acdream/src/AcDream.App/UI/MarkupDocument.cs
Erik 9d1117b923 feat(plugins): MossTank — a self-buffing plugin, and the automation surface it needed
First consumer of acdream's plugin automation surface, and the first slice of
the VTank-class plugin milestone
(docs/research/2026-07-29-vtank-plugin-automation-requirements.md).

MossTank shows a panel with a Buff button; clicking it casts every self-buff
the character is missing, skips what is already in force at an equal or higher
tier, and refreshes what is nearly expired.

The host/plugin line is the load-bearing decision here. The host publishes
spell DATA -- family, tier, difficulty, mana, duration -- plus a cast
primitive with a preflight gate. The plugin owns the POLICY. That is the
architectural conclusion the requirements research reached: VTank's engine
lived in plugin-land, built on Decal's primitives, and baking "best buff for
skill X" into the host would start pulling the engine inward one convenience
at a time.

Why the plan is driven off the spellbook rather than off trained skills, which
is the obvious reading of "buff every trained and specialised skill": the
client cannot honestly make that mapping. The link between a spell and the
stat it modifies arrives from the SERVER in the enchantment message and is
absent from the client's own spell table. What the client does know is which
spells the character has learned -- and a character only learns buffs for the
skills they use, so the spellbook reaches the same set without inventing a
mapping the client has no grounds for.

Surface added, all BCL-only so Plugin.Abstractions keeps its zero project
references:

* ICharacterInfo, ISpellCatalog, IMagicCommands, grouped behind one
  IAutomationSurface so IPluginHost grows by one member rather than three.
* IEvents.Tick. Automation is sequences, not single calls -- a buff pass casts
  several spells and must wait between them. Without a host tick a plugin
  would need its own timer thread re-entering the host off its update thread.
* NoOpAutomationSurface for hosts with no live session, so a plugin keeps one
  code path and checks IsAvailable.

Markup gained <button> and <label>; it previously supported only <meter>, with
a comment promising the rest. Buttons bind onclick to an Action property and
FAIL THE PANEL LOAD if it does not resolve -- a silently dead button is worse
than a panel that refuses to load, because the user clicks and there is
nothing to diagnose. Labels bind through a Func so a status line tracks its
binding instead of freezing at build time.

Enchantment reads use EnchantmentsInEffectSnapshot rather than the raw active
set: retail leaves a weaker same-family enchantment in the registry while a
stronger one is in force, and a plugin asking "am I buffed?" means in force.

BuffPlan is a pure function of (known buffs, active enchantments) precisely so
it can be tested without a session; 9 tests cover tier supersede, the
family-0 no-stack bucket that must not be de-duplicated, expiry refresh, and
plan stability across the rebuilds the tick loop performs.

Solution builds clean; 14,421 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 16:22:28 +02:00

247 lines
11 KiB
C#

using System;
using System.Globalization;
using System.Numerics;
using System.Reflection;
using System.Xml.Linq;
namespace AcDream.App.UI;
/// <summary>
/// Parses our KSML-style panel markup (mirrors retail's ElementDesc fields)
/// into a live <see cref="UiElement"/> subtree. <c>{Binding}</c> attribute
/// values resolve against a supplied object by property name (reflection).
/// This is the format the future LayoutDesc importer will emit. See D.2b spec §7.
/// </summary>
public static class MarkupDocument
{
/// <param name="xml">Raw XML markup for a single panel.</param>
/// <param name="binding">Object whose public properties are bound to <c>{PropName}</c> attributes.</param>
/// <param name="resolve">Surface id → (GL handle, width, height) for chrome sprites.</param>
/// <param name="style">Optional controls.ini stylesheet for the title color.</param>
public static UiNineSlicePanel Build(
string xml, object binding, Func<uint, (uint, int, int)> resolve,
ControlsIni? style = null)
{
var root = XDocument.Parse(xml).Root ?? throw new FormatException("empty markup");
if (root.Name.LocalName != "panel")
throw new FormatException($"root must be <panel>, got <{root.Name.LocalName}>");
var panel = new UiNineSlicePanel(resolve)
{
Left = F(root, "x"),
Top = F(root, "y"),
Width = F(root, "w"),
Height = F(root, "h"),
};
// Optional per-window resize-axis lock: resize="x" | "y" | "both" | "none".
string? resize = (string?)root.Attribute("resize");
if (resize is not null)
{
panel.ResizeX = resize is "x" or "both";
panel.ResizeY = resize is "y" or "both";
}
string? title = (string?)root.Attribute("title");
if (!string.IsNullOrEmpty(title))
{
Vector4 tc = style is not null && style.TryColor("title", "color", out var c) ? c : Vector4.One;
panel.AddChild(new UiLabel { Text = title, Left = 8, Top = 4, TextColor = tc });
}
foreach (var el in root.Elements())
{
switch (el.Name.LocalName)
{
case "meter":
var cur = BindUint((string?)el.Attribute("cur"), binding);
var max = BindUint((string?)el.Attribute("max"), binding);
panel.AddChild(new UiMeter
{
Left = F(el, "x"),
Top = F(el, "y"),
Width = F(el, "w"),
Height = F(el, "h"),
BarColor = Color((string?)el.Attribute("color")),
Fill = BindFloat((string?)el.Attribute("fill"), binding),
Label = () => (cur(), max()) is (uint c, uint m) ? $"{c}/{m}" : null,
Anchors = Anchor((string?)el.Attribute("anchor")),
SpriteResolve = resolve,
BackLeft = Hex((string?)el.Attribute("backleft")),
BackTile = Hex((string?)el.Attribute("backtile")),
BackRight = Hex((string?)el.Attribute("backright")),
FrontLeft = Hex((string?)el.Attribute("frontleft")),
FrontTile = Hex((string?)el.Attribute("fronttile")),
FrontRight = Hex((string?)el.Attribute("frontright")),
});
break;
case "label":
// Text may be a literal or a {Binding}. Bound labels re-read
// their property every frame through the Func, so a plugin
// updates its status line by assigning a property rather
// than by touching UI objects from its own thread.
var label = new UiLabel
{
Left = F(el, "x"),
Top = F(el, "y"),
TextSource = BindString((string?)el.Attribute("text"), binding),
};
if (el.Attribute("color") is not null)
label.TextColor = Color((string?)el.Attribute("color"));
panel.AddChild(label);
break;
case "button":
// onclick binds to an Action property on the binding
// object. Resolved once at build time: a button whose
// handler silently failed to bind is a bug worth failing
// loudly for, and MarkupDocument.Build is already inside
// the host's try/catch that reports panel load failures.
string? clickName = (string?)el.Attribute("onclick");
Action? onClick = BindAction(clickName, binding);
if (clickName is not null && onClick is null)
{
throw new FormatException(
$"<button onclick=\"{clickName}\"> did not resolve to an "
+ $"Action property on {binding.GetType().Name}");
}
// UiSimpleButton, not the dat-sprite UiButton: a plugin
// panel has no LayoutDesc behind it and no StateDesc
// sprites to name, so the plain rect-and-text button is the
// one that can actually render from markup alone.
var button = new UiSimpleButton
{
Left = F(el, "x"),
Top = F(el, "y"),
Width = F(el, "w"),
Height = F(el, "h"),
Text = (string?)el.Attribute("text") ?? string.Empty,
};
if (el.Attribute("color") is not null)
button.TextColor = Color((string?)el.Attribute("color"));
if (onClick is not null)
button.Click += onClick;
panel.AddChild(button);
break;
}
}
return panel;
}
/// <summary>
/// Resolves <c>{PropName}</c> to a live string reader, or returns the
/// literal text unchanged. The indirection matters: binding to a
/// <see cref="Func{T}"/> rather than copying the value once is what makes a
/// plugin's status text update as its state changes.
/// </summary>
private static Func<string?> BindString(string? attribute, object binding)
{
if (attribute is null)
return static () => null;
if (!IsBinding(attribute))
return () => attribute;
string name = attribute[1..^1];
PropertyInfo? property = binding.GetType().GetProperty(name);
if (property is null)
return () => attribute;
return () => property.GetValue(binding)?.ToString();
}
/// <summary>Resolves <c>{PropName}</c> to an <see cref="Action"/> property.</summary>
private static Action? BindAction(string? attribute, object binding)
{
if (attribute is null || !IsBinding(attribute))
return null;
string name = attribute[1..^1];
PropertyInfo? property = binding.GetType().GetProperty(name);
if (property is null || !typeof(Action).IsAssignableFrom(property.PropertyType))
return null;
// Read through on each click rather than capturing the delegate now, so
// a binding object may swap its handler (or null it out while busy)
// without rebuilding the panel.
return () => (property.GetValue(binding) as Action)?.Invoke();
}
private static bool IsBinding(string value) =>
value.Length > 2 && value[0] == '{' && value[^1] == '}';
private static float F(XElement e, string attr)
=> float.TryParse((string?)e.Attribute(attr), NumberStyles.Float,
CultureInfo.InvariantCulture, out var v) ? v : 0f;
/// <summary>
/// Parses <c>#AARRGGBB</c> → RGBA <see cref="Vector4"/> (alpha first, matching
/// controls.ini convention). Falls back to opaque white on bad input.
/// </summary>
private static Vector4 Color(string? hex)
{
if (hex is { Length: 9 } && hex[0] == '#'
&& uint.TryParse(hex.AsSpan(1), NumberStyles.HexNumber,
CultureInfo.InvariantCulture, out uint argb))
return new Vector4(
((argb >> 16) & 0xFF) / 255f,
((argb >> 8) & 0xFF) / 255f,
(argb & 0xFF) / 255f,
((argb >> 24) & 0xFF) / 255f);
return Vector4.One;
}
private static Func<float?> BindFloat(string? expr, object binding)
{
var pi = Prop(expr, binding);
if (pi is null) return () => 0f;
return () => pi.GetValue(binding) switch
{
float f => f,
null => (float?)null,
var v => Convert.ToSingle(v, CultureInfo.InvariantCulture),
};
}
private static Func<uint?> BindUint(string? expr, object binding)
{
var pi = Prop(expr, binding);
if (pi is null) return () => null;
return () => pi.GetValue(binding) switch
{
uint u => u,
null => (uint?)null,
var v => Convert.ToUInt32(v, CultureInfo.InvariantCulture),
};
}
private static PropertyInfo? Prop(string? expr, object binding)
{
if (expr is null || expr.Length < 3 || expr[0] != '{' || expr[^1] != '}') return null;
return binding.GetType().GetProperty(expr[1..^1]);
}
private static uint Hex(string? s)
{
if (string.IsNullOrWhiteSpace(s)) return 0;
var t = s.Trim();
if (t.StartsWith("0x", System.StringComparison.OrdinalIgnoreCase)) t = t[2..];
return uint.TryParse(t, System.Globalization.NumberStyles.HexNumber,
System.Globalization.CultureInfo.InvariantCulture, out var v) ? v : 0u;
}
private static AnchorEdges Anchor(string? csv)
{
if (string.IsNullOrWhiteSpace(csv)) return AnchorEdges.Left | AnchorEdges.Top;
var a = AnchorEdges.None;
foreach (var part in csv.Split(',', System.StringSplitOptions.TrimEntries | System.StringSplitOptions.RemoveEmptyEntries))
a |= part.ToLowerInvariant() switch
{
"left" => AnchorEdges.Left,
"top" => AnchorEdges.Top,
"right" => AnchorEdges.Right,
"bottom" => AnchorEdges.Bottom,
_ => AnchorEdges.None,
};
return a == AnchorEdges.None ? AnchorEdges.Left | AnchorEdges.Top : a;
}
}