acdream/tests/AcDream.Core.Tests/Items/ItemUseabilityTests.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

30 lines
963 B
C#

using AcDream.Core.Items;
namespace AcDream.Core.Tests.Items;
public sealed class ItemUseabilityTests
{
[Fact]
public void TargetedUse_hasHighTargetBits()
{
const uint healthKit = 0x000A0008u; // source contained, target self or contained
Assert.True(ItemUseability.IsTargeted(healthKit));
Assert.True(ItemUseability.AllowsSelfTarget(healthKit));
Assert.Equal(ItemUseability.Contained, ItemUseability.SourceFlags(healthKit));
Assert.Equal(ItemUseability.Self | ItemUseability.Contained, ItemUseability.TargetFlags(healthKit));
}
[Fact]
public void DirectContainedUse_isNotTargeted()
{
Assert.False(ItemUseability.IsTargeted(ItemUseability.Contained));
Assert.True(ItemUseability.IsDirectUseable(ItemUseability.Contained));
}
[Fact]
public void UseableNo_isNotDirectUseable()
{
Assert.False(ItemUseability.IsDirectUseable(ItemUseability.No));
}
}