Files
benilla-octo/crates/benilla-app/src/ui_script/combat_text_tests.rs
T
SamandClaude Fable 5 3b6975fdef the pet gets its frame, flooded rooms fill, and macros really fire
- the pet gets its own unit frame beside yours, and an Attack order no longer latches as the standing command
- five rooms that always read bone dry hold their water now, the Deeprun Tram's flooded stretches among them
- macros fire through the client's own chat door, and the macro window fits its tabs and scrolls its icon chooser
- the options window grows a Nameplates page and its first dropdown, and the name-display switches apply live in the world

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:03:43 +07:00

284 lines
9.9 KiB
Rust

//! The center-screen scrolling combat text (decision 0578) — the Blizzard_CombatText
//! transcription driven end-to-end through the real loader: the COMBAT_TEXT_UPDATE pipeline,
//! the scroll/fade/crit-pop envelope, the option gating, and the Lua-side low-health trigger.
use benilla_ui::script::{ScriptValue, 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
);
}
fn load_combat_text() -> UiScript {
let mut s = UiScript::new().unwrap();
s.set_screen_size(1024.0, 768.0);
load_xml(&s, "Fonts.xml");
load_xml(&s, "UIParent.xml");
load_xml(&s, "CombatText.xml");
s.resolve();
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
s
}
/// A damage message paints "-N" red at the base height, scrolls upward over its 1.9 s life,
/// fades past 1.3 s, and frees its string at expiry. A gated type (MANA, var default "0")
/// shows nothing.
#[test]
fn combat_text_damage_scrolls_and_expires() {
let mut s = load_combat_text();
// All 20 pool strings start hidden.
let hidden: bool = s
.eval(
r#"
for i = 1, 20 do
if getglobal("CombatText" .. i):IsShown() then return false end
end
return true
"#,
)
.unwrap();
assert!(hidden, "the pool starts hidden");
s.fire_event(
"COMBAT_TEXT_UPDATE",
vec![
ScriptValue::Str("DAMAGE".into()),
ScriptValue::Str("17".into()),
],
);
let ok: bool = s
.eval(
r#"
local t = CombatText1
local _, h = t:GetFont()
local y0 = COMBAT_TEXT_TO_ANIMATE[1].yPos
return t:IsShown() ~= nil and t:GetText() == "-17" and h == 25 and y0 ~= nil
"#,
)
.unwrap();
assert!(ok, "damage paints -17 at height 25 ({:?})", s.errors());
// Half a second in: the string has scrolled upward (mode 1 flows up, 384 → 609).
s.tick(0.5);
let ok: bool = s
.eval(
r#"
local v = COMBAT_TEXT_TO_ANIMATE[1]
return v.scrollTime > 0.4 and v.yPos > 384 and CombatText1:GetAlpha() == 1
"#,
)
.unwrap();
assert!(ok, "scrolled up, still opaque ({:?})", s.errors());
// Past the fade-out start: alpha drops below 1.
s.tick(1.0); // 1.5 s total, fade began at 1.3
let fading: bool = s
.eval("return CombatText1:GetAlpha() < 1 and CombatText1:GetAlpha() > 0")
.unwrap();
assert!(fading, "fading past 1.3 s ({:?})", s.errors());
// Past the 1.9 s scroll life: removed and hidden (the ref tests scrollTime BEFORE advancing,
// so expiry lands on the tick after the threshold is crossed).
s.tick(0.5);
s.tick(0.1);
let gone: bool = s
.eval("return CombatText1:IsShown() == nil and getn(COMBAT_TEXT_TO_ANIMATE) == 0")
.unwrap();
assert!(gone, "expired at 1.9 s ({:?})", s.errors());
// A var-gated type at its ref default "0" shows nothing.
s.fire_event(
"COMBAT_TEXT_UPDATE",
vec![
ScriptValue::Str("MANA".into()),
ScriptValue::Str("50".into()),
],
);
let none: bool = s.eval("return getn(COMBAT_TEXT_TO_ANIMATE) == 0").unwrap();
assert!(none, "MANA is gated off by default");
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// A crit pops through the scale envelope: seeded at 30, grown toward 60 inside the first
/// 0.05 s, shrinking back toward 30 by 0.2 s — and it parks (endY = startY: the crit never
/// scrolls away from the seat).
#[test]
fn combat_text_crit_pops_and_parks() {
let mut s = load_combat_text();
s.fire_event(
"COMBAT_TEXT_UPDATE",
vec![
ScriptValue::Str("DAMAGE_CRIT".into()),
ScriptValue::Str("64".into()),
],
);
let ok: bool = s
.eval(
r#"
local v = COMBAT_TEXT_TO_ANIMATE[1]
return CombatText1:GetText() == "-64" and v.endY == COMBAT_TEXT_LOCATIONS.startY
"#,
)
.unwrap();
assert!(ok, "crit paints and parks ({:?})", s.errors());
assert_eq!(
extracted_text_height(&mut s, "-64"),
Some(30.0),
"crit seeds at 30"
);
s.tick(0.1); // inside the shrink window (0.05..0.2): height strictly between 30 and 60
let h = extracted_text_height(&mut s, "-64").expect("crit still drawn");
assert!(
h > 30.0 && h <= 60.0,
"crit pop animates the height UNCAPPED past 32 (decision 0582), got {h}"
);
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The drawn height via the engine extract (the SetTextHeight override on the matching Text
/// quad) — the two-regime split (decision 0582): the font object stays 25, the override is the
/// drawn size, uncapped.
fn extracted_text_height(s: &mut UiScript, text: &str) -> Option<f32> {
s.resolve();
s.extract().into_iter().find_map(|q| match q.content {
benilla_ui::script::QuadContent::Text {
text: Some(t),
text_height,
..
} if t == text => Some(text_height),
_ => None,
})?
}
/// The event-side triggers: PLAYER_REGEN_DISABLED paints "Entering Combat"; a sub-20% UNIT_HEALTH
/// paints "Health Low" once and re-arms only after recovering above the threshold.
#[test]
fn combat_text_state_and_low_health_triggers() {
let mut s = load_combat_text();
s.fire_event("PLAYER_REGEN_DISABLED", vec![]);
let ok: bool = s
.eval("return CombatText1:GetText() == \"Entering Combat\"")
.unwrap();
assert!(ok, "entering combat paints ({:?})", s.errors());
let mut player = UnitState {
exists: true,
health: 15,
max_health: 100,
..UnitState::default()
};
s.set_unit("player", Some(player.clone()));
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
let count: i64 = s
.eval(
r#"
local n = 0
for i = 1, 20 do
if getglobal("CombatText" .. i):GetText() == "Health Low"
and getglobal("CombatText" .. i):IsShown() then
n = n + 1
end
end
return n
"#,
)
.unwrap();
assert_eq!(
count,
1,
"low health fires once, latched ({:?})",
s.errors()
);
// Recover, then drop again: the latch re-arms.
player.health = 90;
s.set_unit("player", Some(player.clone()));
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
player.health = 10;
s.set_unit("player", Some(player));
s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
let count: i64 = s
.eval(
r#"
local n = 0
for i = 1, 20 do
if getglobal("CombatText" .. i):GetText() == "Health Low"
and getglobal("CombatText" .. i):IsShown() then
n = n + 1
end
end
return n
"#,
)
.unwrap();
assert_eq!(count, 2, "the latch re-armed ({:?})", s.errors());
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The crit pop's PEAK reaches a true 60 (decision 0582: SetTextHeight sizes are uncapped —
/// the pre-split renderer clamped them to the 32-unit one-to-one cap, so crits never popped
/// past 32). The VM's screen is the 768-virtual space by construction (the app seam feeds it),
/// so the ref constants stand verbatim.
#[test]
fn combat_text_crit_peak_is_uncapped() {
let mut s = load_combat_text();
let ok: bool = s
.eval("return COMBAT_TEXT_LOCATIONS.startY == 384 and COMBAT_TEXT_LOCATIONS.endY == 609")
.unwrap();
assert!(
ok,
"ref-verbatim locations in the 768 space ({:?})",
s.errors()
);
s.fire_event(
"COMBAT_TEXT_UPDATE",
vec![
ScriptValue::Str("DAMAGE_CRIT".into()),
ScriptValue::Str("99".into()),
],
);
s.tick(0.05); // the scale window's end: SetTextHeight(60), the pop peak
let h = extracted_text_height(&mut s, "-99").expect("crit drawn at the peak");
// floor() at the f32 tick boundary lands 59 or 60 — the claim under test is that the peak
// is UNCAPPED (the pre-split renderer clamped it to 32).
assert!((59.0..=60.0).contains(&h), "the pop peaks at ~60, got {h}");
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}
/// The master toggle: SHOW_COMBAT_TEXT = "0" + CombatText_UpdateDisplayedMessages unregisters
/// everything — a subsequent damage event paints nothing (ref-identical gating; our default is
/// "1", the ref ships "0" — decision 0578's named divergence).
#[test]
fn combat_text_master_toggle_unregisters() {
let mut s = load_combat_text();
s.run("SHOW_COMBAT_TEXT = \"0\"; CombatText_UpdateDisplayedMessages()")
.unwrap();
s.fire_event(
"COMBAT_TEXT_UPDATE",
vec![
ScriptValue::Str("DAMAGE".into()),
ScriptValue::Str("17".into()),
],
);
let none: bool = s
.eval("return getn(COMBAT_TEXT_TO_ANIMATE) == 0 and CombatText1:IsShown() == nil")
.unwrap();
assert!(none, "disabled: nothing paints ({:?})", s.errors());
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
}