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The user's connected gate found five issues; each fixed at the root: G4 (the discovery): retail's vendor X button calls only SetVisible(0) (pc:204147-204182) — the SESSION stays open and re-using the vendor lands on the same-session refresh; the range watcher remains the sole real close. Our port invented a full teardown on X, which is exactly why reopening died. The Runtime fixture proves the wire dispatch was never the problem; ACE has no already-open short-circuit. G3 (regression from the drag-suppression fix): denying IsDragSource also dropped press capture, so clicks fell through to window-drag. UiItemSlot.HandlesClick now claims presses for any occupied cell independent of drag eligibility — clickable and draggable are separate concerns. G5: the authored popup 0x21000043 is ONE scrollable column with a real scrollbar subtree (live-dat scan: ListBox 0x10000350 + scrollbar 0x10000351), not a 3x6 grid. UiMenu gains an authored-driven Scrollable mode (wheel, thumb drag, track paging, up/down buttons); chat's menu is untouched and its ten tests prove it. G1: retail's cost format is "%s %hsp (you have %hsp)" — the p after each %hs is a LITERAL pyreal suffix the port swallowed as part of the specifier. Restored. G2: the Buying/Selling pages' authored lists (same cell template as Items) get the empty-slot fill, presentation-only until staging. Clean-room complete solution: 11,390 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
1164 lines
50 KiB
C#
1164 lines
50 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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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 AcDream.Core.Properties;
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using AcDream.Core.Selection;
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using AcDream.Runtime.Gameplay;
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namespace AcDream.App.Tests.UI.Layout;
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/// <summary>
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/// Slice 5.4 — mirrors <see cref="ExternalContainerControllerTests"/>'s
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/// harness shape (hand-built <see cref="ImportedLayout"/> over
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/// <see cref="RetailWindowFrame.Mount"/>) for the behavioral suite, plus one
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/// real-dat-fixture smoke test (mirroring
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/// <c>AppraisalUiControllerTests</c>'s use of <see cref="FixtureLoader"/>)
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/// that catches drift between the hardcoded ids in
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/// <see cref="VendorUiController"/> and the actual LayoutDesc 0x21000012.
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/// </summary>
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public sealed class VendorUiControllerTests
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{
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private const uint VendorGuid = 0x70000010u;
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private const uint ArmorItemGuid = 0x60000101u;
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private const uint FoodItemGuid = 0x60000102u;
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private const uint StackedItemGuid = 0x60000103u;
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private sealed class TestElement : UiElement { }
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[Fact]
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public void Bind_FromRealDatFixture_ResolvesAllRequiredControls()
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{
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ImportedLayout layout = FixtureLoader.LoadVendor();
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var screen = new UiRoot { Width = 1280f, Height = 800f };
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RetailWindowHandle window = RetailWindowFrame.Mount(
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screen,
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layout.Root,
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static _ => (0u, 0, 0),
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new RetailWindowFrame.Options
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{
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WindowName = "vendor-fixture-smoke",
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Chrome = RetailWindowChrome.Imported,
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Visible = false,
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});
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var objects = new ClientObjectTable();
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using var itemInteraction = new ItemInteractionController(
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objects,
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new RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: static () => 0u,
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sendUse: null,
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sendUseWithTarget: null,
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sendWield: null,
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sendDrop: null);
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VendorUiController? controller = VendorUiController.Bind(
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layout,
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new VendorState(),
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window,
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static (_, _, _, _, _) => 0u,
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objects,
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static () => 0u,
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itemInteraction,
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new SelectionState(),
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new StackSplitQuantityState(),
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datFont: null,
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debugFont: null,
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static _ => (0u, 0, 0));
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Assert.NotNull(controller);
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}
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[Fact]
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public void Bind_FromRealDatFixture_BuyingAndSellingLists_ConfiguredForEmptySlotFill()
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{
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// G2 (vendor gate finding): the Buying/Selling pages' item strips
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// never got the empty-slot fill the Items list has, so they showed
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// the bare authored blue background instead. This proves the real
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// LayoutDesc 0x21000012 fixture's 0x100000C5 (Buying list)/0x100000CE
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// (Selling list) resolve to real UiItemList widgets and come out of
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// Bind configured identically to the Items strip (F7b) — same
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// single-row/horizontal-scroll/cell-size shape, fill enabled, a
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// non-drag-source empty-slot factory wired, and the sibling
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// scrollbar bound to the SAME list's scroll model. The lists stay
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// UNPOPULATED (no AddItem call anywhere in this path) — staging is
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// still deferred.
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ImportedLayout layout = FixtureLoader.LoadVendor();
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var screen = new UiRoot { Width = 1280f, Height = 800f };
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RetailWindowHandle window = RetailWindowFrame.Mount(
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screen,
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layout.Root,
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static _ => (0u, 0, 0),
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new RetailWindowFrame.Options
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{
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WindowName = "vendor-fixture-smoke-2",
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Chrome = RetailWindowChrome.Imported,
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Visible = false,
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});
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var objects = new ClientObjectTable();
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using var itemInteraction = new ItemInteractionController(
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objects,
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new RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: static () => 0u,
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sendUse: null,
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sendUseWithTarget: null,
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sendWield: null,
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sendDrop: null);
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VendorUiController? controller = VendorUiController.Bind(
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layout,
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new VendorState(),
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window,
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static (_, _, _, _, _) => 0u,
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objects,
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static () => 0u,
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itemInteraction,
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new SelectionState(),
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new StackSplitQuantityState(),
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datFont: null,
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debugFont: null,
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static _ => (0u, 0, 0));
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Assert.NotNull(controller);
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var buyingList = Assert.IsType<UiItemList>(layout.FindElement(VendorUiController.BuyingListId));
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var sellingList = Assert.IsType<UiItemList>(layout.FindElement(VendorUiController.SellingListId));
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var buyingScrollbar = Assert.IsType<UiScrollbar>(
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layout.FindElement(VendorUiController.BuyingScrollbarId));
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var sellingScrollbar = Assert.IsType<UiScrollbar>(
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layout.FindElement(VendorUiController.SellingScrollbarId));
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foreach (UiItemList list in new[] { buyingList, sellingList })
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{
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Assert.True(list.SingleRow);
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Assert.True(list.HorizontalScroll);
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Assert.Equal(32f, list.CellWidth);
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Assert.Equal(32f, list.CellHeight);
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Assert.True(list.FillVisibleEmptySlots);
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Assert.NotNull(list.EmptySlotFactory);
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Assert.Equal(0, list.GetNumUIItems()); // never populated
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}
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Assert.Same(buyingList.Scroll, buyingScrollbar.Model);
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Assert.True(buyingScrollbar.Horizontal);
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Assert.Same(sellingList.Scroll, sellingScrollbar.Model);
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Assert.True(sellingScrollbar.Horizontal);
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}
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private sealed class Harness
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{
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// F2/F3: a deterministic non-zero player coin total so the cost-text
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// "(you have ...)" tail is assertable.
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public const int DefaultPlayerCoinValue = 1500;
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public const uint PlayerGuid = 0x50000001u;
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public readonly VendorState State = new();
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public readonly SelectionState Selection = new();
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public readonly StackSplitQuantityState SplitQuantity = new();
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public readonly UiRoot Screen = new() { Width = 800f, Height = 600f };
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public readonly ClientObjectTable Objects = new();
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public readonly UiItemList ItemList = new();
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public readonly UiScrollbar ItemScrollbar = new();
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public readonly UiMenu TypeMenu = new();
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public readonly UiText ItemNameText = new();
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public readonly UiText ItemCostText = new();
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public readonly UiText ItemsTab = new();
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public readonly UiText BuyingTab = new();
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public readonly UiText SellingTab = new();
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public readonly UiElement ItemsPage = new TestElement();
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public readonly UiElement BuyingPage = new TestElement();
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public readonly UiElement SellingPage = new TestElement();
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public readonly UiButton CloseButton;
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public readonly UiButton BuyButton;
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public readonly UiButton AddButton;
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public readonly RetailWindowHandle Window;
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public readonly VendorUiController Controller;
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public readonly List<uint> Examines = new();
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public readonly List<(uint VendorGuid, uint ItemGuid, int Amount, uint AlternateCurrencyId)> Buys = new();
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public readonly ItemInteractionController ItemInteraction;
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public Harness()
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{
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var bundle = new PropertyBundle();
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bundle.Ints[(uint)PropertyInt.CoinValue] = DefaultPlayerCoinValue;
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Objects.UpsertProperties(PlayerGuid, bundle);
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var root = new TestElement { Width = 800f, Height = 110f };
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CloseButton = new UiButton(
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new ElementInfo { Id = VendorUiController.CloseId, Type = 1 },
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static _ => (0u, 0, 0));
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BuyButton = new UiButton(
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new ElementInfo { Id = VendorUiController.BuyButtonId, Type = 1 },
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static _ => (0u, 0, 0));
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AddButton = new UiButton(
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new ElementInfo { Id = VendorUiController.AddButtonId, Type = 1 },
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static _ => (0u, 0, 0));
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root.AddChild(CloseButton);
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root.AddChild(ItemsTab);
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root.AddChild(BuyingTab);
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root.AddChild(SellingTab);
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root.AddChild(ItemsPage);
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root.AddChild(BuyingPage);
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root.AddChild(SellingPage);
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ItemsPage.AddChild(ItemList);
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ItemsPage.AddChild(ItemScrollbar);
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ItemsPage.AddChild(TypeMenu);
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ItemsPage.AddChild(ItemNameText);
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ItemsPage.AddChild(ItemCostText);
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ItemsPage.AddChild(BuyButton);
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ItemsPage.AddChild(AddButton);
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var layout = new ImportedLayout(root, new Dictionary<uint, UiElement>
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{
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[VendorUiController.CloseId] = CloseButton,
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[VendorUiController.ItemsTabId] = ItemsTab,
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[VendorUiController.BuyingTabId] = BuyingTab,
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[VendorUiController.SellingTabId] = SellingTab,
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[VendorUiController.ItemsPageId] = ItemsPage,
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[VendorUiController.BuyingPageId] = BuyingPage,
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[VendorUiController.SellingPageId] = SellingPage,
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[VendorUiController.ItemListId] = ItemList,
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[VendorUiController.ItemScrollbarId] = ItemScrollbar,
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[VendorUiController.TypeFilterMenuId] = TypeMenu,
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[VendorUiController.ItemNameTextId] = ItemNameText,
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[VendorUiController.ItemCostTextId] = ItemCostText,
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[VendorUiController.BuyButtonId] = BuyButton,
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[VendorUiController.AddButtonId] = AddButton,
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});
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Window = RetailWindowFrame.Mount(
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Screen,
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root,
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static _ => (0u, 0, 0),
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new RetailWindowFrame.Options
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{
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WindowName = WindowNames.Vendor,
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Chrome = RetailWindowChrome.Imported,
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Visible = false,
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Draggable = false,
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Resizable = false,
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});
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ItemInteraction = new ItemInteractionController(
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Objects,
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new RuntimeInteractionTransactionState(new InventoryTransactionState(Objects)),
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new InteractionState(),
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playerGuid: static () => PlayerGuid,
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sendUse: null,
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sendUseWithTarget: null,
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sendWield: null,
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sendDrop: null,
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sendExamine: Examines.Add,
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sendBuy: (vendorGuid, itemGuid, amount, alternateCurrencyId) =>
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{
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Buys.Add((vendorGuid, itemGuid, amount, alternateCurrencyId));
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return true;
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});
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Controller = VendorUiController.Bind(
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layout,
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State,
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Window,
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// F5: sum every argument so a test can prove underlay/overlay/
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// effects were actually forwarded (iconId-only would silently
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// regress to dropping the last three).
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static (_, iconId, underlay, overlay, effects) => iconId + underlay + overlay + effects,
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Objects,
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static () => PlayerGuid,
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ItemInteraction,
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Selection,
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SplitQuantity,
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datFont: null,
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debugFont: null,
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static _ => (0u, 0, 0))!;
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Screen.WindowManager.AttachController(WindowNames.Vendor, Controller);
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}
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}
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private static VendorShopProfile Profile(
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float sellRate = 1.5f, uint altCurrency = 0u, string altName = "", uint altAmount = 0u) =>
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new(0u, 0u, 0u, false, 1.0f, sellRate, altCurrency, altAmount, altName);
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private static string GetText(UiText text)
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=> string.Concat(text.LinesProvider().Select(line => line.Text));
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[Fact]
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public void Bind_WiresTheScrollbarToTheItemListsScrollModel()
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{
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var h = new Harness();
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Assert.True(h.ItemScrollbar.Horizontal);
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Assert.Same(h.ItemList.Scroll, h.ItemScrollbar.Model);
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}
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[Fact]
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public void Opened_ShowsWindowAndPopulatesFirstPresentCategoryInTableOrder()
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{
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var h = new Harness();
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var items = new[]
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{
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// Food is table entry #5, Armor is #1 — retail's fixed table
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// order, not insertion order, decides the default selection.
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new VendorShopItem(FoodItemGuid, -1, 1u, "Bread", (uint)ItemType.Food, 100u, 5),
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new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
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};
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h.State.Apply(VendorGuid, Profile(), items);
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Assert.True(h.Window.IsVisible);
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Assert.True(h.ItemsPage.Visible);
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Assert.False(h.BuyingPage.Visible);
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Assert.False(h.SellingPage.Visible);
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Assert.Equal(1, h.ItemList.GetNumUIItems());
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Assert.Equal(ArmorItemGuid, h.ItemList.GetItem(0)!.ItemId);
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Assert.Equal("Armor", h.TypeMenu.Items.Single(i => Equals(i.Payload, h.TypeMenu.Selected)).Label);
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}
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[Fact]
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public void Closed_HidesWindowAndClearsListAndText()
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{
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var h = new Harness();
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h.State.Apply(VendorGuid, Profile(), new[]
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{
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new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
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});
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h.ItemList.GetItem(0)!.Clicked?.Invoke();
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Assert.True(h.Window.IsVisible);
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Assert.NotEqual(string.Empty, GetText(h.ItemNameText));
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h.State.Close();
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Assert.False(h.Window.IsVisible);
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Assert.Equal(0, h.ItemList.GetNumUIItems());
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Assert.Equal(string.Empty, GetText(h.ItemNameText));
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Assert.Equal(string.Empty, GetText(h.ItemCostText));
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Assert.Empty(h.TypeMenu.Items);
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}
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[Fact]
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public void Reset_HidesWindowAndClearsContent()
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{
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var h = new Harness();
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h.State.Apply(VendorGuid, Profile(), new[]
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{
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new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
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});
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h.State.Reset();
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Assert.False(h.Window.IsVisible);
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Assert.Equal(0, h.ItemList.GetNumUIItems());
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}
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[Fact]
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public void SelectingItem_NotInSplitExemptMask_ShowsWholeStackPriceAndFallbackPluralName()
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{
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// F2/F3 (Slice 5.4 review): MissileWeapon (0x100) does NOT intersect
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// the 0xDC41CB0 split-exempt mask, so retail prices/names the WHOLE
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// stack, not one unit — the review flagged the OLD test (asserting a
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// per-unit price + bare "Arrows") as wrong.
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var h = new Harness();
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h.State.Apply(VendorGuid, Profile(sellRate: 2.0f), new[]
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{
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// Value=1000 is the STACK-TOTAL wire value for a 100-unit stack;
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// per-unit = 1000/100 = 10. quantity = DescStackSize = 100 (not
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// exempt). SellPrice = ceil(2.0*10*100 - 0.1) = 2000
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// (VendorPricing.SellPrice, ShopSystem::SellPrice pc:702107).
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new VendorShopItem(
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StackedItemGuid, -1, 3u, "Arrows", (uint)ItemType.MissileWeapon, 300u, 1000,
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DescStackSize: 100),
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});
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h.ItemList.GetItem(0)!.Clicked?.Invoke();
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// F2 (Slice 6 review): the display now reads the LIVE split state
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// instead of recomputing a static seed. Production seeds this via
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// SelectedObjectController (mounted on the toolbar, subscribed to
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// SelectionState.Changed BEFORE VendorUiController — RetailUiRuntime
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// MountToolbar() runs before MountVendor()); this harness doesn't
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// mount that controller, so the test seeds SplitQuantity directly to
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// stand in for it, matching the SAME not-exempt full-stack seed
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// SelectedObjectController.ApplySelection would have computed.
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h.SplitQuantity.Reset(100u, initialValue: 100u);
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// No authored PluralName -> ACCWeenieObject::GetObjectName falls back
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// to the singular name UNCHANGED (not an invented "Arrows" + "s").
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Assert.Equal("100 Arrows", GetText(h.ItemNameText));
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Assert.Equal(
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$"cost {2000:N0}p (you have {Harness.DefaultPlayerCoinValue:N0}p)",
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GetText(h.ItemCostText));
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}
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[Fact]
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public void SelectingItem_InSplitExemptMask_ShowsPerUnitPriceAndSingularName()
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{
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// F2/F3: Food (0x20) DOES intersect the split-exempt mask, so
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// quantity is forced to 1 even though the item has a larger
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// authored stack — the mask-member case the review asked for.
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var h = new Harness();
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h.State.Apply(VendorGuid, Profile(sellRate: 2.0f), new[]
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{
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// perUnit = 500/50 = 10. quantity forced to 1 (Food is masked).
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// SellPrice = ceil(2.0*10*1 - 0.1) = 20.
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new VendorShopItem(
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FoodItemGuid, -1, 1u, "Bread", (uint)ItemType.Food, 100u, 500,
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DescStackSize: 50),
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});
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h.ItemList.GetItem(0)!.Clicked?.Invoke();
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// F2: exempt seed is 1 regardless of the 50-unit authored stack —
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// see the split-exempt comment on the sibling test above for why
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// this harness seeds SplitQuantity explicitly.
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h.SplitQuantity.Reset(50u, initialValue: 1u);
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Assert.Equal("Bread", GetText(h.ItemNameText));
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Assert.Equal(
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$"costs {20:N0}p (you have {Harness.DefaultPlayerCoinValue:N0}p)",
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GetText(h.ItemCostText));
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}
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[Fact]
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public void SelectingItem_WithAuthoredPluralName_UsesItInsteadOfSingular()
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{
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var h = new Harness();
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h.State.Apply(VendorGuid, Profile(), new[]
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{
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new VendorShopItem(
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StackedItemGuid, -1, 3u, "Iron Key", (uint)ItemType.Key, 50u, 100,
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DescStackSize: 10, PluralName: "Iron Keys"),
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});
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h.ItemList.GetItem(0)!.Clicked?.Invoke();
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// F2: Key is not split-exempt -> full authored stack (10).
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h.SplitQuantity.Reset(10u, initialValue: 10u);
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Assert.Equal("10 Iron Keys", GetText(h.ItemNameText));
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}
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[Fact]
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public void SliderChange_AfterSelection_UpdatesNameAndPriceToLiveQuantity_MatchingWhatBuyWouldCharge()
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{
|
|
// F2 (Slice 6 review): retail re-runs UpdateItemsUI on every slider
|
|
// change (gmVendorUI::RecvNotice_StackSliderChanged,
|
|
// pc:203262-203278) -- the OLD implementation froze the display's
|
|
// quantity at a static per-selection seed while BuySelectedItem
|
|
// separately read the LIVE split, so a slider drag after selecting
|
|
// never updated the sentence/price and could show a DIFFERENT price
|
|
// than what Buy would actually charge. Both now go through the SAME
|
|
// ResolveBuyQuantity, proven here by asserting the displayed price
|
|
// equals the amount the subsequent Buy press actually sends.
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(sellRate: 2.0f), new[]
|
|
{
|
|
// perUnit = 1000/100 = 10 (MissileWeapon, not split-exempt).
|
|
new VendorShopItem(
|
|
StackedItemGuid, -1, 3u, "Arrows", (uint)ItemType.MissileWeapon, 300u, 1000,
|
|
DescStackSize: 100),
|
|
});
|
|
// F6 auto-selects the sole item; the harness's un-mounted-toolbar
|
|
// split state starts at its class default (Value=1/Maximum=1) —
|
|
// singular display, matching a fresh, not-yet-slider-touched
|
|
// selection.
|
|
Assert.Equal("Arrows", GetText(h.ItemNameText));
|
|
Assert.Equal(
|
|
$"costs {20:N0}p (you have {Harness.DefaultPlayerCoinValue:N0}p)",
|
|
GetText(h.ItemCostText));
|
|
|
|
// Player drags the slider to 40 AFTER selecting -- no re-click, no
|
|
// re-selection, purely a StackSplitQuantityState.Changed event.
|
|
h.SplitQuantity.Reset(100u, initialValue: 40u);
|
|
|
|
// SellPrice = ceil(2.0*10*40 - 0.1) = 800.
|
|
Assert.Equal("40 Arrows", GetText(h.ItemNameText));
|
|
Assert.Equal(
|
|
$"cost {800:N0}p (you have {Harness.DefaultPlayerCoinValue:N0}p)",
|
|
GetText(h.ItemCostText));
|
|
|
|
h.BuyButton.OnClick!.Invoke();
|
|
|
|
Assert.Equal(40, h.Buys.Single().Amount);
|
|
}
|
|
|
|
[Fact]
|
|
public void SelectingItem_WithAlternateCurrency_ShowsFullRetailCostSentence()
|
|
{
|
|
// F2/F3: the OLD implementation just appended the currency name after
|
|
// a bare number ("50 Trade Notes"). Retail's actual alt-currency
|
|
// sentence is a full two-clause sentence with a "you have" tail
|
|
// (acclient_2013_pseudo_c.txt:991314), using RAW (non-comma-grouped)
|
|
// integers — unlike the primary-currency branch.
|
|
var h = new Harness();
|
|
h.State.Apply(
|
|
VendorGuid,
|
|
Profile(sellRate: 1.0f, altCurrency: 0x12345678u, altName: "Trade Notes", altAmount: 12345u),
|
|
new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 50),
|
|
});
|
|
|
|
h.ItemList.GetItem(0)!.Clicked?.Invoke();
|
|
|
|
// Armor (not in the split-exempt mask) with DescStackSize null ->
|
|
// PerUnitValue returns Value unchanged (50); quantity = 1 (no
|
|
// authored stack) -> SellPrice(50, Armor, 1.0, 1) = ceil(50-0.1) = 50.
|
|
Assert.Equal(
|
|
"This item costs 50 Trade Notes. You have 12345 Trade Notes.",
|
|
GetText(h.ItemCostText));
|
|
}
|
|
|
|
[Fact]
|
|
public void NoSelection_DisablesBuyButton_SelectionEnablesIt()
|
|
{
|
|
var h = new Harness();
|
|
Assert.False(h.BuyButton.Enabled);
|
|
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
|
|
// F4 auto-selects the sole item on open, so Buy is already enabled
|
|
// — SetState(1), pc:202784-202789.
|
|
Assert.True(h.BuyButton.Enabled);
|
|
|
|
// Closing clears the selection -> SetState(0xd), pc:202572-202577.
|
|
h.State.Close();
|
|
Assert.False(h.BuyButton.Enabled);
|
|
}
|
|
|
|
[Fact]
|
|
public void AddButton_IsPermanentlyDisabled_RegardlessOfSelection()
|
|
{
|
|
// F8 (Slice 6 review): "Add to List" has no wired OnClick at all
|
|
// (staging into the "Buying" tab is deferred, contract decision 6)
|
|
// — an enabled button that silently does nothing on click is a
|
|
// dead-affordance bug, worse than a disabled one. It must never
|
|
// enable, with or without a selection.
|
|
var h = new Harness();
|
|
Assert.False(h.AddButton.Enabled);
|
|
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
|
|
// F4/F6 auto-selects the sole item on open -- Add stays disabled.
|
|
Assert.False(h.AddButton.Enabled);
|
|
|
|
h.State.Close();
|
|
Assert.False(h.AddButton.Enabled);
|
|
}
|
|
|
|
[Fact]
|
|
public void ShopItem_WithIconUnderlayOverlayEffects_ForwardsThemToResolveIcon()
|
|
{
|
|
// F5: PublicWeenieDescBody already carries these three; the review
|
|
// flagged VendorUiController hardcoding 0u/0u/0u instead of
|
|
// forwarding item.IconUnderlayId/IconOverlayId/Effects.
|
|
var h = new Harness();
|
|
var item = new VendorShopItem(
|
|
ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, IconId: 200u, Value: 500,
|
|
IconUnderlayId: 10u, IconOverlayId: 100u, Effects: 1000u);
|
|
h.State.Apply(VendorGuid, Profile(), new[] { item });
|
|
|
|
// Harness's resolveIcon sums every argument (see its comment) — this
|
|
// regresses to 200u alone if the three are dropped again.
|
|
Assert.Equal(200u + 10u + 100u + 1000u, h.ItemList.GetItem(0)!.IconTexture);
|
|
}
|
|
|
|
[Fact]
|
|
public void SelectingDifferentCategory_FiltersItemListToThatCategoryOnly()
|
|
{
|
|
var h = new Harness();
|
|
var armor = new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500);
|
|
var food = new VendorShopItem(FoodItemGuid, -1, 1u, "Bread", (uint)ItemType.Food, 100u, 5);
|
|
h.State.Apply(VendorGuid, Profile(), new[] { armor, food });
|
|
Assert.Equal(ArmorItemGuid, h.ItemList.GetItem(0)!.ItemId); // default: Armor (table order)
|
|
|
|
object? foodPayload = h.TypeMenu.Items.First(i => i.Label == "Food").Payload;
|
|
h.TypeMenu.OnSelect!.Invoke(foodPayload);
|
|
|
|
Assert.Equal(1, h.ItemList.GetNumUIItems());
|
|
Assert.Equal(FoodItemGuid, h.ItemList.GetItem(0)!.ItemId);
|
|
}
|
|
|
|
[Fact]
|
|
public void SelectingDifferentCategory_AutoSelectsFirstFilteredItem()
|
|
{
|
|
// F4: VendorItemsUI::UpdateItemsList's tail (pc:201180-201190) —
|
|
// after a category switch the first item that passed the filter
|
|
// becomes the display selection, not a cleared blank.
|
|
var h = new Harness();
|
|
var armor = new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500);
|
|
var food = new VendorShopItem(FoodItemGuid, -1, 1u, "Bread", (uint)ItemType.Food, 100u, 5);
|
|
h.State.Apply(VendorGuid, Profile(), new[] { armor, food });
|
|
|
|
object? foodPayload = h.TypeMenu.Items.First(i => i.Label == "Food").Payload;
|
|
h.TypeMenu.OnSelect!.Invoke(foodPayload);
|
|
|
|
Assert.Equal(FoodItemGuid, h.ItemList.GetItem(0)!.ItemId);
|
|
Assert.True(h.ItemList.GetItem(0)!.Selected);
|
|
Assert.NotEqual(string.Empty, GetText(h.ItemNameText));
|
|
Assert.NotEqual(string.Empty, GetText(h.ItemCostText));
|
|
Assert.True(h.BuyButton.Enabled);
|
|
}
|
|
|
|
[Fact]
|
|
public void SelectingDifferentCategory_ResetsListScrollToStart()
|
|
{
|
|
// F7a: VendorItemsUI::UpdateItemsList's tail (pc:201186-201190) —
|
|
// ScrollToShow(m_shopList, 0) fires unconditionally on every rebuild.
|
|
var h = new Harness();
|
|
var armor = new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500);
|
|
var food = new VendorShopItem(FoodItemGuid, -1, 1u, "Bread", (uint)ItemType.Food, 100u, 5);
|
|
h.State.Apply(VendorGuid, Profile(), new[] { armor, food });
|
|
|
|
object? foodPayload = h.TypeMenu.Items.First(i => i.Label == "Food").Payload;
|
|
h.TypeMenu.OnSelect!.Invoke(foodPayload);
|
|
|
|
Assert.Equal(0, h.ItemList.Scroll.ScrollY);
|
|
}
|
|
|
|
[Fact]
|
|
public void ItemList_FillsVisibleEmptySlots()
|
|
{
|
|
// F7b: mirrors ExternalContainerController.ConfigureList's empty-slot
|
|
// fill so the authored 22-slot strip doesn't show blank space.
|
|
var h = new Harness();
|
|
|
|
Assert.True(h.ItemList.FillVisibleEmptySlots);
|
|
Assert.NotNull(h.ItemList.EmptySlotFactory);
|
|
}
|
|
|
|
[Fact]
|
|
public void ShopRow_NeverMintsADragPayload()
|
|
{
|
|
// F3 (Slice 6 review): with shop items materialized into
|
|
// ClientObjectTable (Slice 6.1), a draggable vendor cell would pass
|
|
// every destination handler's existence guard -- a pack drop would
|
|
// send a real PutItemInContainer for vendor stock, the shortcut bar
|
|
// would persist a dangling guid, and PlaceIn3D would fire. Retail
|
|
// excludes vendor/salvage lists from ItemList_BeginDrag entirely; a
|
|
// populated shop row must never become a drag source at all.
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
|
|
UiItemSlot cell = h.ItemList.GetItem(0)!;
|
|
|
|
Assert.NotEqual(0u, cell.ItemId); // occupied -- would otherwise be a drag source by default
|
|
Assert.False(cell.IsDragSource);
|
|
Assert.Null(cell.GetDragPayload());
|
|
// G3 (vendor gate finding): a row must still CAPTURE its own press
|
|
// even though it never mints a drag payload -- see
|
|
// UiItemSlot.HandlesClick and the real-event-path test below.
|
|
Assert.True(cell.HandlesClick);
|
|
}
|
|
|
|
[Fact]
|
|
public void ShopRow_ClickEvent_SelectsItem_DespiteNotBeingADragSource()
|
|
{
|
|
// G3 (vendor gate finding): the F3 drag-suppression fix
|
|
// (AllowDragSource=false) left occupied vendor rows with
|
|
// IsDragSource==false -- before the G3 fix that meant UiRoot's
|
|
// mousedown dispatch found no reason to claim the press at all, so
|
|
// it fell through to the window-move fallback (hover showed the
|
|
// move-window cursor; a press dragged the whole panel instead of
|
|
// selecting a row). This drives the REAL UiItemSlot.OnEvent state
|
|
// machine (MouseDown then Click), the same sequence UiRoot's
|
|
// dispatch produces, rather than invoking the wired Clicked
|
|
// delegate directly -- proving the row still completes a press then
|
|
// click and drives selection.
|
|
const uint SecondArmorGuid = 0x60000110u;
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
new VendorShopItem(SecondArmorGuid, -1, 4u, "Buckler", (uint)ItemType.Armor, 900u, 40),
|
|
});
|
|
Assert.Equal(ArmorItemGuid, h.Selection.SelectedObjectId); // auto-selected first
|
|
|
|
UiItemSlot secondCell = h.ItemList.GetItem(1)!;
|
|
Assert.Equal(SecondArmorGuid, secondCell.ItemId);
|
|
Assert.False(secondCell.IsDragSource); // never a drag source (F3)
|
|
Assert.True(secondCell.HandlesClick); // but still claims its own press (G3)
|
|
|
|
secondCell.OnEvent(new UiEvent(0u, secondCell, UiEventType.MouseDown));
|
|
secondCell.OnEvent(new UiEvent(0u, secondCell, UiEventType.Click));
|
|
|
|
Assert.Equal(SecondArmorGuid, h.Selection.SelectedObjectId);
|
|
Assert.True(secondCell.Selected);
|
|
}
|
|
|
|
[Fact]
|
|
public void Opened_WithDifferentVendor_ResetsToFirstPresentCategory_NotThePreviousVendors()
|
|
{
|
|
// F6: gmVendorUI::OpenVendor flushes sub-UIs when sameVendor==0
|
|
// (pc:203664-203667) — a different vendor must not inherit whatever
|
|
// category index the LAST vendor happened to have selected.
|
|
const uint OtherVendorGuid = 0x70000020u;
|
|
const uint OtherArmorGuid = 0x60000201u;
|
|
const uint OtherFoodGuid = 0x60000202u;
|
|
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
new VendorShopItem(FoodItemGuid, -1, 1u, "Bread", (uint)ItemType.Food, 100u, 5),
|
|
});
|
|
object? foodPayload = h.TypeMenu.Items.First(i => i.Label == "Food").Payload;
|
|
h.TypeMenu.OnSelect!.Invoke(foodPayload);
|
|
Assert.Equal("Food", h.TypeMenu.Items.Single(i => Equals(i.Payload, h.TypeMenu.Selected)).Label);
|
|
|
|
// A DIFFERENT vendor, which ALSO has >=2 categories (Armor then
|
|
// Food, table order) so a stale numeric index (1) would silently
|
|
// "validate" without the fix and land on Food again by coincidence
|
|
// rather than by the vendor's own contents.
|
|
h.State.Apply(OtherVendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(OtherArmorGuid, -1, 4u, "Buckler", (uint)ItemType.Armor, 900u, 40),
|
|
new VendorShopItem(OtherFoodGuid, -1, 5u, "Ale", (uint)ItemType.Food, 100u, 3),
|
|
});
|
|
|
|
Assert.Equal("Armor", h.TypeMenu.Items.Single(i => Equals(i.Payload, h.TypeMenu.Selected)).Label);
|
|
Assert.Equal(OtherArmorGuid, h.ItemList.GetItem(0)!.ItemId);
|
|
}
|
|
|
|
[Fact]
|
|
public void Refreshed_SameVendor_PreservesCategorySelection()
|
|
{
|
|
// F6 counterpart: gmVendorUI::OpenVendor's sameVendor==1 path does
|
|
// NOT flush sub-UIs, so a same-vendor refresh (Slice 6 post-buy/sell)
|
|
// must keep the player's chosen category.
|
|
var h = new Harness();
|
|
var items = new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
new VendorShopItem(FoodItemGuid, -1, 1u, "Bread", (uint)ItemType.Food, 100u, 5),
|
|
};
|
|
h.State.Apply(VendorGuid, Profile(), items);
|
|
object? foodPayload = h.TypeMenu.Items.First(i => i.Label == "Food").Payload;
|
|
h.TypeMenu.OnSelect!.Invoke(foodPayload);
|
|
|
|
// SAME vendor id re-approaches -> VendorStateTransitionKind.Refreshed.
|
|
h.State.Apply(VendorGuid, Profile(), items);
|
|
|
|
Assert.Equal("Food", h.TypeMenu.Items.Single(i => Equals(i.Payload, h.TypeMenu.Selected)).Label);
|
|
}
|
|
|
|
[Fact]
|
|
public void Refreshed_SameVendor_ReselectsFirstItemUnconditionally_NotThePreviouslySelectedSurvivor()
|
|
{
|
|
// F6 (Slice 6 review): retail's VendorItemsUI::UpdateItemsList
|
|
// selects UNCONDITIONALLY on every rebuild call site this
|
|
// controller reaches (pc:201180-201184, confirmed via
|
|
// VendorItemsUI::OpenVendor's unconditional clamp +
|
|
// SetSelectedItem(...,1) at pc:201022, which every vendor
|
|
// open/refresh runs regardless of the sameVendor flag) -- there is
|
|
// NO survival test. A same-vendor refresh that re-lists the SAME
|
|
// two items in the SAME order must reset to the FIRST one even
|
|
// though the player's prior selection (the second item) is still
|
|
// present in the new snapshot -- this is the case that would have
|
|
// diverged under the OLD "preserve if it survives" logic.
|
|
const uint SecondArmorGuid = 0x60000110u;
|
|
var h = new Harness();
|
|
var items = new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
new VendorShopItem(SecondArmorGuid, -1, 4u, "Buckler", (uint)ItemType.Armor, 900u, 40),
|
|
};
|
|
h.State.Apply(VendorGuid, Profile(), items);
|
|
Assert.Equal(ArmorItemGuid, h.ItemList.GetItem(0)!.ItemId); // auto-selected first
|
|
|
|
// Player explicitly picks the SECOND item.
|
|
h.ItemList.GetItem(1)!.Clicked?.Invoke();
|
|
Assert.True(h.ItemList.GetItem(1)!.Selected);
|
|
|
|
// SAME vendor, SAME two items, SAME order -> Refreshed transition.
|
|
h.State.Apply(VendorGuid, Profile(), items);
|
|
|
|
// Retail resets to the FIRST item, not the still-present second one.
|
|
Assert.True(h.ItemList.GetItem(0)!.Selected);
|
|
Assert.False(h.ItemList.GetItem(1)!.Selected);
|
|
Assert.Equal("Chainmail", GetText(h.ItemNameText));
|
|
}
|
|
|
|
[Fact]
|
|
public void CategoryMenu_OpensAndSelectsThroughRealHitPath_UsingAuthoredPopupGeometry()
|
|
{
|
|
// F1: the popup never rendered because SpriteResolve/fonts/sprites
|
|
// were never wired, and the geometry was chat's own authored values
|
|
// instead of the vendor dropdown's. This drives the SAME UiEvent
|
|
// hit-test path UiMenuTests uses (not a direct OnSelect call), and
|
|
// reads the geometry back off the live widget instead of hardcoding
|
|
// pixel offsets tied to a specific constant set.
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
new VendorShopItem(FoodItemGuid, -1, 1u, "Bread", (uint)ItemType.Food, 100u, 5),
|
|
});
|
|
|
|
// Wiring: without these UiMenu.OnDrawOverlay early-returns (nothing
|
|
// renders) and the button face never draws either.
|
|
Assert.NotNull(h.TypeMenu.SpriteResolve);
|
|
Assert.NotEqual(0u, h.TypeMenu.NormalSprite);
|
|
Assert.NotEqual(0u, h.TypeMenu.ItemNormalSprite);
|
|
Assert.NotEqual(0u, h.TypeMenu.ItemHighlightSprite);
|
|
|
|
// Geometry from the authored template (LayoutDesc 0x21000043's row
|
|
// element 0x10000352 and ListBox 0x10000350), NOT chat's 7/17/191.
|
|
Assert.Equal(6, h.TypeMenu.RowsPerColumn);
|
|
Assert.Equal(18f, h.TypeMenu.RowHeight);
|
|
Assert.Equal(100f, h.TypeMenu.ColumnWidth);
|
|
|
|
// Open via the real widget event path.
|
|
Assert.True(h.TypeMenu.OnEvent(new UiEvent(0, h.TypeMenu, UiEventType.MouseDown, 0, 10, 5)));
|
|
|
|
// "Food" is the 2nd present category in table order (Armor, then
|
|
// Food) -> row index 1, column 0. Derive the click point from the
|
|
// widget's own live geometry (mirrors UiMenu.OnEvent's own math)
|
|
// rather than a hardcoded pixel constant.
|
|
const int border = 5; // RetailChromeSprites.Border (UiMenu's private bevel thickness)
|
|
float outerH = h.TypeMenu.RowsPerColumn * h.TypeMenu.RowHeight + 2 * border;
|
|
const int targetRow = 1;
|
|
float iy = targetRow * h.TypeMenu.RowHeight + h.TypeMenu.RowHeight / 2f;
|
|
float ly = iy - outerH + border;
|
|
|
|
Assert.True(h.TypeMenu.OnEvent(new UiEvent(0, h.TypeMenu, UiEventType.MouseDown, 0, 10, (int)ly)));
|
|
|
|
Assert.Equal("Food", h.TypeMenu.Items.Single(i => Equals(i.Payload, h.TypeMenu.Selected)).Label);
|
|
Assert.Equal(FoodItemGuid, h.ItemList.GetItem(0)!.ItemId);
|
|
}
|
|
|
|
[Fact]
|
|
public void CloseButton_HidesTheWindowOnly_LeavesTheSessionOpenForARefreshInPlaceReopen()
|
|
{
|
|
// G4 (vendor gate finding): retail's close/pushpin button —
|
|
// gmVendorUI::HandleButtonClicks's 0x100000d6 case (pc:204147-204182)
|
|
// — with nothing staged in the Buying/Selling lists (this port never
|
|
// stages anything; Slice 6 territory) calls ONLY SetVisible(0),
|
|
// never gmVendorUI::CloseVendor (pc:202080, the range-watcher-
|
|
// unregister/session-teardown function VendorState.Close ports).
|
|
// The OLD port called VendorState.Close() directly from this button
|
|
// — an over-eager full teardown retail does not perform on an
|
|
// ordinary close. RuntimeVendorRangeQuery.EnforceRange (evaluated
|
|
// every frame regardless of window visibility) remains the sole
|
|
// path to a full close once the player actually leaves UseRadius —
|
|
// see Closed_HidesWindowAndClearsListAndText for that path,
|
|
// unaffected by this change since it calls VendorState.Close()
|
|
// directly rather than through this button.
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
|
|
h.CloseButton.OnClick!.Invoke();
|
|
|
|
Assert.False(h.Window.IsVisible);
|
|
// Unlike the OLD port, the session itself is NOT torn down — the
|
|
// owner still reports the same open vendor in the background,
|
|
// matching retail's hidden-but-still-registered range watcher.
|
|
Assert.Equal(VendorGuid, h.State.VendorId);
|
|
|
|
// Re-approaching the SAME vendor (e.g. pressing Use again while
|
|
// still in range) now reaches retail's sameVendor==1 refresh-in-
|
|
// place path (VendorStateTransitionKind.Refreshed) instead of a
|
|
// from-scratch Opened, and reopens the window.
|
|
var kinds = new List<VendorStateTransitionKind>();
|
|
h.State.Changed += t => kinds.Add(t.Kind);
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
|
|
Assert.True(h.Window.IsVisible);
|
|
Assert.Equal([VendorStateTransitionKind.Refreshed], kinds);
|
|
}
|
|
|
|
[Fact]
|
|
public void SellingTab_SwitchesPageButPopulatesNoSellContent()
|
|
{
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
|
|
h.SellingTab.OnClick!.Invoke();
|
|
|
|
Assert.True(h.SellingPage.Visible);
|
|
Assert.False(h.ItemsPage.Visible);
|
|
Assert.False(h.BuyingPage.Visible);
|
|
// Slice 6 fence: no sell-list/price/button wiring exists at all —
|
|
// the page is exactly the authored-empty container it started as.
|
|
Assert.Empty(h.SellingPage.Children);
|
|
}
|
|
|
|
[Fact]
|
|
public void BuyingTab_SwitchesPageButPopulatesNoBuyContent()
|
|
{
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
|
|
h.BuyingTab.OnClick!.Invoke();
|
|
|
|
Assert.True(h.BuyingPage.Visible);
|
|
Assert.False(h.ItemsPage.Visible);
|
|
Assert.Empty(h.BuyingPage.Children);
|
|
}
|
|
|
|
[Fact]
|
|
public void ItemsTab_ReselectedAfterVisitingOtherTabs_ShowsBrowseListAgain()
|
|
{
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
h.SellingTab.OnClick!.Invoke();
|
|
|
|
h.ItemsTab.OnClick!.Invoke();
|
|
|
|
Assert.True(h.ItemsPage.Visible);
|
|
Assert.False(h.SellingPage.Visible);
|
|
Assert.Equal(1, h.ItemList.GetNumUIItems());
|
|
}
|
|
|
|
[Fact]
|
|
public void RightClickShopRow_SelectsAndRoutesThroughItemInteractionExamine()
|
|
{
|
|
// Slice 6.1: mirrors ExternalContainerControllerTests'
|
|
// RightClickLoot_selectsAndExaminesWithoutPickingUp — the shop list
|
|
// wires ExamineItemRequested the same way the container lists do,
|
|
// now that shop items are materialized into ClientObjectTable
|
|
// (AP-161 finding #2's examine gap closes here).
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
new VendorShopItem(FoodItemGuid, -1, 1u, "Bread", (uint)ItemType.Food, 100u, 5),
|
|
});
|
|
// Food, not the auto-selected Armor default, so the assertion below
|
|
// proves the right click itself drove the selection.
|
|
UiItemSlot? foodCell = null;
|
|
object? foodPayload = h.TypeMenu.Items.First(i => i.Label == "Food").Payload;
|
|
h.TypeMenu.OnSelect!.Invoke(foodPayload);
|
|
foodCell = h.ItemList.GetItem(0);
|
|
Assert.Equal(FoodItemGuid, foodCell!.ItemId);
|
|
|
|
foodCell.OnEvent(new UiEvent(0u, foodCell, UiEventType.RightClick));
|
|
|
|
Assert.Equal(new[] { FoodItemGuid }, h.Examines);
|
|
Assert.Equal("Bread", GetText(h.ItemNameText));
|
|
Assert.True(foodCell.Selected);
|
|
}
|
|
|
|
// ── Slice 6.3: Buy button ────────────────────────────────────────────
|
|
|
|
[Fact]
|
|
public void BuyButton_Press_NonStackedItem_BuysQuantityOne()
|
|
{
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
// F4 auto-selected the sole item; its own stack size (default/absent)
|
|
// is <=1, so StackSplitQuantityState was never seeded above 1 either
|
|
// (this harness doesn't mount SelectedObjectController, so the split
|
|
// state starts at its class default Value=1/Maximum=1 — exactly what
|
|
// production would also show for a non-stacked item).
|
|
|
|
h.BuyButton.OnClick!.Invoke();
|
|
|
|
Assert.Equal(
|
|
new[] { (VendorGuid, ArmorItemGuid, 1, 0u) },
|
|
h.Buys);
|
|
}
|
|
|
|
[Fact]
|
|
public void BuyButton_Press_StackedItem_UsesTheLiveSplitSliderQuantity()
|
|
{
|
|
// Slice 6.3: BuySingleItem (pc:201674-201681) reads the CURRENT
|
|
// slider value, not the full stack. This harness doesn't mount
|
|
// SelectedObjectController (the toolbar owns that seeding in
|
|
// production), so the test seeds SplitQuantity directly to stand in
|
|
// for "the player selected this item, then dragged the slider to
|
|
// 25" before pressing Buy.
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(
|
|
StackedItemGuid, -1, 3u, "Arrows", (uint)ItemType.MissileWeapon, 300u, 1000,
|
|
DescStackSize: 100),
|
|
});
|
|
h.SplitQuantity.Reset(100u, initialValue: 25u);
|
|
|
|
h.BuyButton.OnClick!.Invoke();
|
|
|
|
Assert.Equal(25, h.Buys.Single().Amount);
|
|
}
|
|
|
|
[Fact]
|
|
public void BuyButton_Press_NonStackedItem_IgnoresAStaleSliderFromAPreviouslySelectedStackableItem()
|
|
{
|
|
// F7 (Slice 6 review): retail's BuySingleItem (pc:201674-201681)
|
|
// gates on the SELECTED item's OWN stack size FIRST -- quantity 1
|
|
// whenever it is <=1, regardless of whatever
|
|
// GenItemHolder::splitSize still holds from a PREVIOUSLY selected,
|
|
// DIFFERENT, stackable item. Without this guard,
|
|
// ResolveBuyQuantity's GetObjectSplitSize(item.ItemGuid, selected,
|
|
// stackSize) call trivially returns the live Value for ANY selected
|
|
// item (item.ItemGuid always equals the selection guid at this call
|
|
// site) -- leaking a stale quantity into a non-stack purchase.
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
// Simulate a stale slider left over from a PREVIOUSLY selected,
|
|
// different, stackable item -- this harness doesn't mount
|
|
// SelectedObjectController, which in production would already have
|
|
// reset the slider on selecting the (non-stack) armor; seeding it
|
|
// directly here proves the clamp doesn't depend on that reset
|
|
// having run.
|
|
h.SplitQuantity.Reset(50u, initialValue: 30u);
|
|
|
|
h.BuyButton.OnClick!.Invoke();
|
|
|
|
Assert.Equal(1, h.Buys.Single().Amount);
|
|
}
|
|
|
|
[Fact]
|
|
public void BuyButton_Press_AlternateCurrencyVendor_ForwardsTheVendorsTradeWcid()
|
|
{
|
|
var h = new Harness();
|
|
h.State.Apply(
|
|
VendorGuid,
|
|
Profile(altCurrency: 0x12345678u, altName: "Trade Notes", altAmount: 500u),
|
|
new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
|
|
h.BuyButton.OnClick!.Invoke();
|
|
|
|
Assert.Equal(0x12345678u, h.Buys.Single().AlternateCurrencyId);
|
|
}
|
|
|
|
[Fact]
|
|
public void BuyButton_DisablesTheInstantAPurchaseIsInFlight_AndReenablesOnCompletion()
|
|
{
|
|
var h = new Harness();
|
|
h.State.Apply(VendorGuid, Profile(), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
Assert.True(h.BuyButton.Enabled);
|
|
|
|
h.BuyButton.OnClick!.Invoke();
|
|
|
|
// TryBuy's reservation increments BusyCount synchronously, before
|
|
// any wire response — the button must reflect that immediately,
|
|
// with no per-frame polling (ItemInteractionController.StateChanged
|
|
// drives RecomputeBuyButtonEnabled).
|
|
Assert.False(h.BuyButton.Enabled);
|
|
|
|
h.ItemInteraction.CompleteUse(0);
|
|
|
|
Assert.True(h.BuyButton.Enabled);
|
|
}
|
|
|
|
[Fact]
|
|
public void BuyButton_NoSelection_PressDoesNothing()
|
|
{
|
|
var h = new Harness();
|
|
|
|
h.BuyButton.OnClick!.Invoke();
|
|
|
|
Assert.Empty(h.Buys);
|
|
}
|
|
|
|
[Fact]
|
|
public void ReconciliationRoundTrip_MoneyCreateObjectAndApproachVendorRefresh_FlowThroughExistingMachinery()
|
|
{
|
|
// Slice 6.3: verifies the loop end-to-end with synthetic inbound
|
|
// messages, adding no new owner (research doc §C.4/§A.2 point 4):
|
|
// (1) a money property update applies to the SAME ClientObjectTable
|
|
// the vendor panel reads live for its cost text,
|
|
// (2) the purchase lands in the player's inventory via the ordinary
|
|
// CreateObject merge-upsert (ClientObjectTable.Ingest),
|
|
// (3) the vendor's post-buy ApproachVendor refresh
|
|
// (VendorStateTransitionKind.Refreshed) rebuilds the panel —
|
|
// here the bought-out item leaves the vendor's stock entirely
|
|
// (the common single-item-purchase case), so the rebuild is
|
|
// externally observable: the item leaves the list and the
|
|
// selection/buttons clear.
|
|
var h = new Harness();
|
|
const uint PurchasedItemGuid = 0x60000900u;
|
|
h.State.Apply(VendorGuid, Profile(sellRate: 1.0f), new[]
|
|
{
|
|
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
|
});
|
|
Assert.Equal(1, h.ItemList.GetNumUIItems());
|
|
Assert.True(h.BuyButton.Enabled);
|
|
|
|
h.BuyButton.OnClick!.Invoke();
|
|
Assert.Single(h.Buys);
|
|
Assert.False(h.BuyButton.Enabled);
|
|
|
|
// (1) Money: PrivateUpdatePropertyInt(CoinValue) — the exact path
|
|
// ObjectTableWiring's PlayerIntPropertyUpdated handler calls.
|
|
int newCoinValue = Harness.DefaultPlayerCoinValue - 500;
|
|
h.Objects.UpdateIntProperty(Harness.PlayerGuid, (uint)PropertyInt.CoinValue, newCoinValue);
|
|
|
|
// (2) CreateObject: the purchased item lands in the player's own
|
|
// inventory — the ordinary Ingest merge-upsert every CreateObject
|
|
// uses (ObjectTableWiring.ApplyEntitySpawn), landing here with the
|
|
// player as its container.
|
|
h.Objects.Ingest(new WeenieData(
|
|
Guid: PurchasedItemGuid,
|
|
Name: "Chainmail",
|
|
Type: ItemType.Armor,
|
|
WeenieClassId: 2u,
|
|
IconId: 200u,
|
|
IconOverlayId: 0u,
|
|
IconUnderlayId: 0u,
|
|
Effects: 0u,
|
|
Value: 500,
|
|
StackSize: null,
|
|
StackSizeMax: null,
|
|
Burden: null,
|
|
ContainerId: Harness.PlayerGuid,
|
|
WielderId: 0u,
|
|
ValidLocations: null,
|
|
CurrentWieldedLocation: null,
|
|
Priority: null,
|
|
ItemsCapacity: null,
|
|
ContainersCapacity: null,
|
|
Structure: null,
|
|
MaxStructure: null,
|
|
Workmanship: null));
|
|
|
|
// (3) ApproachVendor refresh: sold out of the ONLY armor stack, so
|
|
// the SAME vendor's next snapshot no longer lists it.
|
|
h.State.Apply(VendorGuid, Profile(sellRate: 1.0f), System.Array.Empty<VendorShopItem>());
|
|
|
|
// (4) UseDone completes the reservation.
|
|
h.ItemInteraction.CompleteUse(0);
|
|
|
|
Assert.Equal(newCoinValue, h.Objects.Get(Harness.PlayerGuid)?.Properties.GetInt((uint)PropertyInt.CoinValue));
|
|
Assert.Equal(Harness.PlayerGuid, h.Objects.Get(PurchasedItemGuid)?.ContainerId);
|
|
Assert.Equal(0, h.ItemList.GetNumUIItems());
|
|
Assert.Equal(string.Empty, GetText(h.ItemNameText));
|
|
Assert.False(h.BuyButton.Enabled);
|
|
}
|
|
}
|