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Add enhanced tests for InventoryComponent skill slot assignment
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
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@@ -3,6 +3,8 @@
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#include "InventoryComponent.h"
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#include "BehaviorSlot.h"
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#include "Entity.h"
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#include "eItemType.h"
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class InventoryComponentTest : public GameDependenciesTest {
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protected:
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@@ -30,4 +32,16 @@ TEST_F(InventoryComponentTest, FindBehaviorSlotByEquipLocationTest) {
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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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}
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/**
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* Test that the original FindBehaviorSlot by itemType still works correctly
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*/
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TEST_F(InventoryComponentTest, FindBehaviorSlotByItemTypeTest) {
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// Test that the original method still works for backward compatibility scenarios
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot(eItemType::HAT), BehaviorSlot::Head);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot(eItemType::NECK), BehaviorSlot::Neck);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot(eItemType::LEFT_HAND), BehaviorSlot::Offhand);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot(eItemType::RIGHT_HAND), BehaviorSlot::Primary);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot(eItemType::CONSUMABLE), BehaviorSlot::Consumable);
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}
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