Files
benilla-octo/crates/benilla-app/src/ui_script/unit_frame_tests.rs
T
SamandClaude Fable 5 55b40b5257 names persist, the GM notice is a toast, and the target reads Dead
- the name cache persists to `benilla-config/cache/<realm>.tsv`, because the reference's `namecache.wdb` / `petnamecache.wdb` do and that is why it never sees the races we lost every time — unstabling a pet raised `Usage: SetText("text")` off an unresolved `UnitName("pet")`; the header carries magic, format, build, locale and realm and any mismatch discards the file (no checksum, no TTL: eviction is explicit only, via `SMSG_INVALIDATE_PLAYER`, decoded now and never sent by vmangos), negatives persist too, written on a 10 s debounce and at exit; a stable list also seeds the pet-name cache from the names it already carries
- `SMSG_NOTIFICATION` is the red UIErrorsFrame toast, not a chat line — `.gm on` printed twice because vmangos sends both a system message and a notification and both were rendered as chat; the stand-in dated from before the errors frame existed; `SMSG_AREA_TRIGGER_MESSAGE` moves with it on the yellow arm (its handler ends `xor edx,edx` — flag 0 — where the notification's is flag 1)
- the target frame's dead text is the GlobalString `DEAD` = "Dead" resolved through `text=` like the target-of-target frame, not the key typed into `SetText` in caps, and it takes `UnitIsConnected` so a disconnected player does not read as dead; a shipped-script sweep now refuses any key-shaped literal handed to a text sink; and the Help window is one click deep — Home's button opens the ticket text box, Auto-Unstuck sits beside it, and a ticket files as category 0, which a GM's queue names "Unknown" (a guard added days earlier refused 0 on reasoning from the enum rather than from the function that reads it)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 17:23:05 +07:00

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use benilla_ui::script::{QuadContent, ScriptValue, SoundRequest, UiScript, UnitState};
/// Load one shipped `assets/ui/<file>` (the panel tests' loader, duplicated to stay
/// self-contained), panicking on any loader error.
fn load_xml(s: &UiScript, file: &str) {
let text = std::fs::read_to_string(
std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("assets/ui")
.join(file),
)
.unwrap();
let doc = benilla_ui::framexml::parse(&text).unwrap();
let report = benilla_ui::loader::load(s, &doc, &|_| None);
assert!(
report.errors.is_empty(),
"{file}: loader errors: {:?}",
report.errors
);
}
/// 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, PlayerFramePowerBar
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 PlayerFrameTextureFrameNameText: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 PlayerFrameTextureFrameNameText: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 TargetFramePowerBar:IsVisible()
and TargetFrameTextureFrameNameText:GetText() == "Young Wolf"
and TargetFrameTextureFrameLevelText:GetText() == "3"
and not TargetFrameTextureFrameDeadText: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 = PlayerFrameTextureFrameHitIndicator
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(PlayerFrameTextureFrameHitIndicator: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 PlayerFrameTextureFrameHitIndicator: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 = PlayerFrameTextureFrameHitIndicator
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 PlayerFrameTextureFrameHitIndicator: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 PlayerFrameTextureFrameHitIndicator: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_target_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_target_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_target_requests(),
vec!["player"],
"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
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
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("TargetFrameTextureFrameLevelText")
local skull = getglobal("TargetFrameTextureFrameHighLevelTexture")
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("TargetFrameTextureFrameLevelText")
local skull = getglobal("TargetFrameTextureFrameHighLevelTexture")
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("TargetFrameTextureFrameLevelText")
local skull = getglobal("TargetFrameTextureFrameHighLevelTexture")
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("TargetFrameTextureFrameHighLevelTexture")
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, frame: &str| -> bool {
s.eval(&format!(
"return {frame}TextureFramePVPIcon: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, "PlayerFrame"), "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, "PlayerFrame"));
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, "TargetFrame"),
"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, "TargetFrame"));
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("PlayerFrameTextureFrameTexture")
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, TargetFramePowerBar
return hb:GetValue() == 1200 and pb:GetValue() == 300
and not TargetFrameTextureFrameDeadText: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 TargetFramePowerBar:GetValue()").unwrap(),
s.eval("local _, m = TargetFramePowerBar: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 TargetFramePowerBar:IsVisible()")
.unwrap(),
"the mana bar empties, it does not disappear — UnitManaMax 0x5177e0 is ungated"
);
assert!(
s.eval::<bool>("return TargetFrameTextureFrameDeadText:IsShown() and true or false")
.unwrap(),
"TargetFrame_CheckDead's UnitHealth(unit) <= 0 test, tripped by the flag"
);
assert_eq!(
s.eval::<String>("return TargetFrameTextureFrameDeadText: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 TargetFramePowerBar:GetValue() == 300
and not TargetFrameTextureFrameDeadText: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 tf = "PlayerFrameTextureFrame"
return getglobal(tf .. "StatusTexture"):IsShown()
and getglobal(tf .. "RestIcon"):IsShown()
and not getglobal(tf .. "AttackIcon"):IsShown()
and PlayerFrameStatusGlow:IsShown()
and PlayerFrameStatusGlowRestGlow:IsShown()
and not PlayerFrameStatusGlowAttackGlow:IsShown()
and not getglobal(tf .. "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 PlayerFrameTextureFrameStatusTexture:GetAlpha()")
.unwrap();
s.run("this = PlayerFrame; PlayerFrame_OnUpdate(0.25)")
.unwrap();
let a1: f64 = s
.eval("return PlayerFrameTextureFrameStatusTexture: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 PlayerFrameTextureFrameRestIcon: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 tf = "PlayerFrameTextureFrame"
return getglobal(tf .. "StatusTexture"):IsShown()
and getglobal(tf .. "AttackIcon"):IsShown()
and not getglobal(tf .. "RestIcon"):IsShown()
and PlayerFrameStatusGlowAttackGlow:IsShown()
and getglobal(tf .. "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 tf = "PlayerFrameTextureFrame"
return not getglobal(tf .. "StatusTexture"):IsShown()
and not getglobal(tf .. "RestIcon"):IsShown()
and not getglobal(tf .. "AttackIcon"):IsShown()
and not PlayerFrameStatusGlow:IsShown()
and not getglobal(tf .. "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, "PlayerFrameTextureFrameHealthBarText"));
assert!(!shown(&s, "PlayerFrameTextureFramePowerBarText"));
// 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, "PlayerFrameTextureFrameHealthBarText"),
"your own health numerals pin on"
);
assert_eq!(
text(&s, "PlayerFrameTextureFrameHealthBarText"),
"72 / 100",
"bare numbers: the reference's \"Health\"/\"Rage\" labels were cut on the \
director's call (1147)"
);
assert_eq!(
text(&s, "PlayerFrameTextureFramePowerBarText"),
"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, "TargetFrameTextureFrameHealthBarText"),
"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, "TargetFrameTextureFrameHealthBarText"));
assert_eq!(text(&s, "TargetFrameTextureFrameHealthBarText"), "50 / 100");
s.run("BenillaUnitFrameBar_OnLeave(TargetFrameHealthBar)")
.unwrap();
assert!(
!shown(&s, "TargetFrameTextureFrameHealthBarText"),
"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, "PlayerFrameTextureFrameHealthBarText"));
s.run("BenillaUnitFrameBar_OnEnter(PlayerFrameHealthBar)")
.unwrap();
assert!(
shown(&s, "PlayerFrameTextureFrameHealthBarText"),
"hover shows them even with the option off"
);
s.run("BenillaUnitFrameBar_OnLeave(PlayerFrameHealthBar)")
.unwrap();
assert!(!shown(&s, "PlayerFrameTextureFrameHealthBarText"));
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, "PlayerFrameTextureFrameHealthBarText"), "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, "PlayerFrameTextureFramePowerBarText"), "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",
"PlayerFrameTextureFrameHealthBarText",
"PlayerFrameTextureFramePowerBarText",
12.0,
),
(
"pet",
"PetFrameTextureFrameHealthBarText",
"PetFrameTextureFrameManaBarText",
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 = "PlayerFrameTextureFrameLeaderIcon";
let master = "PlayerFrameTextureFrameMasterIcon";
// 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,
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());
}