- coins ride the cursor: `MoneyFrame.lua`/`.xml` load off the player's chain, and the stock kit reads the cursor's coins at load, so the money cursor — payload mode 2, the copper at `[0xb4e2f0]` — is the engine's: `PickupPlayerMoney` puts coins on the cursor and the purse is never debited, and `CoinPickupFrame.xml`, the shift-click coin dialog nothing of ours had ever answered, joins; wow-re's round then set the law: the pickup raises on a non-number and refuses silently on zero, lost control and more than the purse; `AddTradeMoney` folds the coins into the offer as an absolute `CMSG_SET_TRADE_GOLD` gated on the purse; the send-mail setters and `GetCoinIcon` answer as the bytes do; the coinage-change reflex trims an offer the purse no longer covers; and the four send-mail pickup/drop verbs the stock table names do not exist in 5875, so they are not built (1962, 1965) - the trade window is the reference's own file: `TradeFrame.xml` + `TradeFrame.lua` off the chain, ours deleted; `GameTooltip:SetTradePlayerItem`/`SetTradeTargetItem` (`0x5341e0`/`0x534410`) render the slot's item the way the loot slot's is, and `TRADE_PLAYER_ITEM_CHANGED`/`TRADE_TARGET_ITEM_CHANGED` — which the stock file repaints one slot on, and nothing had fired — fire per changed slot beside `TRADE_UPDATE`; the stock file brings the chain's own `MoneyInputFrame`, a TARGET_TRADE `SmallMoneyFrame`, `ItemButtonTemplate` slots and the enchant slot's own wording — "Item not yet modified" where ours had read "Will Not Be Traded"; the wire's enchant id is not carried into the slot yet, so the tooltip shows the item without its enchant (1966) - the dialogs' verbs, as the bytes define them: nine of the ten stock `StaticPopup.lua` bindings 1960 had left named are built off wow-re's round with their packets, events and UIParent arms — the bare trade pair, `ForceLogout`, the instance-boot timer (whole seconds), the area spirit healer's accept/cancel/time, `AcceptBattlefieldPort` out of a three-slot queue `SMSG_BATTLEFIELD_STATUS` fills, `CancelMeetingStoneRequest`, and the pet trainer's pair as the talent wipe's twin, latch for latch — `SMSG_PET_UNLEARN_CONFIRM` latches and asks, `ConfirmPetUnlearn` sends behind the money gate, `CheckPetUntrainerDist` reads the leash; not built, named: the healer's proximity scan (`0x4923b0`: 20 yd to acquire, 22 to retain), so no healer is cached yet, and `ReplaceTradeEnchant`, which rides trade-slot enchant targeting this engine does not build (1963) - the scrolling combat text is the reference's own `Blizzard_CombatText`, LoadOnDemand off the chain: our transcription is deleted, and the addon loads through `UIParentLoadAddOn` at the reference's own sites; the family's fourteen defaults move to the options file where the reference keeps them, because a LoadOnDemand addon cannot define the options that decide whether it loads (1964); and the Looking-for-Group pair is what the bytes define, correcting 1959's flag: `SetLookingForGroup` takes three (type, entry) pairs and a comment, packs each slot as `(type << 24) & entry` — an AND (`0x4e9713`), so every admissible input stores zero — and sends `CMSG_SET_LOOKING_FOR_GROUP` only when the commit changed something; `GetLookingForGroup` answers three nilable slot names then the comment, never 1|nil; and the stock 1.12.1 UI never calls either — both call sites sit in an XML comment (1961) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
220 lines
9.4 KiB
Rust
220 lines
9.4 KiB
Rust
//! The combo-point dots (decisions 0869, 0875) — the reference's own `ComboFrame.xml`/`.lua`,
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//! executed off the player's chain since 1751's tenth window, driven through the real loader: the show/hide edges, the per-point highlight/shine fade chain, the
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//! "only newly-earned points flare" rule that `COMBO_FRAME_LAST_NUM_POINTS` exists to enforce, and
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//! the two gates that live in `GetComboPoints` rather than in this Lua — rogue-or-druid only, and
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//! the points must be banked on the CURRENT target.
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use benilla_ui::script::{PlayerReqState, UiScript, UnitState};
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/// The unit the points get banked on in these tests, and a second one to re-target to.
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const MOB_A: u64 = 0xF130_0000_0000_0001;
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const MOB_B: u64 = 0xF130_0000_0000_0002;
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use super::test_ui::load_ui as load_xml;
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/// The manifest order this file actually ships in: `UiPanels.xml` for `UIFrameFade`, and the
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/// reference's own `TargetFrame.xml` for the `TargetFrame` the dots anchor to — `relativeTo` is
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/// resolved at LOAD, so that file has to precede this one (1751).
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fn load_combo_frame() -> 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\\Fonts.xml");
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load_xml(&s, "UIParent.xml");
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load_xml(&s, r"Interface\FrameXML\MoneyFrame.lua");
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load_xml(&s, r"Interface\FrameXML\MoneyFrame.xml");
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load_xml(&s, "GameTooltip.xml");
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load_xml(&s, "Interface\\FrameXML\\UIDropDownMenu.xml");
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load_xml(&s, "Interface\\FrameXML\\BasicControls.xml");
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load_xml(&s, "Interface\\FrameXML\\UnitPopup.xml");
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load_xml(&s, r"Interface\FrameXML\MoneyFrame.lua");
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load_xml(&s, r"Interface\FrameXML\MoneyFrame.xml");
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load_xml(&s, "UiPanels.xml");
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load_xml(&s, r"Interface\FrameXML\UIPanelTemplates.lua");
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load_xml(&s, r"Interface\FrameXML\UIPanelTemplates.xml");
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load_xml(&s, r"Interface\FrameXML\GlobalStrings.lua");
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load_xml(&s, r"Interface\FrameXML\LocaleProperties.lua");
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load_xml(&s, r"Interface\FrameXML\StaticPopup.xml");
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load_xml(&s, "Interface\\FrameXML\\TextStatusBar.lua");
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load_xml(&s, "Interface\\FrameXML\\TextStatusBar.xml");
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load_xml(&s, "Interface\\FrameXML\\BuffFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\UnitFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\CombatFeedback.xml");
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load_xml(&s, "Interface\\FrameXML\\PlayerFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\PartyFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\TargetFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\PetFrame.xml");
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load_xml(&s, "Interface\\FrameXML\\ComboFrame.xml");
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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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/// Put the player in a class that can see combo points, with `guid` selected — the state
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/// `GetComboPoints` demands before it will report anything at all.
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fn play_as(s: &mut UiScript, class_id: u32, target: u64) {
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s.set_player_req_state(PlayerReqState {
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class_id,
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..Default::default()
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});
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s.set_unit(
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"target",
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Some(UnitState {
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exists: true,
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guid: target,
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..Default::default()
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}),
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);
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}
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/// Run every queued fade past its longest leg (0.4 s highlight → 0.3 s shine in → 0.4 s shine out).
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fn settle(s: &mut UiScript) {
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s.eval::<()>("for i = 1, 40 do UIFrameFadeUpdate(0.05) end")
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.unwrap();
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}
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fn shown(s: &mut UiScript) -> bool {
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s.eval("return ComboFrame:IsShown()").unwrap()
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}
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fn highlight_alpha(s: &mut UiScript, i: u32) -> f64 {
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s.eval(&format!("return ComboPoint{i}Highlight:GetAlpha()"))
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.unwrap()
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}
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/// Zero points hides the frame; the first point shows it and lights exactly one dot; the count
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/// rising lights the rest; the drop back to zero hides it again. The alpha readings run the fade to
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/// completion first, since the highlight arrives via `UIFrameFade`, not a straight `SetAlpha`.
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#[test]
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fn combo_frame_follows_the_point_count() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combo_frame();
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play_as(&mut s, 4, MOB_A); // rogue, mob A selected
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// Nothing banked: hidden, and the event on zero is a no-op that keeps it hidden.
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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assert!(!shown(&mut s), "no points ⇒ hidden");
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// One point — a rogue's first builder.
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s.set_combo_points(1, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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assert!(shown(&mut s), "one point ⇒ shown");
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settle(&mut s);
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let lit = highlight_alpha(&mut s, 1);
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assert!(lit > 0.99, "point 1 lit, got alpha {lit}");
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assert_eq!(
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highlight_alpha(&mut s, 2),
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0.0,
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"point 2 stays dark at one combo point"
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);
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// Up to five: every dot lit, none left behind.
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s.set_combo_points(5, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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settle(&mut s);
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let all_lit: bool = s
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.eval(
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r#"
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for i = 1, MAX_COMBO_POINTS do
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if getglobal("ComboPoint" .. i .. "Highlight"):GetAlpha() < 0.99 then
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return false
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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!(all_lit, "all five dots lit at five points");
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// The spend/expiry edge: back to zero hides the frame. This is the one the wire depends on —
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// the server clears the byte on its own, so the falling edge is the only thing that ever takes
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// the dots down.
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s.set_combo_points(0, 0);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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assert!(!shown(&mut s), "zero points ⇒ hidden again");
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}
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/// A repaint at an UNCHANGED count must not re-flare the dots that were already lit — the whole
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/// job of `COMBO_FRAME_LAST_NUM_POINTS`. `PLAYER_TARGET_CHANGED` is registered alongside the
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/// combo event, so re-targeting mid-window fires exactly this repaint.
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#[test]
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fn a_repaint_at_the_same_count_does_not_re_flare() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combo_frame();
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play_as(&mut s, 4, MOB_A);
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s.set_combo_points(2, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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settle(&mut s);
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// Both settled: highlights up, shines burned out.
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let shine: f64 = s.eval("return ComboPoint2Shine:GetAlpha()").unwrap();
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assert_eq!(shine, 0.0, "the shine fades back out");
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// A re-select of the SAME unit at the same count: no new fade is queued for either dot.
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s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
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let fading: bool = s
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.eval("return UIFrameIsFading(ComboPoint1Highlight) ~= nil")
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.unwrap();
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assert!(!fading, "an unchanged count re-flares nothing");
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assert!(
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highlight_alpha(&mut s, 2) > 0.99,
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"and leaves the lit dots lit"
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);
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}
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/// **A warrior sees nothing** — `GetComboPoints 0x51a190`'s class gate (`cmp al,4 / cmp al,0xb`).
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/// The server really does bank a point for them on a victim's dodge, and that byte really does
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/// reach us: it is what greys Overpower through the usable walk's leg 5. It just never reaches the
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/// UI. Every class outside {rogue, druid} takes the same path; the wire state here is identical to
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/// the rogue ladder's first rung, so only the class differs.
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#[test]
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fn a_warriors_overpower_point_lights_no_dot() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combo_frame();
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play_as(&mut s, 1, MOB_A); // warrior
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s.set_combo_points(1, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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assert!(!shown(&mut s), "a warrior's banked point shows no dots");
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let points: i64 = s.eval("return GetComboPoints()").unwrap();
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assert_eq!(points, 0, "and the binding itself reports zero");
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// A druid is on the other side of the same gate (class 11 — cat form's builders).
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play_as(&mut s, 11, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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assert!(shown(&mut s), "a druid sees the same banked point");
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}
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/// **Combo points are per target** — `0x51a190` compares `PLAYER_FIELD_COMBO_TARGET` against the
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/// current-target GUID global and pushes 0 on a mismatch. So re-targeting empties the dots without
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/// the server touching the count, and selecting the banked unit again refills them. Losing the
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/// target entirely (guid 0) empties them too.
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#[test]
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fn re_targeting_empties_the_dots_without_the_count_moving() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = load_combo_frame();
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play_as(&mut s, 4, MOB_A);
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s.set_combo_points(3, MOB_A);
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s.fire_event("PLAYER_COMBO_POINTS", vec![]);
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settle(&mut s);
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assert!(shown(&mut s), "three points on the selected mob ⇒ shown");
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// Select a different mob. The wire count is untouched — only the reader's answer changes.
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play_as(&mut s, 4, MOB_B);
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s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
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assert!(!shown(&mut s), "points banked elsewhere ⇒ no dots");
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let points: i64 = s.eval("return GetComboPoints()").unwrap();
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assert_eq!(points, 0, "the binding hides them, the wire still has them");
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// Select the banked mob again: all three come straight back.
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play_as(&mut s, 4, MOB_A);
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s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
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settle(&mut s);
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assert!(shown(&mut s), "re-selecting the banked mob refills them");
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assert!(highlight_alpha(&mut s, 3) > 0.99, "all three, not just one");
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// And no target at all is a mismatch like any other.
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s.set_unit("target", None);
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s.fire_event("PLAYER_TARGET_CHANGED", vec![]);
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assert!(!shown(&mut s), "no target ⇒ no dots");
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}
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