This checkout had no git history at all, so this one commit carries the whole
of the Everwood work as a single import on top of chairmanpow/benilla-octo's
`main` (706cd71). The two trees have genuinely diverged — each has files the
other does not — so this is a fork point, not a catch-up.
Today's work, which is the reason a baseline exists at all:
- Booth previews no longer cast world shadows (`NO_BOOTH_SHADOW`). Portrait
characters were entering the sun's shadow cascades, so every skinned-rig
shadow specialization compiled live mid-frame; the hitch detector logged
"main thread blocked 1316 ms" beside a `compiled LIVE` warning. This was
the Fashion/Tmog stutter.
- Per-pane dress-up: each `DressUpModel` pane assembles and stages its own
tried-on look instead of every pane mirroring the live player.
- Item template cache is append-only JSONL written on the IO pool, replacing
an 11.6 MB whole-map JSON rewrite on the main thread every 10 s.
- `WOW_SYSTEM_TIMING` rebuilt per-thread: it took 2 mutexes per system enter
and 4 per exit, costing 15 ms a frame (590 fps -> 60) and corrupting the
measurements it was taken to produce.
- The visibility-churn sweep moved to its own `WOW_FLASH_CHURN` switch, so a
frame-cost reading no longer pays 2.7 ms a frame for it.
Local state (`benilla-config/`, `logs/`, `target/`) is excluded by the
existing .gitignore; the account credential it holds is not in this commit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
192 lines
7.1 KiB
Rust
192 lines
7.1 KiB
Rust
//! The stock combo-point dots (`ComboFrame.xml`). `GetComboPoints` holds two gates the Lua does
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//! not: rogue or druid only, and the points must be banked on the current target.
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use benilla_ui::script::{PlayerReqState, UiScript, UnitState};
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const MOB_A: u64 = 0xF130_0000_0000_0001;
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const MOB_B: u64 = 0xF130_0000_0000_0002;
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use super::test_ui::load_ui as load_xml;
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/// `UIFrameFade` comes with UIParent.xml, and TargetFrame.xml loads first because the dots
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/// anchor `relativeTo="TargetFrame"`, resolved at load.
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fn load_combo_frame() -> UiScript {
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let mut s = UiScript::new().unwrap();
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s.set_screen_size(1024.0, 768.0);
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load_xml(&s, "Interface\\FrameXML\\Fonts.xml");
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load_xml(&s, r"Interface\FrameXML\UIParent.xml");
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load_xml(&s, r"Interface\FrameXML\MoneyFrame.lua");
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load_xml(&s, r"Interface\FrameXML\MoneyFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\GameTooltip.xml");
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load_xml(&s, "Interface\\FrameXML\\UIDropDownMenu.xml");
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load_xml(&s, "Interface\\FrameXML\\BasicControls.xml");
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load_xml(&s, "Interface\\FrameXML\\UnitPopup.xml");
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load_xml(&s, r"Interface\FrameXML\MoneyFrame.lua");
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load_xml(&s, r"Interface\FrameXML\MoneyFrame.xml");
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load_xml(&s, r"Interface\FrameXML\UIPanelTemplates.lua");
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load_xml(&s, r"Interface\FrameXML\UIPanelTemplates.xml");
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load_xml(&s, r"Interface\FrameXML\GlobalStrings.lua");
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load_xml(&s, r"Interface\FrameXML\LocaleProperties.lua");
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load_xml(&s, r"Interface\FrameXML\StaticPopup.xml");
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load_xml(&s, "Interface\\FrameXML\\TextStatusBar.lua");
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load_xml(&s, "Interface\\FrameXML\\TextStatusBar.xml");
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load_xml(&s, "Interface\\FrameXML\\BuffFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\UnitFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\CombatFeedback.xml");
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load_xml(&s, "Interface\\FrameXML\\PlayerFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\PartyFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\TargetFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\PetFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\ComboFrame.xml");
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s.resolve();
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assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
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s
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}
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fn play_as(s: &mut UiScript, class_id: u32, target: u64) {
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s.set_player_req_state(PlayerReqState {
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class_id,
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..Default::default()
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});
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s.set_unit(
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"target",
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Some(UnitState {
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exists: true,
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guid: target,
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..Default::default()
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}),
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);
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}
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/// Run 2 s of fades, past the 0.4 + 0.3 + 0.4 s highlight and shine chain (`ComboFrame.lua:3`).
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fn settle(s: &mut UiScript) {
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s.eval::<()>("for i = 1, 40 do UIFrameFadeUpdate(0.05) end")
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.unwrap();
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}
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fn shown(s: &mut UiScript) -> bool {
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s.eval("return ComboFrame:IsShown()").unwrap()
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}
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fn highlight_alpha(s: &mut UiScript, i: u32) -> f64 {
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s.eval(&format!("return ComboPoint{i}Highlight:GetAlpha()"))
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.unwrap()
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}
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/// The highlight arrives through `UIFrameFade`, so every alpha read settles the fades first.
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#[test]
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fn combo_frame_follows_the_point_count() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combo_frame();
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play_as(&mut s, 4, MOB_A); // rogue
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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assert!(!shown(&mut s), "no points ⇒ hidden");
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s.set_combo_points(1, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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assert!(shown(&mut s), "one point ⇒ shown");
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settle(&mut s);
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let lit = highlight_alpha(&mut s, 1);
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assert!(lit > 0.99, "point 1 lit, got alpha {lit}");
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assert_eq!(
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highlight_alpha(&mut s, 2),
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0.0,
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"point 2 stays dark at one combo point"
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);
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s.set_combo_points(5, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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settle(&mut s);
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let all_lit: bool = s
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.eval(
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r#"
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for i = 1, MAX_COMBO_POINTS do
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if getglobal("ComboPoint" .. i .. "Highlight"):GetAlpha() < 0.99 then
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return false
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end
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end
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return true
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"#,
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)
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.unwrap();
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assert!(all_lit, "all five dots lit at five points");
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// The server clears the count on spend or expiry; that falling edge alone takes the dots down.
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s.set_combo_points(0, 0);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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assert!(!shown(&mut s), "zero points ⇒ hidden again");
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}
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/// `PLAYER_TARGET_CHANGED` repaints too; `COMBO_FRAME_LAST_NUM_POINTS` stops lit dots re-flaring.
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#[test]
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fn a_repaint_at_the_same_count_does_not_re_flare() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combo_frame();
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play_as(&mut s, 4, MOB_A);
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s.set_combo_points(2, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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settle(&mut s);
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let shine: f64 = s.eval("return ComboPoint2Shine:GetAlpha()").unwrap();
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assert_eq!(shine, 0.0, "the shine fades back out");
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s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
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let fading: bool = s
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.eval("return UIFrameIsFading(ComboPoint1Highlight) ~= nil")
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.unwrap();
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assert!(!fading, "an unchanged count re-flares nothing");
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assert!(
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highlight_alpha(&mut s, 2) > 0.99,
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"and leaves the lit dots lit"
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);
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}
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/// `GetComboPoints` (`0x51a190`) answers 0 outside rogue and druid (classes 4 and 11), though
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/// the server banks a point for a warrior's Overpower on a dodge.
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#[test]
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fn a_warriors_overpower_point_lights_no_dot() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combo_frame();
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play_as(&mut s, 1, MOB_A); // warrior
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s.set_combo_points(1, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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assert!(!shown(&mut s), "a warrior's banked point shows no dots");
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let points: i64 = s.eval("return GetComboPoints()").unwrap();
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assert_eq!(points, 0, "and the binding itself reports zero");
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play_as(&mut s, 11, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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assert!(shown(&mut s), "a druid sees the same banked point");
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}
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/// `0x51a190` answers 0 unless `PLAYER_FIELD_COMBO_TARGET` is the current target, so the dots
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/// follow the selection while the banked count stays put.
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#[test]
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fn re_targeting_empties_the_dots_without_the_count_moving() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combo_frame();
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play_as(&mut s, 4, MOB_A);
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s.set_combo_points(3, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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settle(&mut s);
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assert!(shown(&mut s), "three points on the selected mob ⇒ shown");
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play_as(&mut s, 4, MOB_B);
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s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
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assert!(!shown(&mut s), "points banked elsewhere ⇒ no dots");
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let points: i64 = s.eval("return GetComboPoints()").unwrap();
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assert_eq!(points, 0, "the binding hides them, the wire still has them");
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play_as(&mut s, 4, MOB_A);
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s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
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settle(&mut s);
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assert!(shown(&mut s), "re-selecting the banked mob refills them");
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assert!(highlight_alpha(&mut s, 3) > 0.99, "all three, not just one");
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s.set_unit("target", None);
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s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
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assert!(!shown(&mut s), "no target ⇒ no dots");
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}
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