Files
benilla-octo/crates/benilla-app/src/ui_script/unit_frame_tests.rs
T
SamandClaude Fable 5.1 149a1beb47 the colour picker, guild charter, honour page and four more go stock
- the colour dialog is the reference's own `ColorPickerFrame.xml` — the window with the largest reach in the addon corpus (86 of 218 addons name it, 64 of those Dewdrop-2.0, so every Ace2 config menu's colour row opens it), and the guild charter, the guild registrar, the error toasts with the raid warning (which our copy had declared with NO scripts at all, so the big centre text and its sound had been inert scenery), the honour page, the quest timer and the stack-split spinner follow — each a toc line and a deletion
- the swaps caught our own bugs on the way: the registrar's two service rows were hidden by a template modelled on the quest list's pooled rows, leaving a bare "Available Services" heading over blank parchment; the stack spinner CLAMPED a too-big digit where the reference ignores it (37 against a 5-stack leaves the 3 standing, `StackSplitFrame.lua:72-85`) — a divergence with a test defending it; and 1.12's Lua-5.0 `arg`/`arg.n` varargs turn out to work in this VM (mlua's vendored 5.1 has `LUA_COMPAT_VARARG`), which unblocks every stock file written in that idiom
- 42 test modules carried five near-identical private copies of a disk-only XML loader that structurally cannot name a chain file; they are one shared reader now (733 lines out), with a strict variant that fails on an unknown-template WARNING — the case where a frame builds with none of its art — which is how the registrar bug was caught on the first window after

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 16:58:29 +07:00

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use benilla_ui::script::{
QuadContent, ScriptValue, SelectionRequest, SoundRequest, UiScript, UnitState,
};
use super::test_ui::load_ui as load_xml;
/// The unit frames' production load prefix (ui_script/mod.rs order): fonts + UIParent +
/// tooltip, then the dropdown kit + unit popups the frames' DropDown children initialize into.
fn load_unit_frames(s: &UiScript) {
// The app runs the real `Interface\FrameXML\GlobalStrings.lua` off the player's chain
// BEFORE any XML (`load_global_strings`); this stands in for it, with the one key these
// frames resolve at load time — `DEAD` l.898, which both dead-text FontStrings name in
// their `text=` attribute. Without it the loader's literal fallback would leave the KEY on
// screen, which is the bug this file guards below.
s.run(r#"DEAD = "Dead""#).unwrap();
load_xml(s, "Fonts.xml");
load_xml(s, "UIParent.xml");
// The bars' numerals machinery (decision 1082), which the manifest loads immediately ahead of
// UnitFrames.xml and which every bar's OnLoad wires into since 1143.
load_xml(s, "TextStatusBar.xml");
load_xml(s, "GameTooltip.xml");
load_xml(s, "UIDropDownMenu.xml");
load_xml(s, "UnitPopup.xml");
load_xml(s, "UnitFrames.xml");
}
/// Load the real `assets/ui/UnitFrames.xml` (the shipped default UI) into a bare engine and
/// drive it with synthetic snapshots — the whole slice-1 chain minus Bevy: template expansion,
/// StatusBar fill, the Era event set, the target frame's hide/show lifecycle, and the async
/// name arriving via UNIT_NAME_UPDATE.
#[test]
fn shipped_unit_frames_drive_end_to_end() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
// No units yet: both frames hid themselves on their OnLoad's first update.
let hidden: bool = s
.eval("return not PlayerFrame:IsVisible() and not TargetFrame:IsVisible()")
.unwrap();
assert!(hidden, "frames hide while their units don't exist");
// The player appears (name still unresolved), at 72/100 health, 45/80 mana.
s.set_unit(
"player",
Some(UnitState {
exists: true,
name: None,
health: 72,
max_health: 100,
level: 12,
power_type: 0,
power: 45,
max_power: 80,
dead: false,
reaction: 0,
..UnitState::default()
}),
);
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
assert!(s.eval::<bool>("return PlayerFrame:IsVisible()").unwrap());
let ok: bool = s
.eval(
r#"
local hb, pb = PlayerFrameHealthBar, PlayerFrameManaBar
local _, hmax = hb:GetMinMaxValues()
local _, pmax = pb:GetMinMaxValues()
local r, g, b = pb:GetStatusBarColor()
return hb:GetValue() == 72 and hmax == 100
and pb:GetValue() == 45 and pmax == 80 and pb:IsVisible()
and b == 1 and r == 0 -- mana blue
and PlayerName:GetText() == "Unknown"
"#,
)
.unwrap();
assert!(ok, "player frame painted from the snapshot");
// The name-query answer lands: UNIT_NAME_UPDATE repaints the name.
s.set_unit(
"player",
Some(UnitState {
exists: true,
name: Some("Benilla".into()),
health: 72,
max_health: 100,
level: 12,
power_type: 0,
power: 45,
max_power: 80,
dead: false,
reaction: 0,
..UnitState::default()
}),
);
s.fire_event("UNIT_NAME_UPDATE", vec![ScriptValue::Str("player".into())]);
assert_eq!(
s.eval::<String>("return PlayerName:GetText()").unwrap(),
"Benilla"
);
// A powerless wolf gets targeted: frame shows, power bar hides, health fills 30/50.
s.set_unit(
"target",
Some(UnitState {
exists: true,
name: Some("Young Wolf".into()),
health: 30,
max_health: 50,
level: 3,
power_type: 0,
power: 0,
max_power: 0,
dead: false,
reaction: 4, // neutral
..UnitState::default()
}),
);
s.take_sounds(); // drain anything earlier; the target select/deselect pair is under test below
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
let ok: bool = s
.eval(
r#"
return TargetFrame:IsVisible()
and not TargetFrameManaBar:IsVisible()
and TargetName:GetText() == "Young Wolf"
and TargetLevelText:GetText() == "3"
and not TargetDeadText:IsShown() -- living target: no dead word
"#,
)
.unwrap();
assert!(
ok,
"target frame painted; powerless unit hides its power bar"
);
// The select sound rides the frame's OnShow (ref TargetFrame_OnShow): a neutral (4) wolf is
// neither UnitIsEnemy (≤2) nor UnitIsFriend (≥5) → the neutral kit.
assert_eq!(
s.take_sounds(),
vec![SoundRequest::KitName("igCreatureNeutralSelect".into())],
"neutral target select kit"
);
// Neutral reaction (4) tints the name plate yellow — UnitReactionColor[4] = (1,1,0), the
// faithful TargetFrame_CheckFaction path (the plate was untinted before). Assert on the extracted
// quad's vertex color (same style as the bar-fill check below).
s.resolve();
let plate = s
.extract()
.into_iter()
.find_map(|q| match q.content {
QuadContent::Texture {
path: Some(p),
color: Some(c),
..
} if p.contains("LevelBackground") => Some(c),
_ => None,
})
.expect("target name-plate quad present");
assert!(
(plate[0] - 1.0).abs() < 1e-6 && (plate[1] - 1.0).abs() < 1e-6 && plate[2].abs() < 1e-6,
"neutral name plate is yellow, got {plate:?}"
);
// The target's health-bar fill quad is 60% of the bar width (30/50 of the real 119px bar,
// ref-TargetFrame.xml l.253-255).
s.resolve();
let quads = s.extract();
let bar_rect = quads
.iter()
.filter(|q| {
matches!(&q.content, QuadContent::Texture { path: Some(p), .. }
if p.contains("UI-StatusBar"))
})
.filter_map(|q| q.rect)
.find(|r| (r.width() - 119.0 * 0.6).abs() < 0.01)
.expect("target health fill at 60% of 119px");
assert!((bar_rect.width() - 71.4).abs() < 0.01);
// Deselect: the target frame hides again, playing the lost-target kit (ref TargetFrame_OnHide).
s.set_unit("target", None);
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
assert!(!s.eval::<bool>("return TargetFrame:IsVisible()").unwrap());
assert_eq!(
s.take_sounds(),
vec![SoundRequest::KitName(
"INTERFACESOUND_LOSTTARGETUNIT".into()
)],
"deselect plays the lost-target kit"
);
// A hostile (reaction 2) target takes the UnitIsEnemy branch — the aggro kit.
s.set_unit(
"target",
Some(UnitState {
exists: true,
name: Some("Kobold Vermin".into()),
health: 40,
max_health: 40,
level: 1,
reaction: 2,
..UnitState::default()
}),
);
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
assert!(s
.eval::<bool>("return UnitIsEnemy(\"target\", \"player\") == 1")
.unwrap());
assert_eq!(
s.take_sounds(),
vec![SoundRequest::KitName("igCreatureAggroSelect".into())],
"hostile target select kit"
);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The hit indicator's drawn height via the engine extract: the `SetTextHeight` override on the
/// Text quad whose text matches (the two-regime split, decision 0582 — GetFont keeps reporting
/// the font object's own 30, like the real API).
fn extracted_text_height(s: &mut UiScript, text: &str) -> Option<f32> {
s.resolve();
s.extract().into_iter().find_map(|q| match q.content {
QuadContent::Text {
text: Some(t),
text_height,
..
} if t == text => Some(text_height),
_ => None,
})?
}
/// The portrait hit indicator (decision 0576): `UNIT_COMBAT` over `"player"` drives the
/// transcribed CombatFeedback — a physical wound paints the amount white at the base height 30,
/// a spell crit paints yellow at ×1.5, a full absorb paints the word at ×0.75 — and the fade
/// envelope (0.2 s in, 0.7 s hold, 0.3 s out) ends in a Hide. A `"target"`-token event never
/// touches it (only the player frame registers UNIT_COMBAT in 1.12).
#[test]
fn unit_combat_drives_the_player_hit_indicator() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
s.set_unit(
"player",
Some(UnitState {
exists: true,
health: 72,
max_health: 100,
..UnitState::default()
}),
);
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
let ev = |unit: &str, action: &str, flags: &str, amount: i64, school: i64| {
vec![
ScriptValue::Str(unit.into()),
ScriptValue::Str(action.into()),
ScriptValue::Str(flags.into()),
ScriptValue::Int(amount),
ScriptValue::Int(school),
]
};
// A physical wound: the amount, white, base height.
s.fire_event("UNIT_COMBAT", ev("player", "WOUND", "", 17, 0));
let ok: bool = s
.eval(
r#"
local ind = PlayerHitIndicator
return ind:IsShown() ~= nil and tostring(ind:GetText()) == "17"
"#,
)
.unwrap();
assert!(ok, "physical wound paints the amount ({:?})", s.errors());
assert_eq!(
extracted_text_height(&mut s, "17"),
Some(30.0),
"base height 30 (the SetTextHeight regime)"
);
// A spell crit: ×1.5 height (the CRITICAL arm), and the type>0 yellow.
s.fire_event("UNIT_COMBAT", ev("player", "WOUND", "CRITICAL", 64, 4));
let ok: bool = s
.eval("return tostring(PlayerHitIndicator:GetText()) == \"64\"")
.unwrap();
assert!(ok, "spell crit paints ({:?})", s.errors());
assert_eq!(
extracted_text_height(&mut s, "64"),
Some(45.0),
"×1.5 crit height, UNCAPPED past 32 (decision 0582's regime split)"
);
// A full absorb: the word at ×0.75.
s.fire_event("UNIT_COMBAT", ev("player", "WOUND", "ABSORB", 0, 0));
let ok: bool = s
.eval("return PlayerHitIndicator:GetText() == \"Absorb\"")
.unwrap();
assert!(ok, "full absorb paints the word ({:?})", s.errors());
assert_eq!(
extracted_text_height(&mut s, "Absorb"),
Some(22.5),
"the word at ×0.75"
);
// The envelope: mid-hold the text is fully opaque; past 1.2 s it hides.
s.tick(0.5); // 0.2 fade-in + into the hold
let ok: bool = s
.eval(
r#"
local ind = PlayerHitIndicator
return ind:IsShown() ~= nil and ind:GetAlpha() == 1.0
"#,
)
.unwrap();
assert!(ok, "mid-hold: opaque ({:?})", s.errors());
s.tick(0.8); // past fade-in + hold + fade-out (1.2 s total)
assert!(
s.eval::<bool>("return PlayerHitIndicator:IsShown() == nil")
.unwrap(),
"the envelope ends in a Hide ({:?})",
s.errors()
);
// A target-token event leaves the (hidden) indicator alone.
s.fire_event("UNIT_COMBAT", ev("target", "WOUND", "", 99, 0));
assert!(
s.eval::<bool>("return PlayerHitIndicator:IsShown() == nil")
.unwrap(),
"a target event never touches the player indicator"
);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// Left-clicking the player unit frame targets yourself — the faithful self-target path (ref
/// `PlayerFrame_OnClick` → `TargetUnit("player")`). Drives the real hit-test path (a press + release
/// on the frame's centre fires its `OnClick`) against the shipped `UnitFrames.xml`, and asserts the
/// `TargetUnit` request the app drains and commits. A right-click opens the SELF unit popup
/// (decision 0434 phase 5) — nothing solo (only CANCEL survives the gates, the ref shows no
/// menu), the full leader set once a party is pushed.
#[test]
fn left_clicking_the_player_frame_targets_self() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
// The SELF-menu strings the popup rows bake at UnitPopup.xml load (no GlobalStrings in a
// bare engine — production reads the real file).
s.run(
r#"
LOOT_METHOD = "Loot Method"
LOOT_THRESHOLD = "Loot Threshold"
LOOT_GROUP_LOOT = "Group Loot"
PARTY_LEAVE = "Leave Party"
RAID_TARGET_ICON = "Raid Target Icon"
CANCEL = "Cancel"
ITEM_QUALITY2_DESC = "Uncommon"
"#,
)
.unwrap();
load_unit_frames(&s);
// The player must exist for the frame to be shown and mouse-hittable.
s.set_unit(
"player",
Some(UnitState {
exists: true,
health: 72,
max_health: 100,
..UnitState::default()
}),
);
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
s.resolve();
assert!(
s.take_selection_requests().is_empty(),
"no request before any click"
);
// Click the frame's centre through the real hit-test path (press + release on the same frame).
let (cx, cy) = s
.eval::<(f64, f64)>("return PlayerFrame:GetCenter()")
.unwrap();
s.mouse_button(cx as f32, cy as f32, "RightButton", true);
s.mouse_button(cx as f32, cy as f32, "RightButton", false);
assert!(
s.take_selection_requests().is_empty(),
"right-click queues no target"
);
// Solo, every SELF row is gated off (only CANCEL survives) — the ref opens no menu. 1.12 has
// no PvP row here and neither do we (decision 0652 took 0646's added row back out).
assert!(
s.eval::<bool>("return not DropDownList1:IsVisible()")
.unwrap(),
"no SELF menu while solo"
);
s.mouse_button(cx as f32, cy as f32, "LeftButton", true);
s.mouse_button(cx as f32, cy as f32, "LeftButton", false);
assert_eq!(
s.take_selection_requests(),
vec![SelectionRequest::Unit("player".into())],
"left-click queues a self-target"
);
// Grouped and leading: the same right-click opens the SELF popup — title (our name),
// Loot Method + Loot Threshold (nested), Leave Party, Raid Target Icon (nested), Cancel.
s.set_party(benilla_ui::script::PartyState {
members: vec![benilla_ui::script::PartyMemberInfo {
name: "Alice".into(),
guid: 0xA11CE,
}],
leader_index: 0, // we lead
// The player's own guid, which this fixture leaves unset — spelled out because a bare 0
// is also the reference's "ungrouped" sentinel and this party has a member.
leader_guid: 0,
raid: Vec::new(),
loot_method: "group".into(),
master_looter: None,
loot_threshold: 2,
});
s.mouse_button(cx as f32, cy as f32, "RightButton", true);
s.mouse_button(cx as f32, cy as f32, "RightButton", false);
assert!(
s.eval::<bool>("return DropDownList1:IsVisible()").unwrap(),
"the SELF menu opens for a party leader"
);
assert_eq!(
s.eval::<i64>("return DropDownList1.numButtons").unwrap(),
6,
"title + Loot Method + Loot Threshold + Leave Party + Raid Target Icon + Cancel"
);
assert_eq!(
s.eval::<String>("return DropDownList1Button4:GetText()")
.unwrap(),
"Leave Party"
);
// The nested rows carry the expand arrow (the level-2 gate for a leader).
assert!(
s.eval::<bool>("return DropDownList1Button2ExpandArrow:IsVisible()")
.unwrap(),
"Loot Method is nested for the leader"
);
// Clicking Leave Party through the real hit path fires UnitPopup_OnClick → LeaveParty()
// and closes the list (not keepShownOnClick).
s.resolve();
let (rx, ry) = s
.eval::<(f64, f64)>("return DropDownList1Button4:GetCenter()")
.unwrap();
s.mouse_button(rx as f32, ry as f32, "LeftButton", true);
s.mouse_button(rx as f32, ry as f32, "LeftButton", false);
assert_eq!(
s.take_party_requests(),
vec![benilla_ui::script::PartyRequest::Leave],
"Leave Party queues the leave intent"
);
assert!(
s.eval::<bool>("return not DropDownList1:IsVisible()")
.unwrap(),
"the click closes the list"
);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The nested level-2 list end-to-end (the 6a suspect path): a leader right-clicks the player
/// frame, hovers Raid Target Icon — a `hasArrow` row's OnEnter is what opens `DropDownList2` —
/// and clicks Skull through the real hit path. The mark intent must queue against the menu's
/// unit. The level-1 click was pinned above; this pins the level the marks actually live on.
#[test]
fn raid_mark_clicks_through_the_nested_level() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
s.run(
r#"
LOOT_METHOD = "Loot Method"
LOOT_THRESHOLD = "Loot Threshold"
LOOT_GROUP_LOOT = "Group Loot"
PARTY_LEAVE = "Leave Party"
RAID_TARGET_ICON = "Raid Target Icon"
CANCEL = "Cancel"
ITEM_QUALITY2_DESC = "Uncommon"
RAID_TARGET_1 = "Star"; RAID_TARGET_2 = "Circle"; RAID_TARGET_3 = "Diamond";
RAID_TARGET_4 = "Triangle"; RAID_TARGET_5 = "Moon"; RAID_TARGET_6 = "Square";
RAID_TARGET_7 = "Cross"; RAID_TARGET_8 = "Skull"; NONE = "None"
"#,
)
.unwrap();
load_unit_frames(&s);
s.set_unit(
"player",
Some(UnitState {
exists: true,
health: 72,
max_health: 100,
..UnitState::default()
}),
);
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
s.set_party(benilla_ui::script::PartyState {
members: vec![benilla_ui::script::PartyMemberInfo {
name: "Alice".into(),
guid: 0xA11CE,
}],
leader_index: 0, // we lead — the mark rows are leader-gated
leader_guid: 0, // the player's own guid; this fixture leaves it unset
raid: Vec::new(),
loot_method: "group".into(),
master_looter: None,
loot_threshold: 2,
});
s.resolve();
let (cx, cy) = s
.eval::<(f64, f64)>("return PlayerFrame:GetCenter()")
.unwrap();
s.mouse_button(cx as f32, cy as f32, "RightButton", true);
s.mouse_button(cx as f32, cy as f32, "RightButton", false);
assert!(
s.eval::<bool>("return DropDownList1:IsVisible()").unwrap(),
"the SELF menu opens"
);
s.resolve();
// Hover the nested row through the real pointer path.
assert_eq!(
s.eval::<String>("return DropDownList1Button5:GetText()")
.unwrap(),
"Raid Target Icon"
);
let (rx, ry) = s
.eval::<(f64, f64)>("return DropDownList1Button5:GetCenter()")
.unwrap();
s.mouse_move(rx as f32, ry as f32);
assert!(
s.eval::<bool>("return DropDownList2:IsVisible()").unwrap(),
"hovering the nested row opens level 2"
);
assert_eq!(
s.eval::<i64>("return DropDownList2.numButtons").unwrap(),
9,
"the eight marks + None"
);
s.resolve();
// Click Skull (row 8) through the real hit path.
assert_eq!(
s.eval::<String>("return DropDownList2Button8:GetText()")
.unwrap(),
"Skull"
);
let (sx, sy) = s
.eval::<(f64, f64)>("return DropDownList2Button8:GetCenter()")
.unwrap();
s.mouse_button(sx as f32, sy as f32, "LeftButton", true);
s.mouse_button(sx as f32, sy as f32, "LeftButton", false);
assert_eq!(
s.take_party_requests(),
vec![benilla_ui::script::PartyRequest::SetRaidTarget {
unit: "player".into(),
index: 8
}],
"Skull queues the mark intent for the menu's unit"
);
// Ref law: the click hides only the row's OWN list (UIDropDownMenuButton_OnClick's
// `this:GetParent():Hide()`; DropDownList1's OnHide closes level 2, never the reverse).
// Level 1 lingers and dies by the 2s show-timer once the pointer leaves the chain.
assert!(
s.eval::<bool>("return not DropDownList2:IsVisible() and DropDownList1:IsVisible()")
.unwrap(),
"the click closes its own level; level 1 lingers (ref)"
);
// Two ticks: the ref's OnUpdate hides only on the frame AFTER the timer crosses zero.
s.mouse_move(5.0, 5.0);
s.tick(2.1);
s.tick(0.1);
assert!(
s.eval::<bool>("return not DropDownList1:IsVisible()")
.unwrap(),
"level 1 times out 2s after the pointer leaves the chain"
);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The level slot's transcribed CheckLevel law (ref-TargetFrame.lua l.119-142) end to end over
/// the REAL `GetDifficultyColor` (ref-QuestLogFrame.lua l.14-20 + l.584-599, loaded from the
/// shipped QuestLogFrame.xml — its ref home) and `UnitLevel`'s −1 return: an attackable target
/// difficulty-colors its number; a hostile 10+ levels up (UnitLevel −1) or a corpse swaps the
/// number for the HighLevelTexture skull; the green→grey boundary rides the real
/// GetQuestGreenRange binding.
#[test]
fn shipped_target_frame_runs_the_level_law() {
use benilla_ui::script::PlayerReqState;
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
// GetDifficultyColor's own load chain (the quest log window, its ref home).
load_xml(&s, "MoneyFrame.xml");
load_xml(&s, "UiPanels.xml");
load_xml(&s, "MerchantFrame.xml");
load_xml(&s, "QuestLogFrame.xml");
// The player at level 3, both feeds (the snapshot UnitLevel("player") reads; the req state
// the −1 gate and GetQuestGreenRange read) — the app keeps the two in step.
s.set_player_req_state(PlayerReqState {
level: 3,
..Default::default()
});
s.set_unit(
"player",
Some(UnitState {
exists: true,
level: 3,
is_player: true,
health: 50,
max_health: 50,
..UnitState::default()
}),
);
// An attackable boar 5 up (the screenshot's case at the director's level): the number shows,
// impossible-red via the real table; no skull.
s.set_unit(
"target",
Some(UnitState {
exists: true,
name: Some("Elder Mottled Boar".into()),
health: 40,
max_health: 40,
level: 8,
reaction: 4,
can_attack: true,
..UnitState::default()
}),
);
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
let ok: bool = s
.eval(
r#"
local lvl = getglobal("TargetLevelText")
local skull = getglobal("TargetHighLevelTexture")
local c = GetDifficultyColor(8)
return lvl:IsShown() ~= nil and skull:IsShown() == nil
and tostring(lvl:GetText()) == "8"
and c.r == 1.00 and c.g == 0.10 and c.b == 0.10
"#,
)
.unwrap();
assert!(ok, "attackable +5: red number, no skull ({:?})", s.errors());
// A hostile 10+ levels up: UnitLevel reads −1 → the skull replaces the number.
s.set_unit(
"target",
Some(UnitState {
exists: true,
name: Some("Guard".into()),
health: 400,
max_health: 400,
level: 13,
reaction: 2,
can_attack: true,
..UnitState::default()
}),
);
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
let ok: bool = s
.eval(
r#"
local lvl = getglobal("TargetLevelText")
local skull = getglobal("TargetHighLevelTexture")
return UnitLevel("target") == -1
and skull:IsShown() ~= nil and lvl:IsShown() == nil
"#,
)
.unwrap();
assert!(ok, "hostile +10: the skull shows ({:?})", s.errors());
// A DEAD mob is NOT a corpse (§5: UnitIsCorpse is a pure TYPEID_CORPSE object check, and
// UnitLevel has no health test) — the ref shows a dead mob's NUMBER, not the skull.
s.set_unit(
"target",
Some(UnitState {
exists: true,
name: Some("Elder Mottled Boar".into()),
health: 0,
max_health: 40,
level: 8,
reaction: 4,
dead: true,
..UnitState::default()
}),
);
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
let ok: bool = s
.eval(
r#"
local lvl = getglobal("TargetLevelText")
local skull = getglobal("TargetHighLevelTexture")
return UnitIsCorpse("target") == nil
and lvl:IsShown() ~= nil and skull:IsShown() == nil
and tostring(lvl:GetText()) == "8"
"#,
)
.unwrap();
assert!(
ok,
"dead mob: the number shows, no skull ({:?})",
s.errors()
);
// A resolved CORPSE world object: the ref's first branch — the skull, whatever the level.
s.set_unit(
"target",
Some(UnitState {
exists: true,
name: Some("Corpse of Somebody".into()),
level: 8,
corpse_object: true,
..UnitState::default()
}),
);
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
let ok: bool = s
.eval(
r#"
local skull = getglobal("TargetHighLevelTexture")
return UnitIsCorpse("target") == 1 and skull:IsShown() ~= nil
"#,
)
.unwrap();
assert!(ok, "corpse object: the skull shows ({:?})", s.errors());
// The green→grey boundary rides GetQuestGreenRange: at player 30 the band is 7 —
// 7 below (23) still standard-green, 8 below (22) trivial-grey.
s.set_player_req_state(PlayerReqState {
level: 30,
..Default::default()
});
s.set_unit(
"player",
Some(UnitState {
exists: true,
level: 30,
is_player: true,
health: 50,
max_health: 50,
..UnitState::default()
}),
);
let ok: bool = s
.eval(
r#"
local g, t = GetDifficultyColor(23), GetDifficultyColor(22)
return GetQuestGreenRange() == 7
and g.r == 0.25 and g.g == 0.75 and g.b == 0.25
and t.r == 0.50 and t.g == 0.50 and t.b == 0.50
"#,
)
.unwrap();
assert!(ok, "green range boundary at level 30 ({:?})", s.errors());
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The PvP flag icon on the player and target frames (decision 0646 §4): the reference's
/// three-branch law, driven through the real shipped XML. FFA outranks the faction flag; the
/// faction leg needs BOTH a side and the flag; and the player's `igPVPUpdate` sounds on the
/// UNIT_FACTION edge, not on every repaint.
#[test]
fn pvp_icon_follows_the_three_branch_law() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
let _ = s.take_sounds(); // the frames' own load-time kits (target hide) aren't ours
let icon_shown = |s: &UiScript, unit: &str| -> bool {
s.eval(&format!(
"return {unit}PVPIcon:IsVisible() and true or false"
))
.unwrap()
};
// The extracted quad path for a shown icon (nil while hidden).
let icon_path = |s: &mut UiScript, needle: &str| -> bool {
s.resolve();
s.extract().into_iter().any(
|q| matches!(&q.content, QuadContent::Texture { path: Some(p), .. } if p.contains(needle)),
)
};
let alliance_player = |pvp: bool, ffa: bool| UnitState {
exists: true,
name: Some("Benilla".into()),
health: 50,
max_health: 50,
level: 10,
is_player: true,
faction_group: Some("Alliance".into()),
pvp,
is_pvp_ffa: ffa,
..UnitState::default()
};
// Unflagged: no icon, no sound.
s.set_unit("player", Some(alliance_player(false, false)));
s.fire_event("UNIT_FACTION", vec![ScriptValue::Str("player".into())]);
assert!(!icon_shown(&s, "Player"), "unflagged shows none");
assert!(s.take_sounds().is_empty(), "no sound while unflagged");
// Flagged: the Alliance icon, and one igPVPUpdate for the flag change.
s.set_unit("player", Some(alliance_player(true, false)));
s.fire_event("UNIT_FACTION", vec![ScriptValue::Str("player".into())]);
assert!(icon_shown(&s, "Player"));
assert!(icon_path(&mut s, "UI-PVP-Alliance"), "faction leg art");
assert_eq!(
s.take_sounds(),
vec![SoundRequest::KitName("igPVPUpdate".into())],
"the flag change sounds once"
);
// A repaint that is NOT a flag change (a health tick) must not re-sound.
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
assert!(s.take_sounds().is_empty(), "repaints don't re-sound");
// FFA outranks the faction flag even when both are set — the reference's branch order.
s.set_unit("player", Some(alliance_player(true, true)));
s.fire_event("UNIT_FACTION", vec![ScriptValue::Str("player".into())]);
assert!(icon_path(&mut s, "UI-PVP-FFA"), "FFA wins the branch");
let _ = s.take_sounds();
// No resolvable side (a Monster/neutral template) hides the icon however flagged it is —
// the `factionGroup and UnitIsPVP` gate. A guard the app can't name a side for draws nothing
// rather than reaching for a texture that doesn't ship.
s.set_unit(
"target",
Some(UnitState {
exists: true,
name: Some("Kobold Vermin".into()),
health: 40,
max_health: 40,
level: 8,
reaction: 2,
pvp: true,
faction_group: None,
..UnitState::default()
}),
);
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
assert!(
!icon_shown(&s, "Target"),
"flagged but sideless draws no icon"
);
// A Horde target that IS flagged takes its own faction's art on the target frame.
s.set_unit(
"target",
Some(UnitState {
exists: true,
name: Some("Orgrimmar Grunt".into()),
health: 40,
max_health: 40,
level: 8,
reaction: 2,
pvp: true,
faction_group: Some("Horde".into()),
..UnitState::default()
}),
);
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
assert!(icon_shown(&s, "Target"));
assert!(icon_path(&mut s, "UI-PVP-Horde"), "the target's own side");
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The target name plate's two middle legs, unblocked by the PvP wire (decision 0646 §4): a
/// friendly player who is PvP-flagged reads GREEN, an unflagged one stays blue. Before the wire
/// both collapsed into blue.
#[test]
fn flagged_friendly_player_plate_is_green() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
let plate_color = |s: &mut UiScript| -> [f32; 4] {
s.resolve();
s.extract()
.into_iter()
.find_map(|q| match q.content {
QuadContent::Texture {
path: Some(p),
color: Some(c),
..
} if p.contains("LevelBackground") => Some(c),
_ => None,
})
.expect("target name-plate quad present")
};
let friendly_player = |pvp: bool| UnitState {
exists: true,
name: Some("Guildmate".into()),
health: 50,
max_health: 50,
level: 20,
is_player: true,
reaction: 5,
can_attack: false,
faction_group: Some("Alliance".into()),
pvp,
..UnitState::default()
};
s.set_unit("target", Some(friendly_player(false)));
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
let blue = plate_color(&mut s);
assert!(
blue[0].abs() < 1e-6 && blue[1].abs() < 1e-6 && (blue[2] - 1.0).abs() < 1e-6,
"an unflagged friendly player is blue, got {blue:?}"
);
s.set_unit("target", Some(friendly_player(true)));
s.fire_event("UNIT_FACTION", vec![ScriptValue::Str("target".into())]);
let green = plate_color(&mut s);
assert!(
green[0].abs() < 1e-6 && (green[1] - 1.0).abs() < 1e-6 && green[2].abs() < 1e-6,
"a PvP-flagged friendly player is green (UnitReactionColor[6]), got {green:?}"
);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The classification border law (decision 0782, ref-TargetFrame.lua l.205-218) end to end: the
/// gated rank on the snapshot → `UnitClassification` → which of the three shipped border textures
/// actually reaches the draw list. Asserting the *extracted quad* rather than a Lua getter is the
/// point — it is the pixels, and it catches a swap that sets the path on the wrong region.
///
/// The two facts worth a test rather than a comment: three of the five classifications share the
/// Elite art (1.12 ships no rare-elite border at all), and the border must repaint on
/// UNIT_CLASSIFICATION_CHANGED alone, with no re-target.
#[test]
fn target_frame_border_follows_the_classification_law() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
// Every TargetingFrame border path in the draw list. The player frame contributes the plain
// art on every frame, so the assertions below are about which *extra* border appears.
let borders = |s: &mut UiScript| -> Vec<String> {
s.resolve();
let mut v: Vec<String> = s
.extract()
.into_iter()
.filter_map(|q| match &q.content {
QuadContent::Texture { path: Some(p), .. }
if p.contains("UI-TargetingFrame") && !p.contains("LevelBackground") =>
{
Some(p.clone())
}
_ => None,
})
.collect();
v.sort();
v.dedup();
v
};
let has = |v: &[String], suffix: &str| v.iter().any(|p| p.ends_with(suffix));
let mob = |rank: u32| UnitState {
exists: true,
name: Some("Ol' Sooty".into()),
health: 400,
max_health: 400,
level: 26,
reaction: 2,
can_attack: true,
rank,
..UnitState::default()
};
// rank 0 — a plain mob: no elite and no rare art anywhere.
s.set_unit("target", Some(mob(0)));
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
let v = borders(&mut s);
assert_eq!(
s.eval::<String>(r#"return UnitClassification("target")"#)
.unwrap(),
"normal"
);
assert!(
!has(&v, "UI-TargetingFrame-Elite") && !has(&v, "UI-TargetingFrame-Rare"),
"rank 0 wears the plain border, got {v:?}"
);
// ranks 1/2/3 — elite, rare-elite and world boss ALL take the one Elite texture. 1.12 ships no
// UI-TargetingFrame-Rare-Elite (absent from the patch chain), which is why 2 lands here.
for (rank, word) in [(1, "elite"), (2, "rareelite"), (3, "worldboss")] {
s.set_unit("target", Some(mob(rank)));
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
let v = borders(&mut s);
assert_eq!(
s.eval::<String>(r#"return UnitClassification("target")"#)
.unwrap(),
word
);
assert!(
has(&v, "UI-TargetingFrame-Elite") && !has(&v, "UI-TargetingFrame-Rare"),
"rank {rank} ({word}) takes the Elite border, got {v:?}"
);
}
// rank 4 — rare (the silver dragon), the only classification with art of its own.
s.set_unit("target", Some(mob(4)));
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
let v = borders(&mut s);
assert_eq!(
s.eval::<String>(r#"return UnitClassification("target")"#)
.unwrap(),
"rare"
);
assert!(
has(&v, "UI-TargetingFrame-Rare") && !has(&v, "UI-TargetingFrame-Elite"),
"rank 4 takes the Rare border, got {v:?}"
);
// The repaint wire: the creature query landing on an already-targeted mob raises its rank, and
// UNIT_CLASSIFICATION_CHANGED alone must swap the border — no PLAYER_TARGET_CHANGED.
s.set_unit("target", Some(mob(0)));
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
assert!(
!has(&borders(&mut s), "UI-TargetingFrame-Elite"),
"precondition: plain border before the query lands"
);
s.set_unit("target", Some(mob(1)));
s.fire_event(
"UNIT_CLASSIFICATION_CHANGED",
vec![ScriptValue::Str("target".into())],
);
assert!(
has(&borders(&mut s), "UI-TargetingFrame-Elite"),
"the event alone repaints the border"
);
// The player frame never reclassifies: its own art stays plain with an elite target up.
let plain_on_player: bool = s
.eval(
r#"
local p = getglobal("PlayerFrameTexture")
return p ~= nil and PlayerFrame.frameTexture == nil
"#,
)
.unwrap();
assert!(
plain_on_player,
"the player frame has the region but caches no handle, so nothing can swap it"
);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The recessed-bar look, asserted in the draw list: the ring art's metal well-edges must paint
/// **over** the health/power fills, and the name/level text over both.
///
/// This is the shape decision 0884 broke. Our transcription used to get the ring over the bars by
/// *declaring* `$parentTextureFrame` after the StatusBars, leaning on the old draw key's
/// insertion-order tie-break between siblings at one `(strata, level)`. 0884 pinned the real law —
/// the draw **layer** is bucket-wide and outranks the frame — so the bars' ARTWORK fills started
/// painting over the TextureFrame's BACKGROUND ring art and the frames read as pasted-on slabs.
/// The fix is the reference's own mechanism (`TargetFrame.lua` l.32-34): push the bars one frame
/// level *below* the texture frame, where no layer can lift them back over it.
#[test]
fn the_ring_art_paints_over_the_bars() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
s.set_unit(
"player",
Some(UnitState {
exists: true,
name: Some("Onemage".into()),
health: 60,
max_health: 100,
level: 60,
power_type: 0,
power: 60,
max_power: 100,
..UnitState::default()
}),
);
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
s.resolve();
let quads = s.extract();
// The ring art: `UI-TargetingFrame` exactly — not the `-LevelBackground` / `-Elite` siblings.
let ring = quads
.iter()
.find(|q| {
matches!(&q.content, QuadContent::Texture { path: Some(p), .. }
if p.ends_with("UI-TargetingFrame"))
})
.expect("the player frame's ring art");
// The bar fills (both bars share the texture; take the highest z of the two).
let fill = quads
.iter()
.filter(|q| {
matches!(&q.content, QuadContent::Texture { path: Some(p), .. }
if p.ends_with("UI-StatusBar"))
})
.map(|q| q.z)
.max()
.expect("a bar fill");
let name = quads
.iter()
.find(|q| matches!(&q.content, QuadContent::Text { text: Some(t), .. } if t == "Onemage"))
.expect("the name text");
assert!(
ring.z > fill,
"the ring art must paint OVER the bar fills (ring z={:#x}, fill z={fill:#x})",
ring.z
);
assert!(
name.z > fill,
"the name text must paint OVER the bar fills (name z={:#x}, fill z={fill:#x})",
name.z
);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The same recessed-bar law for the PARTY member frames, which carry an independent copy of the
/// idiom (`PartyFrame.xml`'s `$parentTextureFrame` over `$parentHealthBar`/`$parentManaBar`).
///
/// Split from the player/target test on purpose: the two files reach the same look through separate
/// OnLoads, so one green assertion says nothing about the other. This is the copy 0884 broke in
/// silence — nobody was in a party when the director reported the player frame.
#[test]
fn the_party_art_paints_over_the_bars() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
// The loot test's prefix (`loot_tests.rs`): PartyFrame's inline <Script> reads
// StaticPopupDialogs, which UiPanels.xml defines, and its per-member dropdown OnLoad walks the
// whole popup kit.
load_xml(&s, "Fonts.xml");
load_xml(&s, "MoneyFrame.xml");
load_xml(&s, "UiPanels.xml");
load_xml(&s, "GameTooltip.xml");
load_xml(&s, "UIDropDownMenu.xml");
load_xml(&s, "UnitPopup.xml");
// BENILLA_POWER_COLORS (the shared power-colour table) lives in UnitFrames.xml; the party
// frames' Update reads it. The player/target frames it also defines stay hidden here — no unit.
load_xml(&s, "UnitFrames.xml");
load_xml(&s, "PartyFrame.xml");
s.set_unit(
"party1",
Some(UnitState {
exists: true,
name: Some("Onepriest".into()),
health: 60,
max_health: 100,
level: 60,
power_type: 0,
power: 60,
max_power: 100,
..UnitState::default()
}),
);
s.fire_event("PARTY_MEMBERS_CHANGED", vec![]);
s.resolve();
let quads = s.extract();
// Scoped to member frame 1 by owner name, so a stray UI-StatusBar from any other frame in the
// manifest can never stand in for the bar under test.
let mine = |q: &benilla_ui::script::ExtractedQuad| {
s.quad_owner_name(q.target)
.is_some_and(|n| n.starts_with("PartyMemberFrame1"))
};
let art = quads
.iter()
.find(|q| {
mine(q)
&& matches!(&q.content, QuadContent::Texture { path: Some(p), .. }
if p.ends_with("UI-PartyFrame"))
})
.expect("the party member frame art");
let fill = quads
.iter()
.filter(|q| {
mine(q)
&& matches!(&q.content, QuadContent::Texture { path: Some(p), .. }
if p.ends_with("UI-StatusBar"))
})
.map(|q| q.z)
.max()
.expect("a bar fill");
assert!(
art.z > fill,
"the party art must paint OVER the bar fills (art z={:#x}, fill z={fill:#x})",
art.z
);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// **What a feigning hunter looks like on the frames** (decision 1022) — the end of the chain the
/// snapshot starts: `UNIT_DYNFLAG_DEAD` zeroes `UnitHealth`/`UnitMana` while the maxima stay real
/// (`UnitHealth 0x5174d0` gates, `UnitHealthMax 0x5175b0` does not), so both bars run **empty over
/// a full-size track** rather than collapsing to a 0/0 nothing, and the target frame's DEAD text
/// lights on the same `UnitHealth(unit) <= 0` test a corpse trips.
#[test]
fn a_feigning_target_paints_empty_bars_and_the_dead_text() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
let hunter = |health: u32, power: u32, dead: bool| {
Some(UnitState {
exists: true,
is_connected: true, // CheckDead's second term — a feign is not a link-drop
name: Some("Nazriel".into()),
health,
max_health: 1500,
level: 60,
power_type: 0,
power,
max_power: 900,
dead,
reaction: 2, // hostile — the frame we would be watching him through
..UnitState::default()
})
};
s.set_unit("target", hunter(1200, 300, false));
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
let alive: bool = s
.eval(
r#"
local hb, pb = TargetFrameHealthBar, TargetFrameManaBar
return hb:GetValue() == 1200 and pb:GetValue() == 300
and not TargetDeadText:IsShown()
"#,
)
.unwrap();
assert!(alive, "the control: a live hunter reads live");
// He feigns. Only the flag moved on the wire — the snapshot turns it into these three.
s.set_unit("target", hunter(0, 0, true));
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("target".into())]);
let (hp, hmax, mana, mmax): (f64, f64, f64, f64) = (
s.eval("return TargetFrameHealthBar:GetValue()").unwrap(),
s.eval("local _, m = TargetFrameHealthBar:GetMinMaxValues() return m")
.unwrap(),
s.eval("return TargetFrameManaBar:GetValue()").unwrap(),
s.eval("local _, m = TargetFrameManaBar:GetMinMaxValues() return m")
.unwrap(),
);
assert_eq!((hp, hmax), (0.0, 1500.0), "empty health bar, real track");
assert_eq!((mana, mmax), (0.0, 900.0), "empty mana bar, real track");
assert!(
s.eval::<bool>("return TargetFrameManaBar:IsVisible()")
.unwrap(),
"the mana bar empties, it does not disappear — UnitManaMax 0x5177e0 is ungated"
);
assert!(
s.eval::<bool>("return TargetDeadText:IsShown() and true or false")
.unwrap(),
"TargetFrame_CheckDead's UnitHealth(unit) <= 0 test, tripped by the flag"
);
assert_eq!(
s.eval::<String>("return TargetDeadText:GetText()").unwrap(),
"Dead",
"the WORD is the GlobalString `DEAD` (l.898), never the key: a literal \"DEAD\" here \
is the caps bug the director caught on Onyxia"
);
assert!(
s.eval::<bool>(r#"return UnitIsDead("target")"#).unwrap(),
"UnitIsDead 0x517ac0's dynflag leg reaches the API too"
);
// He stands back up: the flag clears, and nothing about the body needed restoring.
s.set_unit("target", hunter(1200, 300, false));
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("target".into())]);
let up: bool = s
.eval(
r#"
return TargetFrameHealthBar:GetValue() == 1200
and TargetFrameManaBar:GetValue() == 300
and not TargetDeadText:IsShown()
and not UnitIsDead("target")
"#,
)
.unwrap();
assert!(up, "the feign ends and the frame reads live again");
}
/// The resting status flash (decision 1082, ref `PlayerFrame_UpdateStatus` + `_OnUpdate`): while
/// resting the player frame wears the gold status ring, the zzz state icon and its glow, all
/// pulsing on a 0.5 s alpha wave; auto-attack (PLAYER_ENTER_COMBAT) swaps them for the red
/// ring/swords/disc — resting still wins when both hold — and leaving both states clears the lot.
#[test]
fn the_player_frame_flashes_zzz_while_resting() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
s.set_unit(
"player",
Some(UnitState {
exists: true,
name: Some("Prober".into()),
health: 100,
max_health: 100,
level: 12,
power_type: 0,
power: 80,
max_power: 80,
dead: false,
reaction: 0,
..UnitState::default()
}),
);
// Into the inn: the resting flag lands and PLAYER_UPDATE_RESTING repaints.
s.set_rest_state(1, 500, true);
s.fire_event("PLAYER_UPDATE_RESTING", vec![]);
let resting: bool = s
.eval(
r#"
local u = "Player"
return getglobal(u .. "StatusTexture"):IsShown()
and getglobal(u .. "RestIcon"):IsShown()
and not getglobal(u .. "AttackIcon"):IsShown()
and PlayerStatusGlow:IsShown()
and PlayerRestGlow:IsShown()
and not PlayerAttackGlow:IsShown()
and not getglobal(u .. "AttackBackground"):IsShown()
"#,
)
.unwrap();
assert!(
resting,
"resting shows the gold ring + zzz + glow, nothing red"
);
// The pulse: two OnUpdate ticks move the ring's alpha (the 0.5 s triangle wave).
let a0: f64 = s.eval("return PlayerStatusTexture:GetAlpha()").unwrap();
s.run("this = PlayerFrame; PlayerFrame_OnUpdate(0.25)")
.unwrap();
let a1: f64 = s.eval("return PlayerStatusTexture:GetAlpha()").unwrap();
assert!(
(a0 - a1).abs() > 0.1,
"the flash moves the status alpha ({a0} → {a1})"
);
// Swinging while resting: resting still wins (the ref's branch order).
s.fire_event("PLAYER_ENTER_COMBAT", vec![]);
assert!(
s.eval::<bool>("return PlayerRestIcon:IsShown()").unwrap(),
"resting outranks auto-attack"
);
// Out of the inn mid-swing: the red attack set takes over.
s.set_rest_state(2, 0, false);
s.fire_event("PLAYER_UPDATE_RESTING", vec![]);
let attacking: bool = s
.eval(
r#"
local u = "Player"
return getglobal(u .. "StatusTexture"):IsShown()
and getglobal(u .. "AttackIcon"):IsShown()
and not getglobal(u .. "RestIcon"):IsShown()
and PlayerAttackGlow:IsShown()
and getglobal(u .. "AttackBackground"):IsShown()
"#,
)
.unwrap();
assert!(attacking, "auto-attack shows the red ring + swords + disc");
// Swords down: everything clears.
s.fire_event("PLAYER_LEAVE_COMBAT", vec![]);
let clear: bool = s
.eval(
r#"
local u = "Player"
return not getglobal(u .. "StatusTexture"):IsShown()
and not getglobal(u .. "RestIcon"):IsShown()
and not getglobal(u .. "AttackIcon"):IsShown()
and not PlayerStatusGlow:IsShown()
and not getglobal(u .. "AttackBackground"):IsShown()
"#,
)
.unwrap();
assert!(clear, "neither state → no status dressing at all");
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The zzz badge paints OVER the level number (decision 1093): the ref keeps the number in the
/// texture frame's BACKGROUND layer and the state icons up in OVERLAY, so the opaque badge covers
/// it while resting. The layer split is the only mechanism that CAN hide it — a fontstring never
/// ducks under a texture of its own layer (0884's bucket-wide quads-then-text law) — which is
/// exactly how 1082's transcription slipped: it put the number in OVERLAY beside the icons, and
/// the number rode on the badge (director report, 2026-08-07).
#[test]
fn the_rest_badge_covers_the_level_number() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
s.set_unit(
"player",
Some(UnitState {
exists: true,
name: Some("Prober".into()),
health: 100,
max_health: 100,
level: 12,
power_type: 0,
power: 80,
max_power: 80,
dead: false,
reaction: 0,
..UnitState::default()
}),
);
s.fire_event("PLAYER_ENTERING_WORLD", vec![]);
s.set_rest_state(1, 500, true);
s.fire_event("PLAYER_UPDATE_RESTING", vec![]);
s.resolve();
let quads = s.extract();
// Every UI-StateIcon quad (the badge AND its ADD glow — the glow rides a later frame and
// sits higher still): even the LOWEST must clear the number.
let badge = quads
.iter()
.filter(|q| {
matches!(&q.content, QuadContent::Texture { path: Some(p), .. }
if p.ends_with("UI-StateIcon"))
})
.map(|q| q.z)
.min()
.expect("the zzz badge");
let level = quads
.iter()
.find(|q| matches!(&q.content, QuadContent::Text { text: Some(t), .. } if t == "12"))
.expect("the level text");
assert!(
badge > level.z,
"the badge must cover the level number (badge z={badge:#x}, level z={:#x})",
level.z
);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// **The on-bar numerals** (decision 1143) — the half 1140 promised and did not deliver. The Status
/// Bar Text switch landed with only the XP bar wired to it, so turning it on changed nothing on the
/// frames people actually watch (director report). Now the player's health and power bars carry
/// "value / max", and the switch pins them.
///
/// Which bars it pins is the REFERENCE's own split, transcribed rather than chosen: 1.12 sets
/// `textLockable` on the player's two bars, the pet's two and the XP bar, and on nothing else — so
/// the target frame's numerals are hover-only there and stay blank here. The power bar is whatever
/// the unit runs on; a rage unit reads "45 / 80" the same as a mana one.
#[test]
fn status_bar_text_paints_the_player_numerals_but_not_the_targets() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
let alive = |health: u32, power: u32, power_type: u8| UnitState {
exists: true,
name: Some("Somebody".into()),
health,
max_health: 100,
level: 12,
power_type,
power,
max_power: 80,
dead: false,
reaction: 4,
..UnitState::default()
};
s.set_unit("player", Some(alive(72, 45, 1))); // power_type 1 = RAGE
s.set_unit("target", Some(alive(50, 20, 0)));
s.fire_event("PLAYER_ENTERING_WORLD", vec![]);
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
let text = |s: &UiScript, name: &str| -> String {
s.eval::<String>(&format!("return tostring(({name}:GetText()) or \"\")"))
.unwrap()
};
let shown = |s: &UiScript, name: &str| -> bool {
s.eval::<bool>(&format!("return {name}:IsShown()")).unwrap()
};
// Off (the shipped default): the strings carry the numbers, and nothing paints.
assert!(!shown(&s, "PlayerFrameHealthBarText"));
assert!(!shown(&s, "PlayerFrameManaBarText"));
// On, through the switch's own event — no repaint, no damage taken.
s.register_cvars([("statusBarText", "0")]);
s.run("SetCVar(\"statusBarText\", \"1\", \"STATUS_BAR_TEXT\")")
.unwrap();
s.tick(0.0);
assert!(
shown(&s, "PlayerFrameHealthBarText"),
"your own health numerals pin on"
);
assert_eq!(
text(&s, "PlayerFrameHealthBarText"),
"72 / 100",
"bare numbers: the reference's \"Health\"/\"Rage\" labels were cut on the \
director's call (1147)"
);
assert_eq!(
text(&s, "PlayerFrameManaBarText"),
"45 / 80",
"the power bar shows the number alone, whatever resource it is"
);
// The target's stay dark with the switch ON: 1.12 never makes its bars textLockable, so the
// option does not reach them.
assert!(
!shown(&s, "TargetFrameHealthBarText"),
"the switch pins your own numbers, never the target's"
);
// ...but the HOVER reveals them, which is how you read a target's health in 1.12 (1146).
s.run("BenillaUnitFrameBar_OnEnter(TargetFrameHealthBar)")
.unwrap();
assert!(shown(&s, "TargetFrameHealthBarText"));
assert_eq!(text(&s, "TargetFrameHealthBarText"), "50 / 100");
s.run("BenillaUnitFrameBar_OnLeave(TargetFrameHealthBar)")
.unwrap();
assert!(
!shown(&s, "TargetFrameHealthBarText"),
"and go away again — the lockShow refcount balances"
);
// The same hover works with the switch OFF, which is the point of it on YOUR frame too: the
// numbers are there when you go looking, without living on the bar.
s.run("SetCVar(\"statusBarText\", \"0\", \"STATUS_BAR_TEXT\")")
.unwrap();
s.tick(0.0);
assert!(!shown(&s, "PlayerFrameHealthBarText"));
s.run("BenillaUnitFrameBar_OnEnter(PlayerFrameHealthBar)")
.unwrap();
assert!(
shown(&s, "PlayerFrameHealthBarText"),
"hover shows them even with the option off"
);
s.run("BenillaUnitFrameBar_OnLeave(PlayerFrameHealthBar)")
.unwrap();
assert!(!shown(&s, "PlayerFrameHealthBarText"));
s.run("SetCVar(\"statusBarText\", \"1\", \"STATUS_BAR_TEXT\")")
.unwrap();
s.tick(0.0);
// A health change repaints through the bar's own OnValueChanged, like the reference's.
s.set_unit("player", Some(alive(31, 45, 1)));
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
assert_eq!(text(&s, "PlayerFrameHealthBarText"), "31 / 100");
// A power-type change repaints the same way (it used to re-LABEL the bar too — 1147 cut that).
s.set_unit("player", Some(alive(31, 60, 3)));
s.fire_event("UNIT_DISPLAYPOWER", vec![ScriptValue::Str("player".into())]);
assert_eq!(text(&s, "PlayerFrameManaBarText"), "60 / 80");
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// **The numerals do not collide** (decision 1147) — the pin for a bug the director caught on
/// screen: the pet frame's two numeral strings overlapped each other and its name.
///
/// The cause was a bad transcription, not a bad seat. 1.12's pet bars are 70×8 at `(47,-22)` and
/// `(47,-29)` — a **7 px pitch** for strings taller than that — so the reference does not centre the
/// second one: it drops it clear, to `(82,-38)`, just under a bar that ends at −37. 1143 replaced
/// those literals with "anchor each string to its own bar's centre", on a comparison that read the
/// reference's TEXT offsets against our BAR offsets and concluded the geometry differed. It does
/// not: our bars are byte-identical to the reference's, so its literals apply unchanged.
///
/// This asserts the PROPERTY, not the numbers, so it survives a future nudge (1145 moved the
/// player's pair the day before this). Text metrics come from the harness's own measurer — a
/// FontString with a single CENTER anchor and no measured size cannot pin either edge, so it falls
/// back to its owner's rect and every string would appear to sit in the same box.
#[test]
fn no_two_numeral_strings_overlap_on_any_frame() {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
let alive = |health: u32, power: u32| UnitState {
exists: true,
name: Some("Onehunter".into()),
health,
max_health: health,
level: 40,
power_type: 0,
power,
max_power: power,
dead: false,
reaction: 4,
..UnitState::default()
};
s.set_unit("player", Some(alive(4122, 3300)));
s.set_unit("target", Some(alive(4122, 3300)));
s.set_unit("pet", Some(alive(256, 100)));
s.fire_event("PLAYER_ENTERING_WORLD", vec![]);
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
s.fire_event("UNIT_PET", vec![ScriptValue::Str("player".into())]);
s.register_cvars([("statusBarText", "0")]);
s.run("SetCVar(\"statusBarText\", \"1\", \"STATUS_BAR_TEXT\")")
.unwrap();
s.tick(0.0);
// The host's half of the measure round-trip, at the numerals' real font size: NumberFontNormal
// is ~14 px tall, and a digit runs ~7 px wide. The round-trip answers a frame late, so settle.
for _ in 0..4 {
let answers: Vec<(u32, f32, f32, u64)> = s
.fontstrings_needing_measure()
.into_iter()
.map(|r| (r.id, r.text.chars().count() as f32 * 7.0, 14.0, r.key))
.collect();
s.set_measured_text_unwrapped(&answers);
s.tick(0.05);
s.resolve();
}
// The pin is the SEPARATION between the two numeral seats, which is the thing that broke and
// the thing the reference authored deliberately. Not "the line boxes must not overlap": at a
// 14 px NumberFontNormal the reference's own player seats are 12 px apart, so the boxes DO
// overlap there while the ink (a digit's ~10 px cap height, centred) does not. Only a seat
// pitch well under the font is a real collision — the pet's was 7 px.
for (frame, upper, lower, want) in [
(
"player",
"PlayerFrameHealthBarText",
"PlayerFrameManaBarText",
12.0,
),
("pet", "PetFrameHealthBarText", "PetFrameManaBarText", 11.0),
] {
let mid = |s: &UiScript, n: &str| -> f64 {
s.eval::<f64>(&format!("return ({n}:GetTop() + {n}:GetBottom()) / 2"))
.unwrap()
};
let apart = mid(&s, upper) - mid(&s, lower);
assert!(
(apart - want).abs() < 0.51,
"{frame}: the numerals sit {apart:.1} px apart, the reference authors {want:.0}"
);
}
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// **`UnitFrame_OnEnter`/`OnLeave` exist under the REFERENCE's names, `this`-shaped, so an addon
/// that hooks them is reached.**
///
/// `TipBuddy.lua:2770-2773` is the exact idiom, and it is the 1.12 customisation model in general:
///
/// ```lua
/// originalUnitFrame_OnEnter = UnitFrame_OnEnter
/// function UnitFrame_OnEnter() originalUnitFrame_OnEnter() … end
/// ```
///
/// Against a missing global that captured nil and raised on the first hover. Note these are
/// ADAPTERS, not renames: the reference's contract takes no arguments and reads `this`, ours takes
/// the frame explicitly, so a rename would have reached our body with a nil frame — reachable but
/// broken, which is worse than inert.
///
/// The same class as the Bagnon bag bug, and equally invisible to the corpus survey: it loads
/// addons and fires events, but never hovers anything.
#[test]
fn the_unit_frame_hover_hooks_carry_the_references_names() {
let s = UiScript::new().unwrap();
load_unit_frames(&s);
assert!(
s.eval::<bool>(
"return type(UnitFrame_OnEnter) == 'function' \
and type(UnitFrame_OnLeave) == 'function'"
)
.unwrap(),
"the reference's names must exist for an addon to capture"
);
// TipBuddy's idiom, run for real against a live unit frame.
s.run(
r#"
HOVERS = 0
local original = UnitFrame_OnEnter
function UnitFrame_OnEnter()
HOVERS = HOVERS + 1
original()
end
this = PlayerFrame
UnitFrame_OnEnter()
"#,
)
.unwrap();
assert_eq!(
s.eval::<i64>("return HOVERS").unwrap(),
1,
"the addon's replacement must run"
);
assert!(
s.errors().is_empty(),
"and calling through to the original must not raise: {:?}",
s.errors()
);
}
/// **`SetRaidTargetIconTexture` lands each mark on its own cell of the 4×4 sheet.**
///
/// The helper an addon uses to draw a raid mark it got from `GetRaidTargetIndex` — three corpus
/// addons in two codebases (CustomNameplates; Optional/oRA2's shared `MainTank.lua:1216` and
/// `PlayerTarget.lua:1472`). It owns no frame and reads no unit: the texture is the caller's.
///
/// The coordinates are the point, so all eight are checked rather than one. Star is the top-left
/// cell and skull the bottom-right of the first two rows — which is also what pins the reference's
/// own `/ ROWS` row derivation as harmless here: with 4 rows and 4 columns the wrap lands where the
/// sheet's mark order says it should.
#[test]
fn the_raid_mark_helper_maps_each_index_to_its_cell() {
let s = UiScript::new().unwrap();
load_unit_frames(&s);
s.run(r#"RTMark = UIParent:CreateTexture("RTMark", "OVERLAY")"#)
.unwrap();
// (index, left, right, top, bottom) — 0.25 per cell, four across then down a row.
let cells = [
(1, 0.00, 0.25, 0.00, 0.25), // star
(2, 0.25, 0.50, 0.00, 0.25), // circle
(3, 0.50, 0.75, 0.00, 0.25), // diamond
(4, 0.75, 1.00, 0.00, 0.25), // triangle
(5, 0.00, 0.25, 0.25, 0.50), // moon — the wrap onto row 2
(6, 0.25, 0.50, 0.25, 0.50), // square
(7, 0.50, 0.75, 0.25, 0.50), // cross
(8, 0.75, 1.00, 0.25, 0.50), // skull
];
for (i, l, r, t, b) in cells {
s.run(&format!("SetRaidTargetIconTexture(RTMark, {i})"))
.unwrap();
let got: (f64, f64, f64, f64) = s.eval("return RTMark:GetTexCoord()").unwrap();
assert_eq!(
got,
(l, r, t, b),
"mark {i} must sample the cell at ({l}, {r}, {t}, {b})"
);
}
assert!(s.errors().is_empty(), "no errors: {:?}", s.errors());
}
/// B317 — the player's OWN frame wears the leader and master-looter icons. Every other frame that
/// can wear them has since 0434 phase 2; the player frame predated the party wire and listed them
/// OUT, so the one person who could not see who was leading was the leader.
///
/// The two predicates differ, and the asymmetry is the reference's (`PlayerFrame_UpdatePartyLeader`):
/// the leader icon asks `IsPartyLeader()`, the master icon asks whether `GetLootMethod`'s party
/// index is `0` — the player's own seat on that scale — *and* that we are grouped at all.
#[test]
fn the_player_frame_wears_the_leader_and_master_looter_icons() {
use benilla_ui::script::{PartyMemberInfo, PartyState};
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_unit_frames(&s);
s.set_unit(
"player",
Some(UnitState {
exists: true,
name: Some("Frostshake".into()),
health: 100,
max_health: 100,
level: 60,
..UnitState::default()
}),
);
s.fire_event("PLAYER_ENTERING_WORLD", vec![]);
let shown = |s: &UiScript, region: &str| -> bool {
s.eval::<bool>(&format!("return {region}:IsVisible()"))
.unwrap()
};
let leader = "PlayerLeaderIcon";
let master = "PlayerMasterIcon";
// Solo: neither. A solo player "leads" nothing — `IsPartyLeader()` is nil without a group.
assert!(!shown(&s, leader), "solo: no leader icon");
assert!(!shown(&s, master), "solo: no master-looter icon");
let party = |leader_index: u32, master_looter: Option<u32>, method: &str| PartyState {
members: vec![PartyMemberInfo {
name: "Thalyn".into(),
guid: 0x7A17,
}],
leader_index,
// Follows `leader_index`: 0 = the player (unset here), else the member who leads.
leader_guid: if leader_index == 0 { 0 } else { 0x7A17 },
raid: Vec::new(),
loot_method: method.into(),
master_looter,
loot_threshold: 2,
};
// Grouped, we lead, group loot: leader icon only.
s.set_party(party(0, None, "group"));
s.fire_event("PARTY_LEADER_CHANGED", vec![]);
assert!(shown(&s, leader), "we lead: the leader icon shows");
assert!(!shown(&s, master), "group loot: no master-looter icon");
// Master loot, and we are the master (index 0 — the player's own seat).
s.set_party(party(0, Some(0), "master"));
s.fire_event("PARTY_LOOT_METHOD_CHANGED", vec![]);
assert!(shown(&s, master), "we are master looter: the icon shows");
// The master looter is party1 instead: the icon is theirs, not ours.
s.set_party(party(0, Some(1), "master"));
s.fire_event("PARTY_LOOT_METHOD_CHANGED", vec![]);
assert!(!shown(&s, master), "somebody else masters: our icon hides");
assert!(shown(&s, leader), "…and we still lead");
// Leadership passes to party1: the crown goes with it.
s.set_party(party(1, Some(1), "master"));
s.fire_event("PARTY_LEADER_CHANGED", vec![]);
assert!(!shown(&s, leader), "we no longer lead: the crown hides");
// Leaving the group clears both, through PARTY_MEMBERS_CHANGED alone.
s.set_party(PartyState::default());
s.fire_event("PARTY_MEMBERS_CHANGED", vec![]);
assert!(
!shown(&s, leader) && !shown(&s, master),
"ungrouped: both hide"
);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// **Every unit-frame global the reference declares** — the whole block, per decision 1718.
///
/// benilla named the player's and target's power bar `…PowerBar`, which is the LATER client's
/// vocabulary: 1.12 has no `*PowerBar` anywhere. Every one is `ManaBar` — `PlayerFrameManaBar`,
/// `TargetFrameManaBar`, `PetFrameManaBar`, plus the `ManaBarColor` table and the `frame.manabar`
/// field `UnitFrame_Initialize` sets (`UnitFrame.lua:14`). So we published four names the
/// reference lacks and were missing four it has, which is decision 1189's error in both
/// directions at once. ShaguTweaks reads `TargetFrameManaBar` unguarded (`health-numbers.lua:22`)
/// and died on it; our own party frames already used the right name, so the tree disagreed with
/// itself as well.
///
/// The guard is the reference's own list, not the names that turned up missing — 1718's rule,
/// which exists because the two previous guards of this class each enumerated the instances that
/// had already broken and so could not fire on the next one. Deliberate ADDITIONS are fine and are
/// not asserted against; what is asserted is that nothing the reference declares is absent.
#[test]
fn the_unit_frames_publish_every_name_the_reference_declares() {
let s = UiScript::new().unwrap();
load_unit_frames(&s);
// ref PlayerFrame.xml / TargetFrame.xml / PetFrame.xml — every `name=` those three files
// declare, minus the `virtual="true"` templates (which are not globals) and the buff/debuff
// button instances (a separate arc: TargetFrameBuff1..5, TargetFrameDebuff1..16).
//
// The list is taken from the reference files, not written from what turned up missing — and
// the first draft of THIS test still got that wrong, by filtering the reference's own list to
// the names starting `PlayerFrame`/`TargetFrame`/`PetFrame` and so dropping `PlayerName`,
// `PetPortrait`, `PetAttackModeTexture` and two dozen more. 1718's rule is easy to state and
// easy to re-break one level down.
//
// Collected rather than asserted one at a time: the point of a whole-block guard is to report
// the whole gap, and a first-failure assert would have hidden everything after it.
let mut missing = Vec::new();
for name in [
// PlayerFrame.xml
"PlayerAttackBackground",
"PlayerAttackGlow",
"PlayerAttackIcon",
"PlayerFrame",
"PlayerFrameBackground",
"PlayerFrameGroupIndicator",
"PlayerFrameGroupIndicatorLeft",
"PlayerFrameGroupIndicatorMiddle",
"PlayerFrameGroupIndicatorRight",
"PlayerFrameGroupIndicatorText",
"PlayerFrameHealthBar",
"PlayerFrameHealthBarText",
"PlayerFrameManaBar",
"PlayerFrameManaBarText",
"PlayerFrameTexture",
"PlayerHitIndicator",
"PlayerLeaderIcon",
"PlayerLevelText",
"PlayerMasterIcon",
"PlayerName",
"PlayerPortrait",
"PlayerPVPIcon",
"PlayerRestGlow",
"PlayerRestIcon",
"PlayerStatusGlow",
"PlayerStatusTexture",
// TargetFrame.xml
"TargetDeadText",
"TargetFrame",
"TargetFrameBackground",
"TargetFrameHealthBar",
"TargetFrameManaBar",
"TargetFrameNameBackground",
"TargetFrameTexture",
"TargetFrameTextureFrame",
"TargetHighLevelTexture",
"TargetLevelText",
"TargetName",
"TargetPortrait",
"TargetPVPIcon",
// PetFrame.xml
"PetAttackModeTexture",
"PetFrame",
"PetFrameHappiness",
"PetFrameHappinessTexture",
"PetFrameHealthBar",
"PetFrameHealthBarText",
"PetFrameManaBar",
"PetFrameManaBarText",
"PetFrameTexture",
"PetName",
"PetPortrait",
] {
if !s
.eval::<bool>(&format!("return getglobal('{name}') ~= nil"))
.unwrap()
{
missing.push(name);
}
}
// The one genuine GAP, stated rather than quietly dropped from the list (1718's whole point
// is that the block stays visible): `PlayerFrameGroupIndicator` and its four children are the
// raid "Group N" tab above the player frame, driven by `PlayerFrame_UpdateGroupIndicator`
// (ref PlayerFrame.lua:214-229). We build no region, no texture and no handler for it — this
// is a feature we have not written, not a name we got wrong, and inventing five regions to
// satisfy a list would be the worse error. Zero corpus readers.
let unbuilt = [
"PlayerFrameGroupIndicator",
"PlayerFrameGroupIndicatorLeft",
"PlayerFrameGroupIndicatorMiddle",
"PlayerFrameGroupIndicatorRight",
"PlayerFrameGroupIndicatorText",
];
missing.retain(|m| !unbuilt.contains(m));
assert!(
missing.is_empty(),
"the reference declares these and we do not publish them — an addon reading any of them \
by name finds nil: {missing:?}"
);
// The colour table is `ManaBarColor` (ref UnitFrame.lua:2), not the later `PowerBarColor`,
// and addons index it directly for the power-type prefix and tint.
assert!(s.eval::<bool>("return ManaBarColor ~= nil").unwrap());
assert!(
s.eval::<bool>("return PowerBarColor == nil").unwrap(),
"PowerBarColor is the later client's name — 1.12 has no such global"
);
// And the frame FIELD `UnitFrame_Initialize` sets (ref UnitFrame.lua:13-14), which unit-frame
// addons read off the frame rather than by global name.
assert!(
s.eval::<bool>("return PlayerFrame.manabar ~= nil and PlayerFrame.healthbar ~= nil")
.unwrap(),
"the reference's field names are `manabar`/`healthbar`, both lowercase"
);
// ShaguTweaks' own line, in shape (health-numbers.lua:22).
s.run("TargetFrameManaBar:SetStatusBarColor(0, 0, 1)")
.unwrap();
assert!(s.errors().is_empty(), "{:?}", s.errors());
}