acdream/tests/AcDream.App.Tests/UI/Layout/InventoryFrameImportProbe.cs
Erik b7dc91a053 feat(ui): D.2b item interaction + retail cursors + live character sheet
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02
UI architecture review mandated before commit:

- ItemInteractionController: single owner of double-click use/equip/
  container-open, targeted-use mode (health kits), drag-out drop;
  toolbar shortcut drags don't drop the real item. ItemEquipRules for
  multi-slot (coat) coverage via equip masks.
- Cursor phase: CursorFeedbackController (semantic priority chain:
  drag > resize > window-move > target-mode > text) + RetailCursorCatalog
  (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState
  0x00564630) resolved through the portal EnumIDMap chain by
  RetailCursorResolver; RetailCursorManager applies dat cursor art to the
  OS cursor. Register row AP-72 covers the OS standard-cursor fallback.
- Character window goes live: CharacterSheetProvider owns sheet assembly,
  XP-curve/raise-cost math and the raise flow — extracted out of
  GameWindow per Code Structure Rule 1 instead of committing the ~430-line
  feature body there. Optimistic XP/credit debits go through eventful
  store APIs (new ClientObjectTable.UpdateInt64Property +
  LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw
  property-dictionary writes; register row AP-73 covers the still-missing
  raise ledger (#163).
- RetailWindowFrame: the shared nine-slice window mount recipe; the
  character window uses it, remaining windows migrate via #164.
- Status-bar buttons toggle inventory/character windows; retail row-major
  backpack ordering; WorldSession.SendUseWithTarget + raise/train sends.

GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the
sheet/raise logic is unit-tested in CharacterSheetProviderTests instead
of trapped in the god object. Build green; full suite 3,286 tests pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 09:18:43 +02:00

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using System;
using System.IO;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Items;
using DatReaderWriter;
using DatReaderWriter.Options;
using Xunit;
namespace AcDream.App.Tests.UI.Layout;
/// <summary>
/// Real-dat smoke test for the gmInventoryUI frame (0x21000023) import + the sub-window
/// mount. Locks the #145-continuation fix: the mount keeps each mounted panel slot's OWN
/// frame ZLevel instead of inheriting the sub-window root's ZLevel 1000. Before the fix the
/// merge's zero-wins-base rule gave the slots ZLevel 1000 → the #145 ZOrder fold
/// (ReadOrder ZLevel·10000) sank them to ≈ 10,000,000, BEHIND the frame's Alphablend
/// backdrop (ZLevel 100 → ≈ 1,000,000), and the backdrop washed out the panels' captions,
/// burden meter, and item cells. Skips when the live dat directory is absent (CI).
/// </summary>
public class InventoryFrameImportProbe
{
private const uint Frame = 0x21000023u;
private const uint Backdrop = 0x100001D0u; // full-window Alphablend backdrop (ZLevel 100)
private const uint BackpackPanel = 0x100001CEu; // mounted gmBackpackUI slot
private const uint ItemsPanel = 0x100001CFu; // mounted gm3DItemsUI slot
private const uint PaperdollPanel = 0x100001CDu; // mounted gmPaperDollUI slot
private const uint BurdenMeter = 0x100001D9u; // backpack content (proves the mount attached it)
private const uint ContentsGrid = 0x100001C6u; // 3D-items content
private static string? DatDir()
{
var d = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
return Directory.Exists(d) ? d : null;
}
[Fact]
public void Paperdoll_equip_slots_resolve_to_item_lists()
{
var datDir = DatDir();
if (datDir is null) return; // CI: no live dat — skip
using var dats = new DatCollection(datDir, DatAccessType.Read);
var layout = LayoutImporter.Import(dats, Frame, _ => (0u, 0, 0), null);
Assert.NotNull(layout);
// A representative spread across the slot grid (head, shield, the weapon composite, cloak,
// trinket, a finger). All inherit base 0x100001E4 → 0x2100003D (Type 0x10000031 = UIElement_ItemList).
foreach (uint id in new[] { 0x100005ABu, 0x100001E1u, 0x100001DFu, 0x100005E9u, 0x1000058Eu, 0x100001DCu })
{
var el = layout!.FindElement(id);
Assert.True(el is UiItemList,
$"equip slot 0x{id:X8} resolved to {el?.GetType().Name ?? "null"}, expected UiItemList");
}
}
[Fact]
public void Mounted_panels_sit_in_front_of_the_backdrop()
{
var datDir = DatDir();
if (datDir is null) return; // CI: no live dat — skip (this is a smoke test)
using var dats = new DatCollection(datDir, DatAccessType.Read);
var layout = LayoutImporter.Import(dats, Frame, _ => (0u, 0, 0), null);
Assert.NotNull(layout);
var backdrop = layout!.FindElement(Backdrop);
Assert.NotNull(backdrop); // the full-window backdrop is a direct child of the frame
// The sub-window mount brings each panel's content into the by-id index.
Assert.NotNull(layout.FindElement(BurdenMeter)); // backpack burden meter
Assert.NotNull(layout.FindElement(ContentsGrid)); // 3D-items contents grid
// The fix: every mounted panel slot must draw IN FRONT of the backdrop
// (higher ZOrder = painted later = on top), so the backdrop sits behind the content.
foreach (var (id, name) in new[]
{
(BackpackPanel, "backpack"), (ItemsPanel, "3D-items"), (PaperdollPanel, "paperdoll"),
})
{
var panel = layout.FindElement(id);
Assert.True(panel is not null, $"{name} panel 0x{id:X8} missing from the imported tree");
Assert.True(panel!.ZOrder > backdrop!.ZOrder,
$"{name} panel ZOrder {panel.ZOrder} must be > backdrop ZOrder {backdrop.ZOrder} " +
"(else the Alphablend backdrop overpaints/washes out the panel content)");
}
}
[Fact]
public void Close_button_resolves_and_invokes_controller_close_callback()
{
var datDir = DatDir();
if (datDir is null) return; // CI: no live dat - skip
using var dats = new DatCollection(datDir, DatAccessType.Read);
var layout = LayoutImporter.Import(dats, Frame, _ => (0u, 0, 0), null);
Assert.NotNull(layout);
var close = layout!.FindElement(WindowChromeController.InventoryCloseButtonId);
Assert.NotNull(close);
Assert.True(close is UiButton or UiDatElement,
$"inventory close button resolved to {close?.GetType().Name ?? "null"}");
int closes = 0;
InventoryController.Bind(
layout,
new ClientObjectTable(),
playerGuid: static () => 0u,
iconIds: static (_, _, _, _, _) => 0u,
strength: static () => 100,
datFont: null,
onClose: () => closes++);
close!.OnEvent(new UiEvent(0u, close, UiEventType.Click));
Assert.Equal(1, closes);
}
}