Files
benilla-octo/crates/benilla-ui/src/script/quest.rs
T
Sam SungandClaude Opus 5.5 bb82dd1ac8 Lua getters answer the reference's miss shapes; tooltip setters' flag (#1030)
Lua bindings answer the reference's shapes on misses, bad indices and tooltips:

- Indexed getters push their full miss tuple (`GetCraftInfo`, `GetPetActionInfo`, the trainer requirements and others). Indices go through `ftol` and an unsigned compare, so a negative misses instead of raising. Verified slot readers keep their own raises (`IsInventoryItemLocked`, `0x4c8520`).
- The eight GameTooltip setters return the builder's refresh flag, gated as `0x53267c` gates it, so a hovered cooldown tooltip refreshes. `LOCKED` follows the item object (`0x52bdb3`).
- Quality goes through the InventoryType gate (-1), and a pending template shows the question-mark icon.
- `GetLootSlotInfo` returns four values. `SetSpell`, `CreateMacro`, `JoinChannelByName`, `GetQuestReward` and the shapeshift and trade-skill filters raise or answer as the reference does.
- The shape gate probes each getter's miss legs through an argument ladder.

Fixes #145
Fixes #993
Fixes #994
Fixes #995
Fixes #996
Fixes #997
Fixes #998
Fixes #1016

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 20:28:35 +07:00

850 lines
32 KiB
Rust

//! The questgiver bindings: the app pushes the open panel ([`UiScript::set_quest`]), and the panel
//! verbs queue selects and button intents it drains. One [`QuestState`] serves the flat getters
//! `QuestFrame.lua` reads on each panel; the app fires `QUEST_GREETING`, `QUEST_DETAIL`,
//! `QUEST_PROGRESS` or `QUEST_COMPLETE` for the live one.
use mlua::{Lua, MultiValue, Value};
use super::binding_abi::flag;
use super::Model;
use crate::script::binding_abi::Idx;
/// Which questgiver panel a [`QuestState`] is for, set from the wire packet.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum QuestPanel {
/// `SMSG_QUESTGIVER_QUEST_LIST`: the greeting, with the active and available lists.
Greeting,
/// `SMSG_QUESTGIVER_QUEST_DETAILS`: the accept panel.
Detail,
/// `SMSG_QUESTGIVER_REQUEST_ITEMS`: the turn-in progress panel.
Progress,
/// `SMSG_QUESTGIVER_OFFER_REWARD`: the reward panel.
Reward,
}
/// One choice, reward or required item row; its 1-based index is its place in its list.
#[derive(Clone, Debug, Default, PartialEq)]
pub struct QuestItemView {
/// `None` while the item template is in flight: `GetQuestItemInfo` answers an empty name, the
/// log getters their miss.
pub name: Option<String>,
pub texture: Option<String>,
pub count: u32,
/// 0 poor to 5 legendary; 1 until the template lands.
pub quality: u32,
/// The item id the quest tooltips render by; 0 until the wire row resolves.
pub item_id: u32,
/// Whether the player can use the item, `isUsable` as 1 or nil; stock tints the row red when
/// not (`QuestFrame.lua:393`). The app always sends `true`.
pub usable: bool,
/// The escaped item link `GetQuestItemLink` and `GetQuestLogItemLink` serve; `None` until the
/// template lands, since it embeds the name and the quality.
pub link: Option<String>,
}
/// The reward spell, `rewSpell` on the giver packets and `SMSG_QUEST_QUERY_RESPONSE`, as
/// `GetRewardSpell` and `GetQuestLogRewardSpell` answer it; stock counts it as one more reward slot
/// (`QuestFrame.lua:332`). `tradeskill` is the third return, `isTradeskillSpell`.
#[derive(Clone, Debug, Default, PartialEq)]
pub struct QuestRewardSpell {
pub spell_id: u32,
pub name: Option<String>,
pub texture: Option<String>,
pub tradeskill: bool,
}
/// One open questgiver panel, with every field the four panels read; pushed whole by the app.
#[derive(Clone, Debug, PartialEq)]
pub struct QuestState {
pub panel: QuestPanel,
// Greeting panel.
pub greeting: String,
pub active_titles: Vec<String>,
pub available_titles: Vec<String>,
// Detail, progress and reward panels.
pub title: String,
/// The text of whichever panel is live: quest, progress or reward.
pub body: String,
pub objectives: String,
/// Rewards the player picks one of.
pub choices: Vec<QuestItemView>,
/// Rewards all granted.
pub rewards: Vec<QuestItemView>,
/// Items the progress panel asks for.
pub required: Vec<QuestItemView>,
/// In copper.
pub reward_money: u32,
/// In copper.
pub required_money: u32,
pub completable: bool,
pub reward_spell: Option<QuestRewardSpell>,
/// `GetQuestBackgroundMaterial`, which the app fills from an item or GameObject source, never
/// from the wire; nil reads as "Parchment" (`QuestFrame.lua:598-604`).
pub background_material: Option<String>,
}
impl Default for QuestState {
fn default() -> Self {
QuestState {
panel: QuestPanel::Detail,
greeting: String::new(),
active_titles: Vec::new(),
available_titles: Vec::new(),
title: String::new(),
body: String::new(),
objectives: String::new(),
choices: Vec::new(),
rewards: Vec::new(),
required: Vec::new(),
reward_money: 0,
required_money: 0,
completable: false,
reward_spell: None,
background_material: None,
}
}
}
/// A greeting row picked by `SelectActiveQuest` or `SelectAvailableQuest`, 1-based in its list.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct QuestSelect {
pub active: bool,
pub index: u32,
}
/// A questgiver button intent; the app sends the matching message for its NPC and quest.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum QuestAction {
/// Detail panel Accept → `CMSG_QUESTGIVER_ACCEPT_QUEST`.
Accept,
/// Progress panel Continue → `CMSG_QUESTGIVER_REQUEST_REWARD`.
Continue,
/// Reward panel Complete → `CMSG_QUESTGIVER_CHOOSE_REWARD` with the 0-based choice.
Reward(u32),
/// `DeclineQuest()`: the detail panel's Decline and the progress and reward panels' Cancel.
/// Its binding (`0x501d30`) re-opens the giver through `0x5013f0`: `CMSG_GOSSIP_HELLO` for a
/// gossip unit, `CMSG_QUESTGIVER_HELLO` for another unit, the teardown `0x501130(0,1)` for an
/// item or a player (or with `0xbe0824` set), a GameObject's interact call. The app owns this.
Decline,
/// `CloseQuest()`, from `QuestFrame_OnHide`: ESC, the close button, the greeting's Goodbye, a
/// panel eviction. Its binding (`0x501a10`) calls only the teardown `0x501130(0,1)`, whose one
/// send is `MSG_QUEST_PUSH_RESULT` DECLINE for a player source, so closing an NPC's window
/// sends nothing. It stays apart from `Decline`: the re-open is `DeclineQuest`'s alone.
Close,
}
impl super::UiScript {
/// Push (or clear, with `None`) the open questgiver panel snapshot.
pub fn set_quest(&mut self, state: Option<QuestState>) {
self.model_mut().quest = state;
}
/// Drain the greeting-panel row selects queued since the last call.
pub fn take_quest_selects(&mut self) -> Vec<QuestSelect> {
std::mem::take(&mut self.model_mut().quest_selects)
}
/// Drain the button intents queued since the last call.
pub fn take_quest_actions(&mut self) -> Vec<QuestAction> {
std::mem::take(&mut self.model_mut().quest_actions)
}
}
/// `GetRewardSpell`'s three returns: `texture, name, isTradeskillSpell`, the third 1 or nil.
pub(super) fn reward_spell_returns(
lua: &Lua,
spell: Option<QuestRewardSpell>,
) -> mlua::Result<MultiValue> {
let Some(sp) = spell else {
return Ok(MultiValue::from_vec(vec![
Value::Nil,
Value::Nil,
Value::Nil,
]));
};
let texture = match &sp.texture {
Some(t) => Value::String(lua.create_string(t)?),
None => Value::Nil,
};
let name = match &sp.name {
Some(n) => Value::String(lua.create_string(n)?),
None => Value::Nil,
};
let tradeskill = if sp.tradeskill {
Value::Integer(1)
} else {
Value::Nil
};
Ok(MultiValue::from_vec(vec![texture, name, tradeskill]))
}
/// The icon an empty offer row answers: display 0 has no `ItemDisplayInfo` row, so the icon
/// lookup falls back to the question mark (`0x5d88b0`, `0x847fe4`) under the icon folder.
const EMPTY_ROW_ICON: &str = "Interface\\Icons\\INV_Misc_QuestionMark";
/// The list `GetQuestItemInfo(type, index)` reads for `type`.
pub(super) fn item_vec<'a>(state: &'a QuestState, kind: &str) -> Option<&'a Vec<QuestItemView>> {
match kind {
"choice" => Some(&state.choices),
"reward" => Some(&state.rewards),
"required" => Some(&state.required),
_ => None,
}
}
/// Register the questgiver globals.
pub(super) fn install(lua: &Lua) -> mlua::Result<()> {
let g = lua.globals();
// ── Text getters ──
fn install_text(lua: &Lua, name: &str, pick: fn(&QuestState) -> String) -> mlua::Result<()> {
lua.globals().set(
name,
lua.create_function(move |lua, ()| {
let text = {
let model = lua.app_data_ref::<Model>().expect("model app_data");
model.quest.as_ref().map(pick).unwrap_or_default()
};
Ok(Value::String(lua.create_string(&text)?))
})?,
)
}
install_text(lua, "GetGreetingText", |q| q.greeting.clone())?;
install_text(lua, "GetTitleText", |q| q.title.clone())?;
install_text(lua, "GetQuestText", |q| q.body.clone())?;
install_text(lua, "GetProgressText", |q| q.body.clone())?;
install_text(lua, "GetRewardText", |q| q.body.clone())?;
install_text(lua, "GetObjectiveText", |q| q.objectives.clone())?;
// ── Count and money getters ──
fn install_count(lua: &Lua, name: &str, pick: fn(&QuestState) -> i64) -> mlua::Result<()> {
lua.globals().set(
name,
lua.create_function(move |lua, ()| {
let model = lua.app_data_ref::<Model>().expect("model app_data");
Ok(model.quest.as_ref().map(pick).unwrap_or(0))
})?,
)
}
install_count(lua, "GetNumActiveQuests", |q| q.active_titles.len() as i64)?;
install_count(lua, "GetNumAvailableQuests", |q| {
q.available_titles.len() as i64
})?;
install_count(lua, "GetNumQuestChoices", |q| q.choices.len() as i64)?;
install_count(lua, "GetNumQuestRewards", |q| q.rewards.len() as i64)?;
install_count(lua, "GetNumQuestItems", |q| q.required.len() as i64)?;
install_count(lua, "GetRewardMoney", |q| i64::from(q.reward_money))?;
install_count(lua, "GetQuestMoneyToGet", |q| i64::from(q.required_money))?;
g.set(
"IsQuestCompletable",
lua.create_function(|lua, ()| {
let model = lua.app_data_ref::<Model>().expect("model app_data");
Ok(flag(model.quest.as_ref().is_some_and(|q| q.completable)))
})?,
)?;
fn install_title(lua: &Lua, name: &str, active: bool) -> mlua::Result<()> {
lua.globals().set(
name,
lua.create_function(move |lua, Idx(i): Idx| {
let title = {
let model = lua.app_data_ref::<Model>().expect("model app_data");
model.quest.as_ref().and_then(|q| {
let v = if active {
&q.active_titles
} else {
&q.available_titles
};
i.checked_sub(1).and_then(|n| v.get(n)).cloned()
})
};
Ok(Value::String(lua.create_string(title.unwrap_or_default())?))
})?,
)
}
install_title(lua, "GetActiveTitle", true)?;
install_title(lua, "GetAvailableTitle", false)?;
// GetQuestItemInfo(type, index) → name, texture, numItems, quality, isUsable (`0x501f80`): five
// values, `isUsable` 1 or nil. A type other than `"reward"`, `"choice"` or `"required"` (any
// case, `0x64a4c0`) or an index outside 1..7 (`0x501719`) raises `0x84edd8`, as does a
// non-string type or non-number index. An index inside that range with no item answers the
// zeroed row the offer publisher leaves (`0x500ef0`): no name, the question-mark icon of
// display 0, count 0, quality 0 and usable. A template in flight answers an empty name.
g.set(
"GetQuestItemInfo",
lua.create_function(|lua, (kind, index): (Value, Value)| {
let invalid =
|| mlua::Error::runtime(r#"Invalid quest item in GetQuestItemInfo("type", index)"#);
let kind = match &kind {
Value::String(_) | Value::Integer(_) | Value::Number(_) => lua
.coerce_string(kind.clone())?
.map(|s| s.to_string_lossy().to_ascii_lowercase()),
_ => None,
}
.ok_or_else(invalid)?;
let index = lua.coerce_number(index)?.ok_or_else(invalid)?;
// `_ftol` then `dec`, compared unsigned against 6.
let row = index.trunc() as i64 - 1;
if !(0..=6).contains(&row) {
return Err(invalid());
}
let item = {
let model = lua.app_data_ref::<Model>().expect("model app_data");
let empty = Vec::new();
let list = match model.quest.as_ref() {
Some(q) => item_vec(q, &kind),
None => ["reward", "choice", "required"]
.contains(&kind.as_str())
.then_some(&empty),
};
let Some(list) = list else {
return Err(invalid());
};
list.get(row as usize).cloned()
};
let (name, texture, count, quality, usable) = match item {
Some(it) => (
it.name.unwrap_or_default(),
it.texture,
it.count,
it.quality,
it.usable,
),
None => (String::new(), Some(EMPTY_ROW_ICON.to_string()), 0, 0, true),
};
Ok(MultiValue::from_vec(vec![
Value::String(lua.create_string(&name)?),
match texture {
Some(t) => Value::String(lua.create_string(&t)?),
None => Value::Nil,
},
Value::Integer(i64::from(count)),
Value::Integer(i64::from(quality)),
super::binding_abi::flag(usable),
]))
})?,
)?;
// GetQuestItemLink(type, index), for a row's ctrl and shift clicks (`QuestFrame.lua:118`).
g.set(
"GetQuestItemLink",
lua.create_function(|lua, (kind, index): (String, Value)| {
// `index - 1` is compared unsigned against 6 (`0x501924`), so a zero or negative index
// is no item; every miss pushes one nil (`0x50216a`).
let index = super::binding_abi::index_arg(
lua,
index,
"Usage: GetQuestItemLink(\"type\", index)",
)?;
let link = {
let model = lua.app_data_ref::<Model>().expect("model app_data");
model.quest.as_ref().and_then(|q| {
item_vec(q, &kind)
.and_then(|v| index.checked_sub(1).and_then(|n| v.get(n)))
.and_then(|it| it.link.clone())
})
};
match link {
Some(l) => Ok(Value::String(lua.create_string(&l)?)),
None => Ok(Value::Nil),
}
})?,
)?;
// GetRewardSpell() (`0x501df0`): three nils without a spell.
g.set(
"GetRewardSpell",
lua.create_function(|lua, ()| {
let spell = {
let model = lua.app_data_ref::<Model>().expect("model app_data");
model.quest.as_ref().and_then(|q| q.reward_spell.clone())
};
reward_spell_returns(lua, spell)
})?,
)?;
// ── Intents ──
fn install_select(lua: &Lua, name: &str, active: bool) -> mlua::Result<()> {
lua.globals().set(
name,
lua.create_function(move |lua, i: u32| {
let mut model = lua.app_data_mut::<Model>().expect("model app_data");
model
.quest_selects
.push(super::QuestSelect { active, index: i });
Ok(())
})?,
)
}
install_select(lua, "SelectActiveQuest", true)?;
install_select(lua, "SelectAvailableQuest", false)?;
fn install_action(lua: &Lua, name: &str, action: super::QuestAction) -> mlua::Result<()> {
lua.globals().set(
name,
lua.create_function(move |lua, ()| {
let mut model = lua.app_data_mut::<Model>().expect("model app_data");
model.quest_actions.push(action);
Ok(())
})?,
)
}
install_action(lua, "AcceptQuest", super::QuestAction::Accept)?;
install_action(lua, "DeclineQuest", super::QuestAction::Decline)?;
install_action(lua, "CloseQuest", super::QuestAction::Close)?;
install_action(lua, "CompleteQuest", super::QuestAction::Continue)?;
// GetQuestBackgroundMaterial() → nil or a material name (`0x502230`).
g.set(
"GetQuestBackgroundMaterial",
lua.create_function(|lua, ()| {
let material = {
let model = lua.app_data_ref::<Model>().expect("model app_data");
model
.quest
.as_ref()
.and_then(|q| q.background_material.clone())
};
match material {
Some(m) => Ok(Value::String(lua.create_string(&m)?)),
None => Ok(Value::Nil),
}
})?,
)?;
// QuestChooseRewardError() (`0x5021a0`), no returns: Complete pressed with choices and none
// picked (`QuestFrame.lua:98`). It shows game error `0x98` through `0x496720`: the sound
// `igQuestFailed`, then `ERR_QUEST_MUST_CHOOSE` through `UI_ERROR_MESSAGE`, synchronously.
g.set(
"QuestChooseRewardError",
lua.create_function(|lua, ()| {
{
let mut model = lua.app_data_mut::<Model>().expect("model app_data");
model
.sound_queue
.push(super::SoundRequest::KitName("igQuestFailed".to_string()));
}
let text: String = lua
.globals()
.get::<Option<String>>("ERR_QUEST_MUST_CHOOSE")?
.unwrap_or_else(|| "You must choose a reward.".to_string());
super::tick::fire_event_into(
lua,
"UI_ERROR_MESSAGE",
vec![super::ScriptValue::Str(text)],
);
Ok(())
})?,
)?;
// ConfirmAcceptQuest(): the escort confirm's Yes (`StaticPopup.lua:731-733`). It takes no quest
// id, as the client answers the confirm it holds, so calls are counted and the app adds the id.
g.set(
"ConfirmAcceptQuest",
lua.create_function(|lua, ()| {
let mut model = lua.app_data_mut::<Model>().expect("model app_data");
model.quest_confirms += 1;
Ok(())
})?,
)?;
// GetQuestReward(choice): stock passes the 1-based row (`QuestFrame.lua:100`), and the wire
// takes it less one, floored at 0, as in the reference (`0x501d80`); vmangos indexes
// `RewChoiceItemId` with it.
g.set(
"GetQuestReward",
lua.create_function(|lua, choice: Option<Value>| {
// `is-number` failing leaves the choice at -1 (`0x501d89`) and raises nothing; a
// number is `trunc(n) - 1` (`0x501da8`), read as signed.
let choice = match choice {
Some(v) => lua
.coerce_number(v)?
.map_or(-1, |n| super::binding_abi::ftol(n).wrapping_sub(1)),
None => -1,
};
let mut model = lua.app_data_mut::<Model>().expect("model app_data");
// Off the reward panel the reference does nothing and answers success (`0x5015b0`:
// `[0xbe0818] != 3`).
let Some(q) = model
.quest
.as_ref()
.filter(|q| q.panel == QuestPanel::Reward)
else {
return Ok(());
};
// With choices on offer an index outside `[0, n)` fails (`0x501608`..`0x50160e`) and
// the binding raises; without any, the wire gets `max(choice, 0)` (`0x501627`).
let n = q.choices.len() as i32;
if n > 0 && !(0..n).contains(&choice) {
return Err(mlua::Error::RuntimeError(
"Invalid reward choice in GetQuestReward([choice])".into(),
));
}
model
.quest_actions
.push(super::QuestAction::Reward(choice.max(0) as u32));
Ok(())
})?,
)?;
Ok(())
}
#[cfg(test)]
mod tests {
use super::{QuestAction, QuestItemView, QuestPanel, QuestSelect, QuestState};
use crate::script::UiScript;
fn detail() -> QuestState {
QuestState {
panel: QuestPanel::Detail,
title: "A Threat Within".into(),
body: "Kill the kobolds infesting the mine.".into(),
objectives: "Slay 10 Kobold Vermin.".into(),
rewards: vec![QuestItemView {
item_id: 7278,
name: Some("Brdle Leather Boots".into()),
texture: Some("Interface\\Icons\\INV_Boots_01".into()),
count: 1,
quality: 2,
usable: true,
link: Some("|cff1eff00|Hitem:7278:0:0:0|h[Brdle Leather Boots]|h|r".into()),
}],
choices: vec![
QuestItemView {
item_id: 0,
name: Some("Cudgel".into()),
texture: None,
count: 1,
quality: 1,
usable: true,
..Default::default()
},
QuestItemView {
item_id: 0,
name: None, // template still in flight
texture: None,
count: 1,
quality: 1,
usable: true,
..Default::default()
},
],
reward_money: 1234,
..Default::default()
}
}
#[test]
fn background_material_answers_the_pushed_material_or_nil() {
let mut s = UiScript::new().unwrap();
s.set_quest(Some(QuestState::default()));
assert!(s
.eval::<bool>("return GetQuestBackgroundMaterial() == nil")
.unwrap());
s.set_quest(Some(QuestState {
background_material: Some("Stone".into()),
..QuestState::default()
}));
assert_eq!(
s.eval::<String>("return GetQuestBackgroundMaterial()")
.unwrap(),
"Stone"
);
}
#[test]
fn choose_reward_error_fires_the_error_event_with_the_global_string() {
let mut s = UiScript::new().unwrap();
s.run(
"ERR_QUEST_MUST_CHOOSE = 'Pick one.' \
local f = CreateFrame('Frame') f:RegisterEvent('UI_ERROR_MESSAGE') \
f:SetScript('OnEvent', function() SEEN = arg1 end) \
N = table.getn({QuestChooseRewardError()})",
)
.unwrap();
assert_eq!(s.eval::<String>("return SEEN").unwrap(), "Pick one.");
assert_eq!(s.eval::<i64>("return N").unwrap(), 0, "zero return values");
assert_eq!(
s.take_sounds(),
vec![crate::script::SoundRequest::KitName("igQuestFailed".into())],
"row 0x98's cue plays with the message"
);
}
#[test]
fn detail_panel_getters_read() {
let mut s = UiScript::new().unwrap();
// No window: text empty, counts zero.
assert_eq!(s.eval::<String>("return GetTitleText()").unwrap(), "");
assert_eq!(s.eval::<i64>("return GetNumQuestChoices()").unwrap(), 0);
s.set_quest(Some(detail()));
assert_eq!(
s.eval::<String>("return GetTitleText()").unwrap(),
"A Threat Within"
);
assert_eq!(
s.eval::<String>("return GetObjectiveText()").unwrap(),
"Slay 10 Kobold Vermin."
);
assert_eq!(s.eval::<i64>("return GetNumQuestChoices()").unwrap(), 2);
assert_eq!(s.eval::<i64>("return GetNumQuestRewards()").unwrap(), 1);
assert_eq!(s.eval::<i64>("return GetRewardMoney()").unwrap(), 1234);
// Five values, `isUsable` 1 or nil (`0x501f80`), the type matched in any case.
assert_eq!(s.arity(r#"GetQuestItemInfo("reward", 1)"#).unwrap(), 5);
let (name, texture, count, quality, usable) = s
.eval::<(String, String, i64, i64, i64)>(r#"return GetQuestItemInfo("REWARD", 1)"#)
.unwrap();
assert_eq!(name, "Brdle Leather Boots");
assert_eq!(texture, "Interface\\Icons\\INV_Boots_01");
assert_eq!((count, quality, usable), (1, 2, 1));
// Choice row 2 is in flight: an empty name, the rest present.
assert!(s
.eval::<bool>(
"local n, t, c = GetQuestItemInfo(\"choice\", 2)\n\
return n == '' and t == nil and c == 1"
)
.unwrap());
// Inside 1..7 with no item: the zeroed row, display 0's question mark.
assert_eq!(
s.eval::<(String, String, i64, i64, i64)>(r#"return GetQuestItemInfo("reward", 7)"#)
.unwrap(),
(
String::new(),
"Interface\\Icons\\INV_Misc_QuestionMark".to_string(),
0,
0,
1
)
);
// Outside 1..7, an unknown type or a missing argument raises `0x84edd8`.
for call in [
r#"GetQuestItemInfo("reward", 8)"#,
r#"GetQuestItemInfo("reward", 0)"#,
r#"GetQuestItemInfo("bogus", 1)"#,
r#"GetQuestItemInfo("reward")"#,
"GetQuestItemInfo()",
] {
let e = s.run(call).expect_err(call).to_string();
assert!(
e.contains(r#"Invalid quest item in GetQuestItemInfo("type", index)"#),
"{call}: {e}"
);
}
// The link is nil for the in-flight row, out of range, and for an unknown type.
assert_eq!(
s.eval::<String>("return GetQuestItemLink(\"reward\", 1)")
.unwrap(),
"|cff1eff00|Hitem:7278:0:0:0|h[Brdle Leather Boots]|h|r"
);
assert!(s
.eval::<bool>("return GetQuestItemLink(\"choice\", 2) == nil")
.unwrap());
assert!(s
.eval::<bool>("return GetQuestItemLink(\"reward\", 9) == nil")
.unwrap());
assert!(s
.eval::<bool>("return GetQuestItemLink(\"bogus\", 1) == nil")
.unwrap());
}
#[test]
fn greeting_panel_lists_and_selects() {
let mut s = UiScript::new().unwrap();
s.set_quest(Some(QuestState {
panel: QuestPanel::Greeting,
greeting: "What can I do for you?".into(),
active_titles: vec!["Report to Goldshire".into()],
available_titles: vec!["A Threat Within".into(), "Kobold Camp Cleanup".into()],
..Default::default()
}));
assert_eq!(
s.eval::<String>("return GetGreetingText()").unwrap(),
"What can I do for you?"
);
assert_eq!(s.eval::<i64>("return GetNumActiveQuests()").unwrap(), 1);
assert_eq!(s.eval::<i64>("return GetNumAvailableQuests()").unwrap(), 2);
assert_eq!(
s.eval::<String>("return GetActiveTitle(1)").unwrap(),
"Report to Goldshire"
);
assert_eq!(
s.eval::<String>("return GetAvailableTitle(2)").unwrap(),
"Kobold Camp Cleanup"
);
s.run("SelectActiveQuest(1)").unwrap();
s.run("SelectAvailableQuest(2)").unwrap();
assert_eq!(
s.take_quest_selects(),
vec![
QuestSelect {
active: true,
index: 1
},
QuestSelect {
active: false,
index: 2
},
]
);
assert!(s.take_quest_selects().is_empty(), "drained");
}
#[test]
fn progress_panel_completability() {
let mut s = UiScript::new().unwrap();
s.set_quest(Some(QuestState {
panel: QuestPanel::Progress,
body: "Do you have the tusks?".into(),
required: vec![QuestItemView {
item_id: 0,
name: Some("Chipped Boar Tusk".into()),
texture: None,
count: 8,
quality: 0,
usable: true,
..Default::default()
}],
required_money: 500,
completable: true,
..Default::default()
}));
assert_eq!(
s.eval::<String>("return GetProgressText()").unwrap(),
"Do you have the tusks?"
);
assert_eq!(s.eval::<i64>("return GetNumQuestItems()").unwrap(), 1);
assert_eq!(s.eval::<i64>("return GetQuestMoneyToGet()").unwrap(), 500);
assert!(s.eval::<bool>("return IsQuestCompletable()").unwrap());
}
#[test]
fn button_intents_queue() {
let mut s = UiScript::new().unwrap();
s.set_quest(Some(detail()));
s.run("AcceptQuest()").unwrap();
assert_eq!(s.take_quest_actions(), vec![QuestAction::Accept]);
s.run("CompleteQuest()").unwrap(); // progress -> reward
let mut offer = detail();
offer.panel = QuestPanel::Reward;
s.set_quest(Some(offer)); // the app pushes the reward panel
s.run("GetQuestReward(2)").unwrap(); // row 2 (1-based) → wire choice 1 (0-based)
s.run("DeclineQuest()").unwrap();
assert_eq!(
s.take_quest_actions(),
vec![
QuestAction::Continue,
QuestAction::Reward(1),
QuestAction::Decline,
]
);
assert!(s.take_quest_actions().is_empty(), "drained");
}
/// `GetQuestReward` (`0x501d80` → `0x5015b0`): with choices on offer an index outside `[0, n)`
/// raises "Invalid reward choice" (`0x84eda4`), the default for no argument being -1; with
/// none the wire gets `max(index, 0)`; off the reward panel it does nothing.
#[test]
fn get_quest_reward_validates_the_choice_against_the_offer() {
let mut s = UiScript::new().unwrap();
s.set_quest(Some(detail()));
let n_choices = s.eval::<i64>("return GetNumQuestChoices()").unwrap();
assert!(n_choices >= 2);
// Not on the reward panel yet: nothing happens, and nothing raises.
s.run("GetQuestReward(99)").unwrap();
assert!(s.take_quest_actions().is_empty());
s.run("CompleteQuest()").unwrap();
s.take_quest_actions();
let mut offer = detail();
offer.panel = QuestPanel::Reward;
s.set_quest(Some(offer));
for call in [
"GetQuestReward()",
"GetQuestReward(0)",
"GetQuestReward(-3)",
&format!("GetQuestReward({})", n_choices + 1),
"GetQuestReward('x')",
] {
let err = s.run(call).unwrap_err().to_string();
assert!(
err.contains("Invalid reward choice in GetQuestReward([choice])"),
"{call}: {err}"
);
}
assert!(
s.take_quest_actions().is_empty(),
"a failed pick sends nothing"
);
s.run(&format!("GetQuestReward({n_choices})")).unwrap();
s.run("GetQuestReward(1.9)").unwrap();
assert_eq!(
s.take_quest_actions(),
vec![
QuestAction::Reward(n_choices as u32 - 1),
QuestAction::Reward(0)
]
);
// No choices on offer: any index goes, as `max(index, 0)`.
let mut bare = detail();
bare.choices.clear();
bare.panel = QuestPanel::Reward;
let mut s = UiScript::new().unwrap();
s.set_quest(Some(bare));
for call in [
"GetQuestReward()",
"GetQuestReward(-3)",
"GetQuestReward(4)",
] {
s.run(call).unwrap();
}
assert_eq!(
s.take_quest_actions(),
vec![
QuestAction::Reward(0),
QuestAction::Reward(0),
QuestAction::Reward(3)
]
);
}
#[test]
fn clearing_the_quest_empties_it() {
let mut s = UiScript::new().unwrap();
s.set_quest(Some(detail()));
s.set_quest(None);
assert_eq!(s.eval::<String>("return GetTitleText()").unwrap(), "");
assert_eq!(s.eval::<i64>("return GetNumQuestRewards()").unwrap(), 0);
assert!(s.eval::<bool>("return GetRewardSpell() == nil").unwrap());
}
#[test]
fn decline_and_close_are_two_intents() {
let mut s = UiScript::new().unwrap();
s.set_quest(Some(detail()));
s.run("DeclineQuest()").unwrap();
s.run("CloseQuest()").unwrap();
assert_eq!(
s.take_quest_actions(),
vec![QuestAction::Decline, QuestAction::Close]
);
}
#[test]
fn confirm_accept_quest_counts_and_drains() {
let mut s = UiScript::new().unwrap();
assert_eq!(s.take_quest_confirms(), 0);
s.run("ConfirmAcceptQuest() ConfirmAcceptQuest()").unwrap();
assert_eq!(s.take_quest_confirms(), 2);
assert_eq!(s.take_quest_confirms(), 0, "drained");
}
}