This checkout had no git history at all, so this one commit carries the whole
of the Everwood work as a single import on top of chairmanpow/benilla-octo's
`main` (706cd71). The two trees have genuinely diverged — each has files the
other does not — so this is a fork point, not a catch-up.
Today's work, which is the reason a baseline exists at all:
- Booth previews no longer cast world shadows (`NO_BOOTH_SHADOW`). Portrait
characters were entering the sun's shadow cascades, so every skinned-rig
shadow specialization compiled live mid-frame; the hitch detector logged
"main thread blocked 1316 ms" beside a `compiled LIVE` warning. This was
the Fashion/Tmog stutter.
- Per-pane dress-up: each `DressUpModel` pane assembles and stages its own
tried-on look instead of every pane mirroring the live player.
- Item template cache is append-only JSONL written on the IO pool, replacing
an 11.6 MB whole-map JSON rewrite on the main thread every 10 s.
- `WOW_SYSTEM_TIMING` rebuilt per-thread: it took 2 mutexes per system enter
and 4 per exit, costing 15 ms a frame (590 fps -> 60) and corrupting the
measurements it was taken to produce.
- The visibility-churn sweep moved to its own `WOW_FLASH_CHURN` switch, so a
frame-cost reading no longer pays 2.7 ms a frame for it.
Local state (`benilla-config/`, `logs/`, `target/`) is excluded by the
existing .gitignore; the account credential it holds is not in this commit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
324 lines
11 KiB
Rust
324 lines
11 KiB
Rust
//! Scrolling combat text: the stock `Blizzard_CombatText` addon driven through the real loader.
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use benilla_ui::script::{ScriptValue, UiScript, UnitState};
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use super::test_ui::load_ui as load_xml;
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/// The addon with `SHOW_COMBAT_TEXT` on; it ships `"0"`, and while it is off
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/// `CombatText_UpdateDisplayedMessages` registers no events.
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fn load_combat_text() -> UiScript {
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let mut s = UiScript::new().unwrap();
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s.set_screen_size(1024.0, 768.0);
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load_xml(&s, "Interface\\FrameXML\\GlobalStrings.lua"); // ENTERING_COMBAT & co.
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load_xml(&s, "Interface\\FrameXML\\BasicControls.xml"); // TEXT()
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load_xml(&s, "Interface\\FrameXML\\Fonts.xml");
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load_xml(&s, r"Interface\FrameXML\UIParent.xml");
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super::test_ui::seat_chain_addon(&mut s, "Blizzard_CombatText");
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// The options window's defaults block (`UIOptionsFrame.lua:125`), seated by hand, master on.
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s.run(
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r#"SHOW_COMBAT_TEXT = "1"
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COMBAT_TEXT_SHOW_LOW_HEALTH_MANA = "1"
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COMBAT_TEXT_SHOW_AURAS = "1"
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COMBAT_TEXT_SHOW_AURA_FADE = "0"
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COMBAT_TEXT_SHOW_COMBAT_STATE = "1"
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COMBAT_TEXT_SHOW_DODGE_PARRY_MISS = "0"
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COMBAT_TEXT_SHOW_RESISTANCES = "0"
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COMBAT_TEXT_SHOW_REPUTATION = "0"
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COMBAT_TEXT_SHOW_REACTIVES = "0"
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COMBAT_TEXT_SHOW_FRIENDLY_NAMES = "0"
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COMBAT_TEXT_SHOW_COMBO_POINTS = "0"
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COMBAT_TEXT_SHOW_MANA = "0"
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COMBAT_TEXT_FLOAT_MODE = "1"
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COMBAT_TEXT_SHOW_HONOR_GAINED = "1"
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UIParentLoadAddOn("Blizzard_CombatText")
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CombatText_UpdateDisplayedMessages()"#,
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)
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.unwrap();
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s.resolve();
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assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
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s
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}
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/// The stock envelope: height 25, a 1.9 s scroll life, a fade from 1.3 s.
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#[test]
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fn combat_text_damage_scrolls_and_expires() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combat_text();
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// The pool is `NUM_COMBAT_TEXT_LINES`, 20 strings.
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let hidden: bool = s
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.eval(
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r#"
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for i = 1, 20 do
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if getglobal("CombatText" .. i):IsShown() then return false end
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end
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return true
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"#,
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)
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.unwrap();
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assert!(hidden, "the pool starts hidden");
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s.fire_event(
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"COMBAT_TEXT_UPDATE",
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vec![
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ScriptValue::Str("DAMAGE".into()),
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ScriptValue::Str("17".into()),
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],
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);
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let ok: bool = s
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.eval(
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r#"
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local t = CombatText1
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local _, h = t:GetFont()
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local y0 = COMBAT_TEXT_TO_ANIMATE[1].yPos
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return t:IsShown() ~= nil and t:GetText() == "-17" and h == 25 and y0 ~= nil
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"#,
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)
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.unwrap();
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assert!(ok, "damage paints -17 at height 25 ({:?})", s.errors());
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// Float mode 1 scrolls up, from y 384 to 609.
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s.tick(0.5);
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let ok: bool = s
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.eval(
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r#"
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local v = COMBAT_TEXT_TO_ANIMATE[1]
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return v.scrollTime > 0.4 and v.yPos > 384 and CombatText1:GetAlpha() == 1
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"#,
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)
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.unwrap();
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assert!(ok, "scrolled up, still opaque ({:?})", s.errors());
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s.tick(1.0); // 1.5 s total, fade began at 1.3
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let fading: bool = s
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.eval("return CombatText1:GetAlpha() < 1 and CombatText1:GetAlpha() > 0")
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.unwrap();
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assert!(fading, "fading past 1.3 s ({:?})", s.errors());
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// Expiry tests `scrollTime` before advancing it, so it lands a tick after crossing 1.9 s.
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s.tick(0.5);
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s.tick(0.1);
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let gone: bool = s
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.eval("return CombatText1:IsShown() == nil and getn(COMBAT_TEXT_TO_ANIMATE) == 0")
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.unwrap();
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assert!(gone, "expired at 1.9 s ({:?})", s.errors());
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s.fire_event(
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"COMBAT_TEXT_UPDATE",
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vec![
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ScriptValue::Str("MANA".into()),
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ScriptValue::Str("50".into()),
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],
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);
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let none: bool = s.eval("return getn(COMBAT_TEXT_TO_ANIMATE) == 0").unwrap();
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assert!(none, "MANA is gated off by default");
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assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
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}
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/// A crit seeds at 30, peaks at 60 at 0.05 s, is back by 0.2 s, and parks: `endY` is `startY`.
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#[test]
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fn combat_text_crit_pops_and_parks() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combat_text();
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s.fire_event(
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"COMBAT_TEXT_UPDATE",
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vec![
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ScriptValue::Str("DAMAGE_CRIT".into()),
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ScriptValue::Str("64".into()),
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],
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);
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let ok: bool = s
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.eval(
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r#"
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local v = COMBAT_TEXT_TO_ANIMATE[1]
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return CombatText1:GetText() == "-64" and v.endY == COMBAT_TEXT_LOCATIONS.startY
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"#,
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)
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.unwrap();
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assert!(ok, "crit paints and parks ({:?})", s.errors());
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assert_eq!(
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extracted_text_height(&mut s, "-64"),
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Some(30.0),
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"crit seeds at 30"
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);
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s.tick(0.1); // inside the shrink window (0.05..0.2): height strictly between 30 and 60
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let h = extracted_text_height(&mut s, "-64").expect("crit still drawn");
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assert!(
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h > 30.0 && h <= 60.0,
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"crit pop animates the height UNCAPPED past 32, got {h}"
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);
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assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
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}
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/// The drawn height: the `SetTextHeight` override on the matching text quad, not the font's 25.
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fn extracted_text_height(s: &mut UiScript, text: &str) -> Option<f32> {
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s.resolve();
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s.extract().into_iter().find_map(|q| match q.content {
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benilla_ui::script::QuadContent::Text {
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text: Some(t),
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text_height,
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..
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} if t == text => Some(text_height),
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_ => None,
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})?
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}
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/// Low health is `COMBAT_TEXT_LOW_HEALTH_THRESHOLD` (0.2), latched until health recovers above it.
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#[test]
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fn combat_text_state_and_low_health_triggers() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combat_text();
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s.fire_event("PLAYER_REGEN_DISABLED", vec![]);
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let ok: bool = s
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.eval("return CombatText1:GetText() == \"Entering Combat\"")
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.unwrap();
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assert!(ok, "entering combat paints ({:?})", s.errors());
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let mut player = UnitState {
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exists: true,
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health: 15,
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max_health: 100,
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..UnitState::default()
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};
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s.set_unit("player", Some(player.clone()));
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s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
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s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
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let count: i64 = s
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.eval(
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r#"
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local n = 0
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for i = 1, 20 do
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if getglobal("CombatText" .. i):GetText() == "Health Low"
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and getglobal("CombatText" .. i):IsShown() then
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n = n + 1
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end
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end
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return n
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"#,
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)
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.unwrap();
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assert_eq!(
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count,
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1,
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"low health fires once, latched ({:?})",
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s.errors()
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);
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player.health = 90;
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s.set_unit("player", Some(player.clone()));
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s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
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player.health = 10;
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s.set_unit("player", Some(player));
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s.fire_event("UNIT_HEALTH", vec![ScriptValue::Str("player".into())]);
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let count: i64 = s
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.eval(
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r#"
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local n = 0
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for i = 1, 20 do
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if getglobal("CombatText" .. i):GetText() == "Health Low"
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and getglobal("CombatText" .. i):IsShown() then
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n = n + 1
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end
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end
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return n
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"#,
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)
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.unwrap();
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assert_eq!(count, 2, "the latch re-armed ({:?})", s.errors());
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assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
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}
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/// `SetTextHeight` sizes are uncapped, so the pop peaks at 60. The VM's screen is the 768-high
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/// virtual space, so the stock 384/609 locations apply verbatim.
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#[test]
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fn combat_text_crit_peak_is_uncapped() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combat_text();
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let ok: bool = s
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.eval("return COMBAT_TEXT_LOCATIONS.startY == 384 and COMBAT_TEXT_LOCATIONS.endY == 609")
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.unwrap();
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assert!(
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ok,
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"ref-verbatim locations in the 768 space ({:?})",
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s.errors()
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);
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s.fire_event(
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"COMBAT_TEXT_UPDATE",
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vec![
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ScriptValue::Str("DAMAGE_CRIT".into()),
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ScriptValue::Str("99".into()),
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],
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);
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s.tick(0.05); // the scale window's end: SetTextHeight(60), the pop peak
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let h = extracted_text_height(&mut s, "-99").expect("crit drawn at the peak");
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// `floor()` at the f32 tick boundary lands 59 or 60.
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assert!((59.0..=60.0).contains(&h), "the pop peaks at ~60, got {h}");
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assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
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}
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/// Walks the switch down from on: a message paints first, so "nothing paints" after is the gate.
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#[test]
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fn combat_text_master_toggle_unregisters() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combat_text();
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s.fire_event(
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"COMBAT_TEXT_UPDATE",
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vec![
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ScriptValue::Str("DAMAGE".into()),
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ScriptValue::Str("17".into()),
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],
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);
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let painted: bool = s
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.eval("return getn(COMBAT_TEXT_TO_ANIMATE) == 1 and CombatText1:IsShown() ~= nil")
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.unwrap();
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assert!(painted, "enabled: the message paints ({:?})", s.errors());
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s.run("SHOW_COMBAT_TEXT = \"0\"; CombatText_UpdateDisplayedMessages()")
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.unwrap();
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s.run("CombatText_ClearAnimationList()").unwrap();
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// `CombatText_ClearAnimationList` hides the strings but leaves the list to the ticker, so
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// "nothing paints" is the list not growing and no string shown.
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let before: i64 = s.eval("return getn(COMBAT_TEXT_TO_ANIMATE)").unwrap();
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s.fire_event(
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"COMBAT_TEXT_UPDATE",
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vec![
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ScriptValue::Str("DAMAGE".into()),
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ScriptValue::Str("17".into()),
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],
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);
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let none: bool = s
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.eval(&format!(
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"return getn(COMBAT_TEXT_TO_ANIMATE) == {before} and CombatText1:IsShown() == nil"
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))
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.unwrap();
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assert!(none, "disabled: nothing paints ({:?})", s.errors());
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assert!(s.errors().is_empty(), "script errors: {:?}", s.errors());
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}
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/// The reference reads the `DAMAGE_TEXT_FONT` global (`0x6c847c`) after the addons load
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/// (`0x6c8470`), so an addon's `ADDON_LOADED` assignment wins over stock Friz.
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#[test]
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fn the_damage_text_font_is_read_from_the_lua_global() {
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let data = benilla_formats::wow_data_or_skip!();
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let _ = data;
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let s = UiScript::new().unwrap();
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// Unassigned, the reference's failure block (`0x704350`) leaves `0x703bf0`'s pre-seeded `""`,
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// which the font factory rejects.
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assert_eq!(crate::combat_text::read_damage_text_font(&s).0, None);
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load_xml(&s, "Interface\\FrameXML\\Fonts.xml");
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assert_eq!(
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crate::combat_text::read_damage_text_font(&s).0.as_deref(),
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Some("Fonts\\FRIZQT__.TTF"),
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);
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s.run(r#"DAMAGE_TEXT_FONT = "Interface\\AddOns\\MSBT\\Fonts\\Adventure.ttf""#)
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.expect("the assignment runs");
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assert_eq!(
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crate::combat_text::read_damage_text_font(&s).0.as_deref(),
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Some("Interface\\AddOns\\MSBT\\Fonts\\Adventure.ttf"),
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"the addon's face, not Friz"
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);
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}
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