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Rename FindBehaviorSlotByEquipLocation to FindBehaviorSlot
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
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@@ -1168,7 +1168,7 @@ LOT InventoryComponent::GetConsumable() const {
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void InventoryComponent::AddItemSkills(const LOT lot) {
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const auto info = Inventory::FindItemComponent(lot);
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const auto slot = FindBehaviorSlotByEquipLocation(info.equipLocation);
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const auto slot = FindBehaviorSlot(info.equipLocation);
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if (slot == BehaviorSlot::Invalid) {
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return;
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@@ -1203,7 +1203,7 @@ void InventoryComponent::FixInvisibleItems() {
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void InventoryComponent::RemoveItemSkills(const LOT lot) {
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const auto info = Inventory::FindItemComponent(lot);
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const auto slot = FindBehaviorSlotByEquipLocation(info.equipLocation);
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const auto slot = FindBehaviorSlot(info.equipLocation);
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if (slot == BehaviorSlot::Invalid) {
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return;
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@@ -1315,7 +1315,7 @@ void InventoryComponent::RemoveDatabasePet(LWOOBJID id) {
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m_Pets.erase(id);
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}
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BehaviorSlot InventoryComponent::FindBehaviorSlotByEquipLocation(const std::string& equipLocation) {
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BehaviorSlot InventoryComponent::FindBehaviorSlot(const std::string& equipLocation) {
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if (equipLocation == "special_r") {
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return BehaviorSlot::Primary;
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} else if (equipLocation == "hair") {
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@@ -366,7 +366,7 @@ public:
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* @param equipLocation the equipment location to find the behavior slot for
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* @return the behavior slot for the given equipment location
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*/
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static BehaviorSlot FindBehaviorSlotByEquipLocation(const std::string& equipLocation);
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static BehaviorSlot FindBehaviorSlot(const std::string& equipLocation);
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/**
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* Checks if the inventory type is a temp inventory
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@@ -17,18 +17,18 @@ protected:
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};
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/**
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* Test that FindBehaviorSlotByEquipLocation correctly maps equipLocation strings to BehaviorSlot enum values
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* Test that FindBehaviorSlot correctly maps equipLocation strings to BehaviorSlot enum values
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*/
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TEST_F(InventoryComponentTest, FindBehaviorSlotByEquipLocationTest) {
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TEST_F(InventoryComponentTest, FindBehaviorSlotTest) {
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// Test the mappings from the issue comments
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EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("special_r"), BehaviorSlot::Primary);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("hair"), BehaviorSlot::Head);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("special_l"), BehaviorSlot::Offhand);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("clavicle"), BehaviorSlot::Neck);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("special_r"), BehaviorSlot::Primary);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("hair"), BehaviorSlot::Head);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("special_l"), BehaviorSlot::Offhand);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("clavicle"), BehaviorSlot::Neck);
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// Test that unknown equipLocations return Invalid
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EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("unknown"), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation(""), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("root"), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("leftHand"), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("unknown"), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot(""), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("root"), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("leftHand"), BehaviorSlot::Invalid);
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}
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