acdream/tests/AcDream.App.Tests/UI/Layout/CombatUiControllerTests.cs
Erik 927fa7881a fix(combat): restore retail combat bar controls
Resolve authored StringInfo labels from local.dat, port gmCombatUI's runtime option captions and checkbox widgets, and bind horizontal scrollbar media by retail structural roles so the green power jewel is a thumb instead of a tiled track. Persist the three combat options and make Auto Target govern target acquisition.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 20:26:52 +02:00

149 lines
6 KiB
C#

using AcDream.App.Combat;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Combat;
using AcDream.UI.Abstractions.Panels.Settings;
namespace AcDream.App.Tests.UI.Layout;
public sealed class CombatUiControllerTests
{
private static (uint, int, int) NoTex(uint _) => (0u, 0, 0);
[Fact]
public void CombatMode_ShowsOnlyTargetedModes_AndSelectsMediumByDefault()
{
double now = 0d;
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => now, []);
var (layout, _, _, power, high, medium, low) = BuildLayout();
var visibility = new List<bool>();
GameplaySettings gameplay = GameplaySettings.Default;
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
Labels, visibility.Add)!;
controller.SyncVisibility();
combat.SetCombatMode(CombatMode.Melee);
combat.SetCombatMode(CombatMode.Magic);
Assert.Equal([false, true, false], visibility);
Assert.False(high.Selected);
Assert.True(medium.Selected);
Assert.False(low.Selected);
Assert.Equal(CombatAttackController.InitialDesiredPower, power.ScalarPosition);
}
[Fact]
public void AuthoredHeightButton_PressChargesAndReleaseSendsThroughSharedController()
{
double now = 4d;
var sent = new List<(AttackHeight Height, float Power)>();
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => now, sent);
var (layout, basic, advanced, power, high, _, _) = BuildLayout();
GameplaySettings gameplay = GameplaySettings.Default;
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
Labels, _ => { })!;
combat.SetCombatMode(CombatMode.Melee);
high.OnEvent(new UiEvent(0, high, UiEventType.MouseDown, Data1: 2, Data2: 2));
now = 4.5d;
Assert.Equal(0.5f, power.ScalarFill()!.Value, 3);
high.OnEvent(new UiEvent(0, high, UiEventType.MouseUp, Data1: 2, Data2: 2));
var attack = Assert.Single(sent);
Assert.Equal(AttackHeight.High, attack.Height);
Assert.Equal(0.5f, attack.Power, 3);
Assert.True(basic.Visible);
Assert.False(advanced.Visible);
}
[Fact]
public void AuthoredOptionCheckbox_TogglesPersistedGameplayValue()
{
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => 0d, []);
var (layout, _, _, _, _, _, _) = BuildLayout();
GameplaySettings gameplay = GameplaySettings.Default;
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
Labels, _ => { })!;
var autoTarget = Assert.IsType<UiButton>(layout.FindElement(CombatUiController.AutoTargetId));
autoTarget.OnEvent(new UiEvent(0, autoTarget, UiEventType.MouseDown, Data1: 3, Data2: 3));
autoTarget.OnEvent(new UiEvent(0, autoTarget, UiEventType.MouseUp, Data1: 3, Data2: 3));
autoTarget.OnEvent(new UiEvent(0, autoTarget, UiEventType.Click, Data1: 3, Data2: 3));
Assert.False(gameplay.AutoTarget);
}
private static readonly CombatUiLabels Labels = new(
"Speed", "Power", "Repeat Attacks", "Auto Target", "Keep in View",
"High", "Medium", "Low");
private static CombatAttackController CreateAttacks(
CombatState combat,
Func<double> now,
List<(AttackHeight Height, float Power)> sent)
=> new(
combat,
() => true,
(height, power) =>
{
sent.Add((height, power));
return true;
},
autoRepeatAttack: () => false,
now: now);
private static (
ImportedLayout Layout,
UiElement Basic,
UiElement Advanced,
UiScrollbar Power,
UiButton High,
UiButton Medium,
UiButton Low) BuildLayout()
{
var root = new UiPanel { Width = 610, Height = 90 };
var basic = new UiPanel();
var advanced = new UiPanel();
var power = new UiScrollbar { Width = 507, Height = 14, Horizontal = true };
UiButton Button(uint id) => new(
new ElementInfo { Id = id, Type = 1, Width = 72, Height = 19 }, NoTex)
{
Width = 72,
Height = 19,
};
UiButton ToggleButton(uint id)
{
var info = new ElementInfo { Id = id, Type = 0x10000035u, Width = 100, Height = 14 };
var state = new UiStateInfo { Id = UiStateInfo.DirectStateId };
state.Properties.Values[0x0Bu] = new UiPropertyValue
{ Kind = UiPropertyKind.Bool, BoolValue = true };
info.States[UiStateInfo.DirectStateId] = state;
return new UiButton(info, NoTex) { Width = 100, Height = 14 };
}
var high = Button(CombatUiController.HighButtonId);
var medium = Button(CombatUiController.MediumButtonId);
var low = Button(CombatUiController.LowButtonId);
var repeat = ToggleButton(CombatUiController.RepeatAttacksId);
var autoTarget = ToggleButton(CombatUiController.AutoTargetId);
var keepInView = ToggleButton(CombatUiController.KeepInViewId);
var byId = new Dictionary<uint, UiElement>
{
[CombatUiController.BasicPanelId] = basic,
[CombatUiController.AdvancedPanelId] = advanced,
[CombatUiController.PowerControlId] = power,
[CombatUiController.HighButtonId] = high,
[CombatUiController.MediumButtonId] = medium,
[CombatUiController.LowButtonId] = low,
[CombatUiController.RepeatAttacksId] = repeat,
[CombatUiController.AutoTargetId] = autoTarget,
[CombatUiController.KeepInViewId] = keepInView,
};
return (new ImportedLayout(root, byId), basic, advanced, power, high, medium, low);
}
}