acdream/tests/AcDream.App.Tests/UI/Layout/PaperdollControllerTests.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

191 lines
8.6 KiB
C#

using System.Collections.Generic;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Items;
using Xunit;
namespace AcDream.App.Tests.UI.Layout;
public class PaperdollControllerTests
{
private const uint Player = 0x50000001u;
private const uint Pack = 0x40000005u;
private const uint HeadSlot = 0x100005ABu; // HeadWear 0x1
private const uint ChestSlot = 0x100001E2u; // ChestWear 0x2
private const uint ChestArmorSlot = 0x100005ACu; // ChestArmor 0x200
private const uint ShieldSlot = 0x100001E1u; // Shield 0x200000
private const uint WeaponSlot = 0x100001DFu; // composite 0x3500000
private const uint FingerLSlot= 0x100001DCu; // FingerWearLeft 0x40000
private sealed class RootElement : UiElement { }
private static (ImportedLayout layout, Dictionary<uint, UiItemList> lists) BuildLayout()
{
var ids = new[] { HeadSlot, ChestSlot, ChestArmorSlot, ShieldSlot, WeaponSlot, FingerLSlot };
var lists = new Dictionary<uint, UiItemList>();
var byId = new Dictionary<uint, UiElement>();
var root = new RootElement { Width = 224, Height = 214 };
foreach (var id in ids)
{
var list = new UiItemList { Width = 32, Height = 32 };
lists[id] = list; byId[id] = list; root.AddChild(list);
}
return (new ImportedLayout(root, byId), lists);
}
private static PaperdollController Bind(ImportedLayout layout, ClientObjectTable objects,
List<(uint item, uint mask)>? wields = null, uint emptySlot = 0u)
=> PaperdollController.Bind(layout, objects, () => Player,
iconIds: (_, _, _, _, _) => 0x1234u,
sendWield: wields is null ? null : (i, m) => wields.Add((i, m)),
emptySlotSprite: emptySlot);
private static void SeedEquipped(ClientObjectTable t, uint guid, EquipMask loc)
{
t.AddOrUpdate(new ClientObject { ObjectId = guid, WielderId = Player });
t.MoveItem(guid, Player, newSlot: -1, newEquipLocation: loc);
}
private static void SeedPackItem(ClientObjectTable t, uint guid, EquipMask validLocations)
{
t.AddOrUpdate(new ClientObject { ObjectId = guid, ValidLocations = validLocations });
t.MoveItem(guid, Pack, newSlot: 0);
}
[Fact]
public void Populate_shows_equipped_item_in_its_slot()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
Bind(layout, objects);
Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId); // helm in the head slot
Assert.Equal(0u, lists[ShieldSlot].Cell.ItemId); // shield slot empty
}
[Fact]
public void Populate_matches_a_weapon_into_the_composite_slot()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xB01u, EquipMask.MeleeWeapon); // a sword's actual equip loc
Bind(layout, objects);
Assert.Equal(0xB01u, lists[WeaponSlot].Cell.ItemId); // matched via (loc & composite) != 0
}
[Fact]
public void OnDragOver_accepts_only_valid_locations()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xC01u, EquipMask.HeadWear); // a helm in the pack
var ctrl = Bind(layout, objects);
var payload = new ItemDragPayload(0xC01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
Assert.True(ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload)); // helm → head OK
Assert.False(ctrl.OnDragOver(lists[ShieldSlot], lists[ShieldSlot].Cell, payload)); // helm → shield NO
}
[Fact]
public void HandleDropRelease_wields_optimistically_and_sends_wire()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xD01u, EquipMask.HeadWear);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xD01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
ctrl.HandleDropRelease(lists[HeadSlot], lists[HeadSlot].Cell, payload);
Assert.Equal(EquipMask.HeadWear, objects.Get(0xD01u)!.CurrentlyEquippedLocation); // equipped instantly
Assert.Equal(Player, objects.Get(0xD01u)!.ContainerId); // contained-by-wielder (the optimistic wield is ContainerId-based; it does NOT write WielderId)
Assert.Single(wields);
Assert.Equal((0xD01u, (uint)EquipMask.HeadWear), wields[0]); // GetAndWieldItem wire
}
[Fact]
public void HandleDropRelease_resolves_the_finger_bit_for_a_dual_finger_ring()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xE01u, EquipMask.FingerWearLeft | EquipMask.FingerWearRight);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xE01u, ItemDragSource.Inventory, 0, lists[FingerLSlot].Cell);
ctrl.HandleDropRelease(lists[FingerLSlot], lists[FingerLSlot].Cell, payload);
Assert.Equal((uint)EquipMask.FingerWearLeft, wields[0].mask); // ValidLocations & slotMask = left finger only
}
[Fact]
public void HandleDropRelease_onAutoWearSlot_sendsFullValidLocations()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const EquipMask coatMask =
EquipMask.ChestWear
| EquipMask.UpperArmWear
| EquipMask.LowerArmWear;
SeedPackItem(objects, 0xE02u, coatMask);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xE02u, ItemDragSource.Inventory, 0, lists[ChestSlot].Cell);
ctrl.HandleDropRelease(lists[ChestSlot], lists[ChestSlot].Cell, payload);
Assert.Equal((uint)coatMask, wields[0].mask);
Assert.Equal(coatMask, objects.Get(0xE02u)!.CurrentlyEquippedLocation);
}
[Fact]
public void HandleDropRelease_onArmorAutoWearSlot_sendsFullValidLocations()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const EquipMask hauberkMask =
EquipMask.ChestArmor
| EquipMask.AbdomenArmor
| EquipMask.UpperArmArmor
| EquipMask.LowerArmArmor;
SeedPackItem(objects, 0xE03u, hauberkMask);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xE03u, ItemDragSource.Inventory, 0, lists[ChestArmorSlot].Cell);
ctrl.HandleDropRelease(lists[ChestArmorSlot], lists[ChestArmorSlot].Cell, payload);
Assert.Equal((uint)hauberkMask, wields[0].mask);
Assert.Equal(hauberkMask, objects.Get(0xE03u)!.CurrentlyEquippedLocation);
}
[Fact]
public void Empty_equip_slot_shows_the_configured_frame() // visible frame so all positions are usable (Slice 1; the doll is Slice 2)
{
var (layout, lists) = BuildLayout();
Bind(layout, new ClientObjectTable(), emptySlot: 0x06004D20u);
Assert.Equal(0x06004D20u, lists[HeadSlot].Cell.EmptySprite);
}
[Fact]
public void Live_player_wield_repaints_the_slot() // event-driven: ObjectMoved → Concerns → Populate
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
Bind(layout, objects); // slots empty at bind
SeedPackItem(objects, 0xF01u, EquipMask.HeadWear); // a helm appears in the pack (not on the doll)
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
objects.WieldItemOptimistic(0xF01u, Player, EquipMask.HeadWear); // player wields it → ObjectMoved(to=player)
Assert.Equal(0xF01u, lists[HeadSlot].Cell.ItemId); // the head slot repainted with the helm
}
[Fact]
public void Live_npc_equip_does_not_appear_on_the_doll() // player-scoped: a remote creature's wielded item never leaks
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
Bind(layout, objects);
const uint npc = 0x60000001u;
objects.AddOrUpdate(new ClientObject
{
ObjectId = 0xF02u, WielderId = npc, CurrentlyEquippedLocation = EquipMask.HeadWear,
});
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId); // the NPC's helm is NOT on the player's doll
}
}