()
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{
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var ids = new[] { HeadSlot, ShieldSlot, WeaponSlot, FingerLSlot };
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var lists = new Dictionary<uint, UiItemList>();
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var byId = new Dictionary<uint, UiElement>();
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var root = new RootElement { Width = 224, Height = 214 };
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foreach (var id in ids)
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{
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var list = new UiItemList { Width = 32, Height = 32 };
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lists[id] = list; byId[id] = list; root.AddChild(list);
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}
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return (new ImportedLayout(root, byId), lists);
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}
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private static PaperdollController Bind(ImportedLayout layout, ClientObjectTable objects,
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List<(uint item, uint mask)>? wields = null)
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=> PaperdollController.Bind(layout, objects, () => Player,
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iconIds: (_, _, _, _, _) => 0x1234u,
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sendWield: wields is null ? null : (i, m) => wields.Add((i, m)));
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private static void SeedEquipped(ClientObjectTable t, uint guid, EquipMask loc)
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{
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t.AddOrUpdate(new ClientObject { ObjectId = guid, WielderId = Player });
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t.MoveItem(guid, Player, newSlot: -1, newEquipLocation: loc);
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}
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private static void SeedPackItem(ClientObjectTable t, uint guid, EquipMask validLocations)
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{
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t.AddOrUpdate(new ClientObject { ObjectId = guid, ValidLocations = validLocations });
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t.MoveItem(guid, Pack, newSlot: 0);
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}
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[Fact]
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public void Populate_shows_equipped_item_in_its_slot()
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{
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var (layout, lists) = BuildLayout();
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var objects = new ClientObjectTable();
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SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
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Bind(layout, objects);
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Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId); // helm in the head slot
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Assert.Equal(0u, lists[ShieldSlot].Cell.ItemId); // shield slot empty
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}
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[Fact]
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public void Populate_matches_a_weapon_into_the_composite_slot()
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{
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var (layout, lists) = BuildLayout();
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var objects = new ClientObjectTable();
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SeedEquipped(objects, 0xB01u, EquipMask.MeleeWeapon); // a sword's actual equip loc
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Bind(layout, objects);
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Assert.Equal(0xB01u, lists[WeaponSlot].Cell.ItemId); // matched via (loc & composite) != 0
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}
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[Fact]
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public void OnDragOver_accepts_only_valid_locations()
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{
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var (layout, lists) = BuildLayout();
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var objects = new ClientObjectTable();
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SeedPackItem(objects, 0xC01u, EquipMask.HeadWear); // a helm in the pack
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var ctrl = Bind(layout, objects);
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var payload = new ItemDragPayload(0xC01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
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Assert.True(ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload)); // helm → head OK
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Assert.False(ctrl.OnDragOver(lists[ShieldSlot], lists[ShieldSlot].Cell, payload)); // helm → shield NO
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}
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[Fact]
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public void HandleDropRelease_wields_optimistically_and_sends_wire()
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{
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var (layout, lists) = BuildLayout();
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var objects = new ClientObjectTable();
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SeedPackItem(objects, 0xD01u, EquipMask.HeadWear);
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var wields = new List<(uint item, uint mask)>();
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var ctrl = Bind(layout, objects, wields);
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var payload = new ItemDragPayload(0xD01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
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ctrl.HandleDropRelease(lists[HeadSlot], lists[HeadSlot].Cell, payload);
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Assert.Equal(EquipMask.HeadWear, objects.Get(0xD01u)!.CurrentlyEquippedLocation); // equipped instantly
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Assert.Equal(Player, objects.Get(0xD01u)!.ContainerId); // contained-by-wielder (the optimistic wield is ContainerId-based; it does NOT write WielderId)
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Assert.Single(wields);
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Assert.Equal((0xD01u, (uint)EquipMask.HeadWear), wields[0]); // GetAndWieldItem wire
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}
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[Fact]
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public void HandleDropRelease_resolves_the_finger_bit_for_a_dual_finger_ring()
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{
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var (layout, lists) = BuildLayout();
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var objects = new ClientObjectTable();
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SeedPackItem(objects, 0xE01u, EquipMask.FingerWearLeft | EquipMask.FingerWearRight);
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var wields = new List<(uint item, uint mask)>();
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var ctrl = Bind(layout, objects, wields);
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var payload = new ItemDragPayload(0xE01u, ItemDragSource.Inventory, 0, lists[FingerLSlot].Cell);
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ctrl.HandleDropRelease(lists[FingerLSlot], lists[FingerLSlot].Cell, payload);
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Assert.Equal((uint)EquipMask.FingerWearLeft, wields[0].mask); // ValidLocations & slotMask = left finger only
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}
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[Fact]
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public void Empty_equip_slot_is_transparent() // EmptySprite=0 ⇒ nothing drawn (no doll behind it in Slice 1)
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{
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var (layout, lists) = BuildLayout();
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Bind(layout, new ClientObjectTable());
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Assert.Equal(0u, lists[HeadSlot].Cell.EmptySprite);
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}
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[Fact]
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public void Live_player_wield_repaints_the_slot() // event-driven: ObjectMoved → Concerns → Populate
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{
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var (layout, lists) = BuildLayout();
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var objects = new ClientObjectTable();
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Bind(layout, objects); // slots empty at bind
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SeedPackItem(objects, 0xF01u, EquipMask.HeadWear); // a helm appears in the pack (not on the doll)
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Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
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objects.WieldItemOptimistic(0xF01u, Player, EquipMask.HeadWear); // player wields it → ObjectMoved(to=player)
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Assert.Equal(0xF01u, lists[HeadSlot].Cell.ItemId); // the head slot repainted with the helm
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}
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[Fact]
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public void Live_npc_equip_does_not_appear_on_the_doll() // player-scoped: a remote creature's wielded item never leaks
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{
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var (layout, lists) = BuildLayout();
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var objects = new ClientObjectTable();
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Bind(layout, objects);
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const uint npc = 0x60000001u;
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objects.AddOrUpdate(new ClientObject
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{
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ObjectId = 0xF02u, WielderId = npc, CurrentlyEquippedLocation = EquipMask.HeadWear,
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});
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Assert.Equal(0u, lists[HeadSlot].Cell.ItemId); // the NPC's helm is NOT on the player's doll
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}
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}
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