- benilla loads real 1.12 addons from Interface/AddOns — TOC, XML and Lua through one loader, with per-addon saved variables, Bindings.xml and the lifecycle events addons expect - both AddOns screens are in: the character-select list with per-addon enable state, and the ESC menu's in-game list - the API surface is measured, not guessed — a corpus harness runs hundreds of real 1.12 addons and ranks exactly which globals, templates and verbs they demand - the Lua dialect is the client's own, read off the binary — 5.0 semantics with the 1.12 additions, and UI source files are bytes, not UTF-8 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
212 lines
8.4 KiB
Rust
212 lines
8.4 KiB
Rust
//! The combo-point dots (decisions 0869, 0875) — the reference `ComboFrame` transcription driven
|
|
//! through the real loader: the show/hide edges, the per-point highlight/shine fade chain, the
|
|
//! "only newly-earned points flare" rule that `COMBO_FRAME_LAST_NUM_POINTS` exists to enforce, and
|
|
//! the two gates that live in `GetComboPoints` rather than in this Lua — rogue-or-druid only, and
|
|
//! the points must be banked on the CURRENT target.
|
|
|
|
use benilla_ui::script::{PlayerReqState, UiScript, UnitState};
|
|
|
|
/// The unit the points get banked on in these tests, and a second one to re-target to.
|
|
const MOB_A: u64 = 0xF130_0000_0000_0001;
|
|
const MOB_B: u64 = 0xF130_0000_0000_0002;
|
|
|
|
/// Load one shipped `assets/ui/<file>` (the panel tests' loader), 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 manifest order this file actually ships in: `UiPanels.xml` for `UIFrameFade`,
|
|
/// `UnitFrames.xml` for the `TargetFrame` the dots anchor to.
|
|
fn load_combo_frame() -> 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, "GameTooltip.xml");
|
|
load_xml(&s, "UIDropDownMenu.xml");
|
|
load_xml(&s, "UnitPopup.xml");
|
|
load_xml(&s, "UiPanels.xml");
|
|
load_xml(&s, "UnitFrames.xml");
|
|
load_xml(&s, "ComboFrame.xml");
|
|
s.resolve();
|
|
assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
|
|
s
|
|
}
|
|
|
|
/// Put the player in a class that can see combo points, with `guid` selected — the state
|
|
/// `GetComboPoints` demands before it will report anything at all.
|
|
fn play_as(s: &mut UiScript, class_id: u32, target: u64) {
|
|
s.set_player_req_state(PlayerReqState {
|
|
class_id,
|
|
..Default::default()
|
|
});
|
|
s.set_unit(
|
|
"target",
|
|
Some(UnitState {
|
|
exists: true,
|
|
guid: target,
|
|
..Default::default()
|
|
}),
|
|
);
|
|
}
|
|
|
|
/// Run every queued fade past its longest leg (0.4 s highlight → 0.3 s shine in → 0.4 s shine out).
|
|
fn settle(s: &mut UiScript) {
|
|
s.eval::<()>("for i = 1, 40 do UIFrameFadeUpdate(0.05) end")
|
|
.unwrap();
|
|
}
|
|
|
|
fn shown(s: &mut UiScript) -> bool {
|
|
s.eval("return ComboFrame:IsShown()").unwrap()
|
|
}
|
|
|
|
fn highlight_alpha(s: &mut UiScript, i: u32) -> f64 {
|
|
s.eval(&format!("return ComboPoint{i}Highlight:GetAlpha()"))
|
|
.unwrap()
|
|
}
|
|
|
|
/// Zero points hides the frame; the first point shows it and lights exactly one dot; the count
|
|
/// rising lights the rest; the drop back to zero hides it again. The alpha readings run the fade to
|
|
/// completion first, since the highlight arrives via `UIFrameFade`, not a straight `SetAlpha`.
|
|
#[test]
|
|
fn combo_frame_follows_the_point_count() {
|
|
let mut s = load_combo_frame();
|
|
play_as(&mut s, 4, MOB_A); // rogue, mob A selected
|
|
|
|
// Nothing banked: hidden, and the event on zero is a no-op that keeps it hidden.
|
|
s.fire_event("PLAYER_COMBO_POINTS", vec![]);
|
|
assert!(!shown(&mut s), "no points ⇒ hidden");
|
|
|
|
// One point — a rogue's first builder.
|
|
s.set_combo_points(1, MOB_A);
|
|
s.fire_event("PLAYER_COMBO_POINTS", vec![]);
|
|
assert!(shown(&mut s), "one point ⇒ shown");
|
|
|
|
settle(&mut s);
|
|
let lit = highlight_alpha(&mut s, 1);
|
|
assert!(lit > 0.99, "point 1 lit, got alpha {lit}");
|
|
assert_eq!(
|
|
highlight_alpha(&mut s, 2),
|
|
0.0,
|
|
"point 2 stays dark at one combo point"
|
|
);
|
|
|
|
// Up to five: every dot lit, none left behind.
|
|
s.set_combo_points(5, MOB_A);
|
|
s.fire_event("PLAYER_COMBO_POINTS", vec![]);
|
|
settle(&mut s);
|
|
let all_lit: bool = s
|
|
.eval(
|
|
r#"
|
|
for i = 1, MAX_COMBO_POINTS do
|
|
if getglobal("ComboPoint" .. i .. "Highlight"):GetAlpha() < 0.99 then
|
|
return false
|
|
end
|
|
end
|
|
return true
|
|
"#,
|
|
)
|
|
.unwrap();
|
|
assert!(all_lit, "all five dots lit at five points");
|
|
|
|
// The spend/expiry edge: back to zero hides the frame. This is the one the wire depends on —
|
|
// the server clears the byte on its own, so the falling edge is the only thing that ever takes
|
|
// the dots down.
|
|
s.set_combo_points(0, 0);
|
|
s.fire_event("PLAYER_COMBO_POINTS", vec![]);
|
|
assert!(!shown(&mut s), "zero points ⇒ hidden again");
|
|
}
|
|
|
|
/// A repaint at an UNCHANGED count must not re-flare the dots that were already lit — the whole
|
|
/// job of `COMBO_FRAME_LAST_NUM_POINTS`. `PLAYER_TARGET_CHANGED` is registered alongside the
|
|
/// combo event, so re-targeting mid-window fires exactly this repaint.
|
|
#[test]
|
|
fn a_repaint_at_the_same_count_does_not_re_flare() {
|
|
let mut s = load_combo_frame();
|
|
play_as(&mut s, 4, MOB_A);
|
|
s.set_combo_points(2, MOB_A);
|
|
s.fire_event("PLAYER_COMBO_POINTS", vec![]);
|
|
settle(&mut s);
|
|
|
|
// Both settled: highlights up, shines burned out.
|
|
let shine: f64 = s.eval("return ComboPoint2Shine:GetAlpha()").unwrap();
|
|
assert_eq!(shine, 0.0, "the shine fades back out");
|
|
|
|
// A re-select of the SAME unit at the same count: no new fade is queued for either dot.
|
|
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
|
|
let fading: bool = s
|
|
.eval("return UIFrameIsFading(ComboPoint1Highlight) ~= nil")
|
|
.unwrap();
|
|
assert!(!fading, "an unchanged count re-flares nothing");
|
|
assert!(
|
|
highlight_alpha(&mut s, 2) > 0.99,
|
|
"and leaves the lit dots lit"
|
|
);
|
|
}
|
|
|
|
/// **A warrior sees nothing** — `GetComboPoints 0x51a190`'s class gate (`cmp al,4 / cmp al,0xb`).
|
|
/// The server really does bank a point for them on a victim's dodge, and that byte really does
|
|
/// reach us: it is what greys Overpower through the usable walk's leg 5. It just never reaches the
|
|
/// UI. Every class outside {rogue, druid} takes the same path; the wire state here is identical to
|
|
/// the rogue ladder's first rung, so only the class differs.
|
|
#[test]
|
|
fn a_warriors_overpower_point_lights_no_dot() {
|
|
let mut s = load_combo_frame();
|
|
play_as(&mut s, 1, MOB_A); // warrior
|
|
s.set_combo_points(1, MOB_A);
|
|
s.fire_event("PLAYER_COMBO_POINTS", vec![]);
|
|
assert!(!shown(&mut s), "a warrior's banked point shows no dots");
|
|
let points: i64 = s.eval("return GetComboPoints()").unwrap();
|
|
assert_eq!(points, 0, "and the binding itself reports zero");
|
|
|
|
// A druid is on the other side of the same gate (class 11 — cat form's builders).
|
|
play_as(&mut s, 11, MOB_A);
|
|
s.fire_event("PLAYER_COMBO_POINTS", vec![]);
|
|
assert!(shown(&mut s), "a druid sees the same banked point");
|
|
}
|
|
|
|
/// **Combo points are per target** — `0x51a190` compares `PLAYER_FIELD_COMBO_TARGET` against the
|
|
/// current-target GUID global and pushes 0 on a mismatch. So re-targeting empties the dots without
|
|
/// the server touching the count, and selecting the banked unit again refills them. Losing the
|
|
/// target entirely (guid 0) empties them too.
|
|
#[test]
|
|
fn re_targeting_empties_the_dots_without_the_count_moving() {
|
|
let mut s = load_combo_frame();
|
|
play_as(&mut s, 4, MOB_A);
|
|
s.set_combo_points(3, MOB_A);
|
|
s.fire_event("PLAYER_COMBO_POINTS", vec![]);
|
|
settle(&mut s);
|
|
assert!(shown(&mut s), "three points on the selected mob ⇒ shown");
|
|
|
|
// Select a different mob. The wire count is untouched — only the reader's answer changes.
|
|
play_as(&mut s, 4, MOB_B);
|
|
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
|
|
assert!(!shown(&mut s), "points banked elsewhere ⇒ no dots");
|
|
let points: i64 = s.eval("return GetComboPoints()").unwrap();
|
|
assert_eq!(points, 0, "the binding hides them, the wire still has them");
|
|
|
|
// Select the banked mob again: all three come straight back.
|
|
play_as(&mut s, 4, MOB_A);
|
|
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
|
|
settle(&mut s);
|
|
assert!(shown(&mut s), "re-selecting the banked mob refills them");
|
|
assert!(highlight_alpha(&mut s, 3) > 0.99, "all three, not just one");
|
|
|
|
// And no target at all is a mismatch like any other.
|
|
s.set_unit("target", None);
|
|
s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
|
|
assert!(!shown(&mut s), "no target ⇒ no dots");
|
|
}
|