The core now loads the player's own `Interface\FrameXML\FrameXML.toc` off their chain, row by row in its order (`0x6edb90`, from `UI_Init` at `0x48ffed`), instead of benilla's copy of the list, and `benilla.toc` is gone. Order is observable in 1.12.1: event listeners run in registration order, children are kept in creation order, and hit-test ties go to the earlier frame. - The world VM starts bare: `GlobalStrings.lua` and `Fonts.xml` load as the toc's first rows. The boot VM keeps `GlobalStrings.lua` and the emote tokens, and no longer loads `Fonts.xml`, which nothing reads there (#307). - A chain without `FrameXML.toc` builds no stock UI and still loads the layer and addons, as the reference does (`"Couldn't open %s"`, severity 2, return unread); benilla reports it as an error. - Every test kit now loads in the production order, `FrameXML.toc`'s rows then `layer.toc`'s, and a guard fails any kit that loads out of it. Two tests whose premises the stock order disproves are gone. - `scripts/smoke.sh` counts VMs by the VM marker, since `Fonts.xml` now loads once per world VM. Verified: new tests for the load list against the chain toc and a reordered fixture toc, the missing-toc case, and two stock frames on one event running in the toc's order (ExhaustionTick before PlayerFrame on `PLAYER_UPDATE_RESTING`), each failing on main's order. A before/after dump of globals, frames, draw order, event listeners and saved variables differs only in stock-order effects: the reordered listeners and children, draw-order ties between non-overlapping frames, and `UnitPopup`'s quality colours now sharing the live tables. `scripts/gates.sh` and `scripts/smoke.sh` are green, and live before/after runs show 0 errors and identical warnings. Built on macOS; no platform seam touched. Fixes #555 Fixes #307 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
190 lines
7.0 KiB
Rust
190 lines
7.0 KiB
Rust
//! The stock combo-point dots (`ComboFrame.xml`). `GetComboPoints` holds two gates the Lua does
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//! not: rogue or druid only, and the points must be banked on the current target.
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use benilla_ui::script::{PlayerReqState, UiScript, UnitState};
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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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/// `UIFrameFade` comes with UIParent.xml, and TargetFrame.xml loads first because the dots
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/// anchor `relativeTo="TargetFrame"`, resolved at load.
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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, r"Interface\FrameXML\GlobalStrings.lua");
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load_xml(&s, "Interface\\FrameXML\\Fonts.xml");
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load_xml(&s, "Interface\\FrameXML\\BasicControls.xml");
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load_xml(&s, r"Interface\FrameXML\LocaleProperties.lua");
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load_xml(&s, r"Interface\FrameXML\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, "Interface\\FrameXML\\GameTooltip.xml");
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load_xml(&s, "Interface\\FrameXML\\UIDropDownMenu.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\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\\CombatFeedback.xml");
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load_xml(&s, "Interface\\FrameXML\\UnitPopup.xml");
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load_xml(&s, "Interface\\FrameXML\\UnitFrame.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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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 2 s of fades, past the 0.4 + 0.3 + 0.4 s highlight and shine chain (`ComboFrame.lua:3`).
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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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/// The highlight arrives through `UIFrameFade`, so every alpha read settles the fades first.
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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
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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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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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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 server clears the count on spend or expiry; that falling edge alone takes 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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/// `PLAYER_TARGET_CHANGED` repaints too; `COMBO_FRAME_LAST_NUM_POINTS` stops lit dots re-flaring.
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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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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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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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/// `GetComboPoints` (`0x51a190`) answers 0 outside rogue and druid (classes 4 and 11), though
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/// the server banks a point for a warrior's Overpower on a dodge.
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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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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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/// `0x51a190` answers 0 unless `PLAYER_FIELD_COMBO_TARGET` is the current target, so the dots
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/// follow the selection while the banked count stays put.
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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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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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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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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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