Derived the mechanism from the decomp before writing code: neither gmHouseUI::PostInit @0x004a2710 nor gmMapUI::PostInit @0x004a1c70 sends a HouseQuery, and six of gmHouseUI's seven Display* builders early-return on m_pHouseData == 0. The only text a houseless character's House tab shows is gmHouseUI::DisplayPurchaseTimeText @0x004a3110's expired branch (it doesn't gate on m_pHouseData) — the local player's PropertyInt.HousePurchaseTimestamp plus HouseSystem::HasPurchaseWaitPeriodExpired renders exactly "You may buy another house immediately." for a fresh character. Exhaustive search of the 2013 EoR decomp, ACE, and the live DAT found zero support for a second "You do not currently own a house." line the task brief described — this commit ports what the decomp actually shows. Ships: - RuntimeHouseState: a minimal (no disposal, no construction-transaction Fault() point) Runtime owner per ISSUES #413's own sizing note, wired through GameEventWiring's existing HouseData/HouseStatus delegate holes, LiveSessionEventRouter, and GameRuntime.HouseOwner. Participates in RuntimeGenerationReset (new House stage) since a fresh login must not show a stale character's house state. - HousePageController.Bindings.Lines/OnShown wired to real data; OnShown fires WorldSession.SendHouseQuery() on tab-open (AD-107: an acdream trigger, not a ported retail call site — filed in the divergence register). - Fixed a real bug found along the way: HousePageController.Bind never wired UiTemplateListBox.TemplateResolver, so no row could ever render regardless of Lines content. Now reuses the Map tab's generic hotspot resolver. Live-verified against a real local ACE server and the +Acdream character (--session-config auto-select + a UI automation script): screenshot and structural UI-tree dump both confirm the House tab renders exactly "You may buy another house immediately." Graceful logout confirmed both launches. ISSUES #413 narrowed to its one remaining piece: the six owned-house-only Display* builders (DisplayBuyPayment/RentPayment/BuyTime/RentTimes/ Location/WarningText), unexercisable without a test character that owns a house. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
235 lines
10 KiB
C#
235 lines
10 KiB
C#
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.Net.Messages;
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using AcDream.Core.World;
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namespace AcDream.App.Tests.UI.Layout;
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/// <summary>
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/// Controller-level tests for <see cref="MapHousePanelController"/> against
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/// the committed <c>map_house_2100006E_1000018C.json</c> fixture (Batch C,
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/// overnight hover/UI round) — the SAME <c>LayoutImporter.ImportInfos(dats,
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/// 0x2100006Eu, 0x1000018Cu)</c> catalog import
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/// <see cref="RetailUiRuntime.MountMapHousePanel"/> performs against real
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/// DATs. No DAT access, no live runtime — dat-free per the established
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/// <see cref="FixtureLoader"/> pattern.
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/// </summary>
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public sealed class MapHousePanelControllerTests
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{
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/// <summary>Serves BOTH the town-hotspot template (any (layoutId,
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/// elementId) pair not the player/house icon ids) and the two icons
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/// <see cref="MapPageController.Bind"/> re-resolves standalone
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/// (<c>m_pMap</c>'s own button-swallowed children). Returns a
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/// <see cref="UiButton"/> — matching the live template's own authored
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/// Type 1 (<c>MapHousePanelSlotProbeTests</c>: "hotspot template
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/// type=1") — so <see cref="MapPageController.BuildTownMarkers"/>'s
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/// <c>marker is UiButton</c> tooltip-text branch is actually exercised
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/// by these tests. A real <see cref="RowTemplateResolver"/> would set
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/// <c>DatElementId</c> the same way <see cref="LayoutImporter.Build"/>
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/// does, so tests that need to find these icons back by id after the
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/// fact need it too.</summary>
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private static UiElement? FakeHotspotTemplate(uint layoutId, uint elementId)
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=> new UiButton(new ElementInfo(), static _ => (0u, 0, 0))
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{
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Width = 10f,
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Height = 10f,
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DatElementId = elementId,
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};
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/// <summary>The House ListBox's own row template resolves to a
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/// <see cref="UiText"/> in the live DAT (<c>MapHousePanelSlotProbeTests</c>:
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/// "row template type=12" — <c>UIElement_Text</c>), unlike the Map tab's
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/// UiButton hotspots above — a fresh instance per call, matching
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/// production's real resolver.</summary>
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private static UiElement? FakeHouseRowTemplate(uint layoutId, uint elementId)
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=> new UiText { Width = 280f, Height = 28f };
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private static MapHousePanelController.Callbacks MakeCallbacks(
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List<string>? calls = null,
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Func<DerethDateTime.Calendar>? currentCalendar = null,
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Func<uint>? playerCellId = null,
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Func<CreateObject.ServerPosition?>? housePosition = null,
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Func<IReadOnlyList<string>>? houseLines = null)
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{
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calls ??= new List<string>();
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return new MapHousePanelController.Callbacks(
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Toggle: () => calls.Add("toggle"),
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Map: new MapPageController.Bindings(
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CurrentCalendar: currentCalendar ?? (static () => default),
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PlayerCellId: playerCellId ?? (static () => 0u),
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HousePosition: housePosition ?? (static () => null),
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TemplateResolver: FakeHotspotTemplate),
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House: new HousePageController.Bindings(
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Lines: houseLines ?? (static () => Array.Empty<string>()),
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OnShown: () => calls.Add("house-shown"),
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TemplateResolver: FakeHouseRowTemplate));
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}
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[Fact]
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public void Bind_RootBuildsAsUiTabPanel()
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{
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ElementInfo rootInfo = FixtureLoader.LoadMapHouseHostInfos();
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ImportedLayout layout = FixtureLoader.LoadMapHouseHost();
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MapHousePanelController? controller =
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MapHousePanelController.Bind(rootInfo, layout, MakeCallbacks());
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Assert.NotNull(controller);
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Assert.IsType<UiTabPanel>(controller!.Root);
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}
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/// <summary>Pins the authored tab table exactly as read from the live
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/// DATs (<c>MapHousePanelSlotProbeTests</c>): two entries, Map is the
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/// sole default.</summary>
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[Fact]
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public void TabTable_MatchesLiveDatPairing_MapIsDefault()
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{
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ImportedLayout layout = FixtureLoader.LoadMapHouseHost();
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var tabs = Assert.IsType<UiTabPanel>(layout.Root);
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Assert.Equal(2, tabs.Tabs.Count);
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Assert.Contains(tabs.Tabs, e =>
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e.ButtonElementId == 0x100001F3u && e.PageElementId == 0x100001F6u && e.IsDefault);
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Assert.Contains(tabs.Tabs, e =>
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e.ButtonElementId == 0x100001F4u && e.PageElementId == 0x100001F7u && !e.IsDefault);
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Assert.Single(tabs.Tabs, e => e.IsDefault);
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}
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[Fact]
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public void Bind_Succeeds_AndActivateTabs_SelectsMapByDefault()
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{
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ElementInfo rootInfo = FixtureLoader.LoadMapHouseHostInfos();
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ImportedLayout layout = FixtureLoader.LoadMapHouseHost();
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MapHousePanelController? controller =
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MapHousePanelController.Bind(rootInfo, layout, MakeCallbacks());
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Assert.NotNull(controller);
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controller!.ActivateTabs();
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Assert.Empty(controller.TabPanel.UnresolvedEntries);
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Assert.False(controller.IsShowingHouse);
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}
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[Fact]
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public void SwitchToHouse_FiresOnShown_OnlyWhenPanelIsVisible()
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{
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ElementInfo rootInfo = FixtureLoader.LoadMapHouseHostInfos();
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ImportedLayout layout = FixtureLoader.LoadMapHouseHost();
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var calls = new List<string>();
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MapHousePanelController? controller =
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MapHousePanelController.Bind(rootInfo, layout, MakeCallbacks(calls));
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Assert.NotNull(controller);
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controller!.ActivateTabs();
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// Not visible yet: switching tabs must not fire OnShown.
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controller.TabPanel.SwitchTo(0x100001F7u);
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Assert.DoesNotContain("house-shown", calls);
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controller.OnShown();
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Assert.Contains("house-shown", calls);
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}
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[Fact]
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public void CloseButton_InvokesToggle()
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{
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ElementInfo rootInfo = FixtureLoader.LoadMapHouseHostInfos();
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ImportedLayout layout = FixtureLoader.LoadMapHouseHost();
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var calls = new List<string>();
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MapHousePanelController? controller =
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MapHousePanelController.Bind(rootInfo, layout, MakeCallbacks(calls));
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Assert.NotNull(controller);
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UiElement? close = layout.FindElement(0x100001F5u);
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Assert.IsType<UiButton>(close);
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((UiButton)close!).OnClick?.Invoke();
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Assert.Contains("toggle", calls);
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}
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[Fact]
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public void Bind_BuildsAll53TownHotspots_UnderTheMapWidget()
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{
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ElementInfo rootInfo = FixtureLoader.LoadMapHouseHostInfos();
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ImportedLayout layout = FixtureLoader.LoadMapHouseHost();
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MapHousePanelController? controller =
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MapHousePanelController.Bind(rootInfo, layout, MakeCallbacks());
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Assert.NotNull(controller);
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UiElement? map = UiElement.FindDescendant(controller!.Root, MapPageController.MapWidgetId);
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Assert.NotNull(map);
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// m_pMap's own children are the player/house icons (re-resolved
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// standalone — see MapPageController.Bind's doc on why m_pMap being
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// a Button swallows its authored nested children) PLUS the 53 town
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// hotspots.
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var townMarkers = map!.Children
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.Where(c => c.DatElementId != MapPageController.PlayerIconId
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&& c.DatElementId != MapPageController.HouseIconId)
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.ToList();
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Assert.Equal(55, map.Children.Count);
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Assert.Equal(53, townMarkers.Count);
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Assert.All(townMarkers, c => Assert.Contains(
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MapLocations.All, loc => loc.Width == c.Width && loc.Height == c.Height));
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// Runtime tooltip text (UiButton.TooltipText, backing
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// GetTooltipText()) — the retail SetTooltip/m_TTText mechanism, NOT
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// the DAT-authored AuthoredTooltipText path. The popup-skin locator
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// is unconditionally required even on the runtime-text path (see
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// MapPageController.MarkerTooltipRootElementId's doc).
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Assert.All(townMarkers, c => Assert.NotEqual(0u, c.AuthoredTooltipRootElementId));
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Assert.All(townMarkers, c => Assert.NotEqual(0u, c.AuthoredTooltipLayoutDid));
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Assert.All(townMarkers, c => Assert.IsType<UiButton>(c));
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Assert.All(townMarkers, c => Assert.False(string.IsNullOrEmpty(((UiButton)c).TooltipText)));
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Assert.Contains(townMarkers, c => ((UiButton)c).TooltipText == "Holtburg");
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}
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[Fact]
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public void Bind_HouseListBoxStartsEmpty_MatchingRetailPostInit()
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{
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ElementInfo rootInfo = FixtureLoader.LoadMapHouseHostInfos();
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ImportedLayout layout = FixtureLoader.LoadMapHouseHost();
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MapHousePanelController? controller =
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MapHousePanelController.Bind(rootInfo, layout, MakeCallbacks());
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Assert.NotNull(controller);
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UiElement? box = UiElement.FindDescendant(controller!.Root, HousePageController.TextBoxId);
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var listBox = Assert.IsType<UiTemplateListBox>(box);
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Assert.Equal(0, listBox.ContentHeight);
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}
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/// <summary>
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/// Batch C House-ownership-text closer (2026-08-17): the ONE
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/// decomp-verified <c>gmHouseUI::DisplayPurchaseTimeText @0x004a3110</c>
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/// line a houseless character's HouseQuery response renders — proves
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/// <see cref="HousePageController"/>'s revision-gated
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/// <see cref="MapHousePanelController.Tick"/> poll actually rebuilds the
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/// authored row template with real text end-to-end, the same way
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/// <see cref="RuntimeHouseStateTests"/> proves the text composition in
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/// isolation.
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/// </summary>
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[Fact]
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public void Tick_RendersHouseLinesIntoTheAuthoredRowTemplate()
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{
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ElementInfo rootInfo = FixtureLoader.LoadMapHouseHostInfos();
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ImportedLayout layout = FixtureLoader.LoadMapHouseHost();
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string[] lines = ["You may buy another house immediately."];
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MapHousePanelController? controller = MapHousePanelController.Bind(
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rootInfo, layout, MakeCallbacks(houseLines: () => lines));
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Assert.NotNull(controller);
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controller!.Tick(0.016);
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UiElement? box = UiElement.FindDescendant(controller.Root, HousePageController.TextBoxId);
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var listBox = Assert.IsType<UiTemplateListBox>(box);
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// Rows land in the ListBox's internal scrollable viewport (AddChild
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// there, not directly on the ListBox itself — UiTemplateListBox's
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// own #372/#412 dormancy machinery), exposed to tests via
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// ViewportForTest.
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UiScrollablePanel viewport = Assert.IsType<UiScrollablePanel>(
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listBox.ViewportForTest);
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Assert.Single(viewport.Children);
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var row = Assert.IsType<UiText>(viewport.Children[0]);
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Assert.Equal(
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"You may buy another house immediately.",
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Assert.Single(row.LinesProvider()).Text);
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}
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}
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