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refactor(chat): decompose into modular architecture, add GM commands, fix protocol
- Extract ChatPanel monolith into 15+ focused modules under ui/chat/ (ChatInput, ChatTabManager, ChatTabCompleter, ChatMarkupParser, ChatMarkupRenderer, ChatCommandRegistry, ChatBubbleManager, ChatSettings, MacroEvaluator, GameStateAdapter, InputModifierAdapter) - Split 2700-line chat_panel_commands.cpp into 11 command modules - Add GM command handling: 190-command data table, dot-prefix interception, tab-completion, /gmhelp with category filter - Fix ChatType enum to match WoW wire protocol (SAY=0x01 not 0x00); values 0x00-0x1B shared across Vanilla/TBC/WotLK - Fix BG_SYSTEM_* values from 82-84 (UB in bitmask shifts) to 0x24-0x26 - Fix infinite Enter key loop after teleport (disable TOGGLE_CHAT repeat, add 2-frame input cooldown) - Add tests: chat_markup_parser, chat_tab_completer, gm_commands, macro_evaluator Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
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54 changed files with 7363 additions and 3856 deletions
63
include/ui/chat/i_game_state.hpp
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include/ui/chat/i_game_state.hpp
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// IGameState — abstract interface for game state queries used by macro evaluation.
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// Allows unit testing with mock state. Phase 4.1 of chat_panel_ref.md.
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#pragma once
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#include <cstdint>
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#include <string>
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namespace wowee {
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namespace ui {
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/**
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* Read-only view of game state for macro conditional evaluation.
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*
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* All entity/aura queries are flattened to simple types so callers
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* don't need to depend on game::Entity, game::Unit, etc.
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*/
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class IGameState {
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public:
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virtual ~IGameState() = default;
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// --- GUIDs ---
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virtual uint64_t getPlayerGuid() const = 0;
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virtual uint64_t getTargetGuid() const = 0;
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virtual uint64_t getFocusGuid() const = 0;
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virtual uint64_t getPetGuid() const = 0;
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virtual uint64_t getMouseoverGuid() const = 0;
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// --- Player state booleans ---
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virtual bool isInCombat() const = 0;
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virtual bool isMounted() const = 0;
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virtual bool isSwimming() const = 0;
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virtual bool isFlying() const = 0;
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virtual bool isCasting() const = 0;
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virtual bool isChanneling() const = 0;
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virtual bool isStealthed() const = 0;
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virtual bool hasPet() const = 0;
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virtual bool isInGroup() const = 0;
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virtual bool isInRaid() const = 0;
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virtual bool isIndoors() const = 0;
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// --- Numeric state ---
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virtual uint8_t getActiveTalentSpec() const = 0; // 0-based index
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virtual uint32_t getVehicleId() const = 0;
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virtual uint32_t getCurrentCastSpellId() const = 0;
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// --- Spell/aura queries ---
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virtual std::string getSpellName(uint32_t spellId) const = 0;
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/** Check if target (or player if guid==playerGuid) has a buff/debuff by name. */
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virtual bool hasAuraByName(uint64_t targetGuid, const std::string& spellName,
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bool wantDebuff) const = 0;
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/** Check if player has a form/stance aura (permanent aura, maxDurationMs == -1). */
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virtual bool hasFormAura() const = 0;
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// --- Entity queries (flattened, no Entity* exposure) ---
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virtual bool entityExists(uint64_t guid) const = 0;
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virtual bool entityIsDead(uint64_t guid) const = 0;
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virtual bool entityIsHostile(uint64_t guid) const = 0;
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};
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} // namespace ui
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} // namespace wowee
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