acdream/tests/AcDream.App.Tests/Input/GameplayInputCommandControllerTests.cs
Erik 4eae9b4f5a refactor(input): own gameplay action routing
Move the sole semantic action-priority graph, combat and diagnostic commands, and retained-root item-drop lifetime behind focused typed owners. Preserve retail toggle behavior, explicit auto-wield cancellation, shutdown quiescence, and symmetric callback cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 12:43:05 +02:00

180 lines
5.7 KiB
C#

using AcDream.App.Combat;
using AcDream.App.Diagnostics;
using AcDream.App.Input;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.Tests.Input;
public sealed class GameplayInputCommandControllerTests
{
[Theory]
[InlineData(InputAction.ToggleInventoryPanel, "inventory")]
[InlineData(InputAction.AcdreamToggleDebugPanel, "debug")]
[InlineData(InputAction.AcdreamToggleFlyMode, "fly-or-chase")]
[InlineData(InputAction.AcdreamTogglePlayerMode, "player-mode")]
[InlineData(InputAction.ToggleChatEntry, "chat")]
[InlineData(InputAction.ToggleOptionsPanel, "settings")]
[InlineData(InputAction.CombatToggleCombat, "combat")]
public void RecognizedCommand_RoutesToTypedOwner(
InputAction action,
string expected)
{
var harness = new Harness();
bool handled = harness.Controller.Handle(action);
Assert.True(handled);
Assert.Equal([expected], harness.Calls);
}
[Fact]
public void DiagnosticCommand_PrecedesRemainingCommandSwitch()
{
var harness = new Harness();
harness.Diagnostics.HandledAction = InputAction.AcdreamToggleDebugPanel;
bool handled = harness.Controller.Handle(
InputAction.AcdreamToggleDebugPanel);
Assert.True(handled);
Assert.Equal(["diagnostic"], harness.Calls);
}
[Fact]
public void UnknownCommand_IsNotClaimed()
{
var harness = new Harness();
bool handled = harness.Controller.Handle(InputAction.MovementForward);
Assert.False(handled);
Assert.Empty(harness.Calls);
}
[Theory]
[InlineData(true, true, true, "cancel-target")]
[InlineData(false, true, true, "exit-fly")]
[InlineData(false, false, true, "exit-player")]
[InlineData(false, false, false, "close")]
public void Escape_PreservesTargetFlyPlayerWindowPriority(
bool targetMode,
bool flyMode,
bool playerMode,
string expected)
{
var harness = new Harness
{
TargetMode = { IsActive = targetMode },
Camera = { IsFly = flyMode },
Player = { IsPlayer = playerMode },
};
bool handled = harness.Controller.Handle(InputAction.EscapeKey);
Assert.True(handled);
Assert.Equal([expected], harness.Calls);
}
private sealed class Harness
{
public Harness()
{
Retained = new FakeRetained(Calls);
DevTools = new FakeDevTools(Calls);
Diagnostics = new FakeDiagnostics(Calls);
Player = new FakePlayerMode(Calls);
TargetMode = new FakeTargetMode(Calls);
Camera = new FakeCamera(Calls);
Combat = new FakeCombat(Calls);
Window = new FakeWindow(Calls);
Controller = new GameplayInputCommandController(
Retained,
DevTools,
Diagnostics,
Player,
TargetMode,
Camera,
Combat,
Window);
}
public List<string> Calls { get; } = [];
public FakeRetained Retained { get; }
public FakeDevTools DevTools { get; }
public FakeDiagnostics Diagnostics { get; }
public FakePlayerMode Player { get; }
public FakeTargetMode TargetMode { get; }
public FakeCamera Camera { get; }
public FakeCombat Combat { get; }
public FakeWindow Window { get; }
public GameplayInputCommandController Controller { get; }
}
private sealed class FakeRetained(List<string> calls)
: IRetainedGameplayWindowCommands
{
public void ToggleInventory() => calls.Add("inventory");
}
private sealed class FakeDevTools(List<string> calls)
: IDevToolsGameplayCommands
{
public void ToggleDebugPanel() => calls.Add("debug");
public void FocusChatInput() => calls.Add("chat");
public void ToggleSettingsPanel() => calls.Add("settings");
}
private sealed class FakeDiagnostics(List<string> calls)
: IRuntimeDiagnosticCommands
{
public InputAction? HandledAction { get; set; }
public bool Handle(InputAction action)
{
if (action != HandledAction)
return false;
calls.Add("diagnostic");
return true;
}
public void CycleTimeOfDay() => calls.Add("time");
public void CycleWeather() => calls.Add("weather");
public void ToggleCollisionWireframes() => calls.Add("collision");
}
private sealed class FakePlayerMode(List<string> calls)
: IPlayerModeGameplayCommands
{
public bool IsPlayer { get; set; }
public bool IsPlayerMode => IsPlayer;
public void ToggleFlyOrChase() => calls.Add("fly-or-chase");
public void TogglePlayerMode() => calls.Add("player-mode");
public void ExitPlayerMode() => calls.Add("exit-player");
}
private sealed class FakeTargetMode(List<string> calls)
: IItemTargetModeCommands
{
public bool IsActive { get; set; }
public bool IsAnyTargetModeActive => IsActive;
public void CancelTargetMode() => calls.Add("cancel-target");
}
private sealed class FakeCamera(List<string> calls)
: IGameplayCameraModeCommands
{
public bool IsFly { get; set; }
public bool IsFlyMode => IsFly;
public void ExitFlyMode() => calls.Add("exit-fly");
}
private sealed class FakeCombat(List<string> calls) : ILiveCombatModeCommand
{
public void Toggle() => calls.Add("combat");
}
private sealed class FakeWindow(List<string> calls) : IGameplayWindowCommands
{
public void Close() => calls.Add("close");
}
}