- the target-of-target frame and its option: 1.12's frame with its five display modes, fed one hop off the selected unit's own target field through the same read `/assist` runs, in four feeds (snapshot and transitions, the debuff buttons, the portrait booth, TargetUnit's click arm); ships off, as 1.12 does, on its own pair of saved globals - talents can be unlearned again: the trainer's `MSG_TALENT_WIPE_CONFIRM` had no handler since the wipe flow was deferred, so the gossip line closed the menu and did nothing — the question is an NPC session (walking away retracts it), the popup shows the cost on the StaticPopup money variant, Accept answers it behind the client's own purse check - Sprint's sparkles hang in the air behind you along the trail instead of collapsing into your torso: ride-vs-trail is the emitter's own file flag 0x10, not the host class — the finding wow-re returned eighteen days ago and nobody folded; the particle dump names the two flag bits it had been mis-reporting - `/sleep` takes both movement masks (the strictest posture), correcting the day's sit gate which let you lie down on a lake bottom while `/sit` was refused; a Lua-driven selection (TargetUnit on an attackable token) starts the swing exactly as a click does, through the one select path Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
343 lines
14 KiB
Rust
343 lines
14 KiB
Rust
//! Drives the REAL `assets/ui/TalentFrame.xml` through the engine — the first test that
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//! executes the transcribed talent Lua at all (before this, the window's machinery only ever
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//! ran inside a live client session; both of the director's day-one reports — no prereq branch
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//! lines, no tooltip on first hover — slipped through that gap).
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//!
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//! The harness loads the same file chain the app does (`ui_script/mod.rs`'s list, cut to the
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//! talent window's dependency prefix), pushes a synthetic two-talent page shaped like the
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//! warrior's Improved Rend → Deep Wounds column, opens the window, and asserts at three
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//! depths: the Lua-visible state (`TALENT_BRANCH_ARRAY`), the logical frame state (`IsShown`),
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//! and the extract the renderer actually draws (branch/arrow quads with their atlas coords).
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use benilla_ui::script::{
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QuadContent, SpellTooltipView, TalentPrereqView, TalentTabView, TalentUiState, TalentView,
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UiScript,
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};
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const UI_DIR: &str = concat!(env!("CARGO_MANIFEST_DIR"), "/assets/ui");
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/// The talent window's load prefix — the app's own order (`assets/ui/benilla.toc`), members only.
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/// `ItemButtonTemplate.xml` is the `SetItemButton*` family the talent buttons grey through (the
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/// reference's own verb; see TalentFrame.xml's header) — it sits at .toc line 32, above every
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/// other entry here bar `Fonts.xml`.
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const FILES: [&str; 7] = [
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"Fonts.xml",
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"ItemButtonTemplate.xml",
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"MoneyFrame.xml",
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"UiPanels.xml",
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"GameTooltip.xml",
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"ScrollTemplates.xml",
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"TalentFrame.xml",
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];
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fn load_ui(script: &UiScript) {
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let dir = std::path::Path::new(UI_DIR);
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// The app's provider shape: backslash paths, dir-relative, basename fallback.
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let provider = |req: &str| -> Option<Vec<u8>> {
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let norm = req.replace('\\', "/");
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let base = norm.rsplit('/').next().unwrap_or(&norm);
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std::fs::read(dir.join(&norm))
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.or_else(|_| std::fs::read(dir.join(base)))
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.ok()
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};
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for file in FILES {
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let text = std::fs::read_to_string(dir.join(file)).unwrap_or_else(|e| {
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panic!("reading {file}: {e}");
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});
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let doc = benilla_ui::framexml::parse(&text).unwrap_or_else(|e| {
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panic!("parsing {file}: {e}");
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});
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let report = benilla_ui::loader::load(script, &doc, &provider);
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assert!(
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report.errors.is_empty(),
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"{file} loaded with errors: {:#?}",
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report.errors
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);
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}
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}
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/// The Improved Rend → Deep Wounds shape: a rank-3 prereq two tiers straight up the same
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/// column, the empty cell between them carrying the vertical branch (the classic vanilla look).
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/// `points_spent` decides the line's color: ≥10 unlocks tier 3 (yellow, `1`); fewer leaves it
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/// locked (gray, `-1`) — the reference draws the branch EITHER way.
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fn fixture(points_spent: u32) -> TalentUiState {
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let rend = TalentView {
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name: "Improved Rend".into(),
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texture: Some("Interface\\Icons\\Ability_Gouge".into()),
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tier: 1,
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column: 3,
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rank: 3,
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max_rank: 3,
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exceptional: false,
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meets_prereq: true,
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prereqs: Vec::new(),
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display_spell: 201,
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next_spell: 0,
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req_lines: Vec::new(),
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learnable: false,
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};
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let deep_wounds = TalentView {
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name: "Deep Wounds".into(),
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texture: Some("Interface\\Icons\\Ability_BackStab".into()),
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tier: 3,
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column: 3,
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rank: 0,
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max_rank: 3,
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exceptional: false,
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meets_prereq: true,
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prereqs: vec![TalentPrereqView {
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tier: 1,
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column: 3,
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learnable: true,
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}],
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display_spell: 301,
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next_spell: 0,
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req_lines: Vec::new(),
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learnable: true,
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};
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TalentUiState {
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tabs: vec![TalentTabView {
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name: "Arms".into(),
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background: "WarriorArms".into(),
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points_spent,
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}],
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talents: vec![vec![rend, deep_wounds]],
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points: (2, 0),
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}
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}
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fn view(name: &str, desc: &str) -> SpellTooltipView {
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SpellTooltipView {
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name: name.into(),
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description: desc.into(),
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..Default::default()
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}
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}
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fn open_window(points_spent: u32) -> UiScript {
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let mut script = UiScript::new().expect("engine");
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script.set_screen_size(1024.0, 768.0);
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load_ui(&script);
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script.set_talents(fixture(points_spent));
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script.run("ToggleTalentFrame()").expect("toggle");
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script
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}
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#[test]
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fn branch_lines_draw_for_a_same_column_prereq() {
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let mut script = open_window(10);
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// Depth 1 — the Lua machinery: Update ran, the branch array carries the vertical chain
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// (tier 1's down-edge, the empty tier-2 cell's up+down, the button's own top arrow).
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script
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.run(
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r#"
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assert(BenillaTalentFrame:IsVisible(), "window visible")
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local a = TALENT_BRANCH_ARRAY
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assert(a[1][3].down == 1, "tier1 down, got " .. tostring(a[1][3].down))
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assert(a[2][3].up == 1, "tier2 up, got " .. tostring(a[2][3].up))
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assert(a[2][3].down == 1, "tier2 down, got " .. tostring(a[2][3].down))
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assert(a[3][3].topArrow == 1, "tier3 topArrow, got " .. tostring(a[3][3].topArrow))
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"#,
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)
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.expect("branch array");
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// Depth 2 — the pooled textures took the work: at least one branch + one arrow shown.
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script
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.run(
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r#"
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assert(BenillaTalentFrameBranch1:IsShown(), "branch 1 shown")
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assert(BenillaTalentFrameArrow1:IsShown(), "arrow 1 shown")
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"#,
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)
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.expect("pool state");
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// Depth 3 — the renderer sees them: branch/arrow quads in the extract, cropped into the
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// atlas (a full-sheet [0,1] crop means SetTexCoord never landed).
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script.resolve();
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let quads = script.extract();
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let branch = quads
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.iter()
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.filter_map(|q| match &q.content {
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QuadContent::Texture {
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path: Some(p),
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tex_coords,
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..
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} if p.contains("UI-TalentBranches") => Some(*tex_coords),
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_ => None,
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})
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.next();
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let Some(tex_coords) = branch else {
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panic!("no UI-TalentBranches quad in the extract");
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};
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assert!(
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tex_coords.is_some_and(|c| c.edges() != [0.0, 1.0, 0.0, 1.0]),
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"branch quad must be atlas-cropped, got {tex_coords:?}"
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);
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assert!(
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quads.iter().any(|q| matches!(
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&q.content,
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QuadContent::Texture { path: Some(p), .. } if p.contains("UI-TalentArrows")
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)),
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"no UI-TalentArrows quad in the extract"
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);
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}
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#[test]
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fn tooltip_is_complete_on_the_first_hover() {
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let mut script = open_window(10);
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// The app's feed owes the store every talent spell view up front (the spellbook's own
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// arrival-driven contract) — with the views in place, the FIRST OnEnter must render the
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// full tooltip: name line, description, the green hint.
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script.set_spell_tooltip(201, view("Improved Rend", "Bleed harder."));
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script.set_spell_tooltip(301, view("Deep Wounds", "Bleed on crit."));
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script
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.run(
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r#"
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BenillaTalentButton_OnEnter(BenillaTalentFrameTalent2)
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assert(GameTooltip:IsShown(), "tooltip shown on first hover")
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assert(GameTooltipTextLeft1:GetText() == "Deep Wounds",
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"name line, got " .. tostring(GameTooltipTextLeft1:GetText()))
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"#,
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)
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.expect("first hover");
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}
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#[test]
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fn tooltip_miss_still_shows_the_rank_line() {
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let mut script = open_window(10);
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// The store is EMPTY (no views pushed): the ask-once fallback must still show a box with
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// the talent head — never a blank hover — and record the ask for the app's resolver.
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script
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.run(
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r#"
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BenillaTalentButton_OnEnter(BenillaTalentFrameTalent2)
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assert(GameTooltip:IsShown(), "tooltip shown on a store miss")
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assert(GameTooltipTextLeft1:GetText() == "Rank 0/3",
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"rank fallback, got " .. tostring(GameTooltipTextLeft1:GetText()))
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"#,
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)
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.expect("miss hover");
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let asks = script.take_spell_tooltip_asks();
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assert!(
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asks.contains(&301),
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"the miss records the ask, got {asks:?}"
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);
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}
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#[test]
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fn a_locked_tier_still_draws_the_branch_gray() {
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// The director's own day-one state: 2 points spent, tier 3 locked — the reference draws
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// the chain anyway, gray (the `-1` keys of the texcoord tables; a typo'd negative key
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// would error the draw loop and hide every line while the grid stays perfect).
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let script = open_window(2);
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script
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.run(
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r#"
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local a = TALENT_BRANCH_ARRAY
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assert(a[1][3].down == -1, "tier1 down gray, got " .. tostring(a[1][3].down))
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assert(a[3][3].topArrow == -1, "tier3 topArrow gray, got " .. tostring(a[3][3].topArrow))
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assert(BenillaTalentFrameBranch1:IsShown(), "gray branch shown")
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assert(BenillaTalentFrameArrow1:IsShown(), "gray arrow shown")
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"#,
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)
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.expect("gray branch");
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}
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/// **B162 — an unavailable talent goes GREYSCALE, not merely dim.**
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///
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/// The reporter's own A/B: 1.12.1 at 0 talent points draws every unlearned icon in black and
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/// white; benilla drew them in full colour. The Lua was never wrong — it asked for the grey-out
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/// and the ask reached the region — but the engine had no `Texture:SetDesaturated`, so
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/// `SetItemButtonDesaturated`'s no-shader arm was the only one available and "greyed" meant a
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/// `SetVertexColor(0.65)` brightness multiply. On colourful art that reads as a slightly dimmer
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/// colourful icon, which is exactly what was reported.
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///
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/// So the assertion is on the DESATURATION FLAG reaching the renderer, not on the tint: the tint
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/// was always there and was never the thing that was missing. The fixture is the reporter's state
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/// — points spent, none left — and Deep Wounds' tier is locked besides.
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///
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/// The control is the same extract's learned talent: full colour, no flag. A regression that
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/// greys the whole tree passes the first assertion and fails this one.
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#[test]
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fn an_unavailable_talent_reaches_the_renderer_desaturated() {
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let mut script = open_window(2);
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script.resolve();
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let icon = |quads: &[benilla_ui::script::ExtractedQuad], leaf: &str| -> (bool, [f32; 4]) {
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quads
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.iter()
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.find_map(|q| match &q.content {
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QuadContent::Texture {
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path: Some(p),
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color,
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desaturated,
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..
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} if p.ends_with(leaf) => Some((*desaturated, color.unwrap_or([1.0; 4]))),
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_ => None,
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})
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.unwrap_or_else(|| panic!("no {leaf} icon quad in the extract"))
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};
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let quads = script.extract();
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// Deep Wounds: tier 3 with 2 points spent — locked, and the player has 2 points to spend, so
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// this is the tier gate alone, not the no-points force-desaturate.
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let (grey, tint) = icon(&quads, "Ability_BackStab");
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assert!(
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grey,
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"an unavailable talent's icon must carry the greyscale flag — the whole of B162"
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);
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// The reference's own `(1, 0.65, 0.65, 0.65)` still SETS that tint, and on shader-capable
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// hardware it has no effect on colour — the desaturated fragment discards the vertex RGB
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// entirely (wow-re `texture-desaturate-law.md` §6.2; decision 1330 corrected 1327 here). It is
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// pinned anyway because the value must keep reaching the quad: it is what the no-shader arm
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// would have drawn with, and its ALPHA is read on both paths.
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assert!(
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(tint[0] - 0.65).abs() < 1e-3,
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"the ref's 0.65 still lands on the quad (inert on RGB, live on alpha), got {tint:?}"
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);
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// The control: Improved Rend is learned to max, so it is available — full colour, no flag.
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let (grey, tint) = icon(&quads, "Ability_Gouge");
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assert!(!grey, "a learned talent must NOT be greyed");
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assert!(
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(tint[0] - 1.0).abs() < 1e-3,
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"…and draws at full colour, got {tint:?}"
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);
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}
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#[test]
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fn a_wheel_spin_over_the_grid_scrolls_the_tree() {
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// The wheel's whole chain, driven from the pointer entry point the app feeds: hit-test on
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// a talent button, bubble to the ScrollFrame's OnMouseWheel, step the Slider, whose
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// OnValueChanged pans the frame. This is the chain the 2051f4f8 rename broke silently —
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// the handler called a helper by a name that no longer existed, and only a real spin (not
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// a load) executes it.
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let mut script = open_window(10);
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// Rects must be resolved before the wheel's hit-test can land on the grid.
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script.resolve();
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let (x, y): (f32, f32) = script
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.eval("return BenillaTalentFrameTalent1:GetCenter()")
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.expect("talent 1 center");
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// One notch DOWN (WoW convention: -1) — the handler steps the bar one valueStep forward.
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script.mouse_wheel(x, y, -1.0);
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script
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.run(
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r#"
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local scroll = BenillaTalentFrameScroll:GetVerticalScroll()
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assert(scroll == BENILLA_TALENT_SCROLL_STEP,
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"one notch down pans one step, got " .. tostring(scroll))
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assert(BenillaTalentFrameScrollBar:GetValue() == scroll,
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"the bar follows the frame, got " .. tostring(BenillaTalentFrameScrollBar:GetValue()))
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"#,
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)
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.expect("wheel down");
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// And the notch back up re-seats the top.
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script.mouse_wheel(x, y, 1.0);
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script
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.run(
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r#"
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assert(BenillaTalentFrameScroll:GetVerticalScroll() == 0,
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"a notch up rewinds to the top, got " .. tostring(BenillaTalentFrameScroll:GetVerticalScroll()))
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"#,
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)
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.expect("wheel up");
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assert!(script.errors().is_empty(), "{:?}", script.errors());
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}
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