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fix tests
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@@ -4,6 +4,7 @@
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#include "InventoryComponent.h"
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#include "InventoryComponent.h"
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#include "BehaviorSlot.h"
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#include "BehaviorSlot.h"
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#include "Entity.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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class InventoryComponentTest : public GameDependenciesTest {
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protected:
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protected:
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@@ -20,15 +21,20 @@ protected:
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* Test that FindBehaviorSlot 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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*/
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TEST_F(InventoryComponentTest, FindBehaviorSlotTest) {
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TEST_F(InventoryComponentTest, FindBehaviorSlotTest) {
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// Test the mappings from the issue comments
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// Test the mappings from the issue comments with appropriate item types
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("special_r"), BehaviorSlot::Primary);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("special_r", eItemType::RIGHT_HAND), BehaviorSlot::Primary);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("hair"), BehaviorSlot::Head);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("hair", eItemType::HAIR), BehaviorSlot::Head);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("special_l"), BehaviorSlot::Offhand);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("special_l", eItemType::LEFT_HAND), BehaviorSlot::Offhand);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("clavicle"), BehaviorSlot::Neck);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("clavicle", eItemType::NECK), BehaviorSlot::Neck);
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// Test consumable items always return Consumable slot regardless of equipLocation
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("special_r", eItemType::CONSUMABLE), BehaviorSlot::Consumable);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("hair", eItemType::CONSUMABLE), BehaviorSlot::Consumable);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("", eItemType::CONSUMABLE), BehaviorSlot::Consumable);
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// Test that unknown equipLocations return Invalid
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// Test that unknown equipLocations return Invalid
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("unknown"), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("unknown", eItemType::RIGHT_HAND), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot(""), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("", eItemType::HAT), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("root"), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("root", eItemType::LEGS), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("leftHand"), BehaviorSlot::Invalid);
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EXPECT_EQ(InventoryComponent::FindBehaviorSlot("leftHand", eItemType::LEFT_HAND), BehaviorSlot::Invalid);
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}
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}
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