Fix skill slot assignment to use equipLocation instead of itemType

- Add FindBehaviorSlotByEquipLocation method to map equipLocation strings to BehaviorSlot enum
- Update AddItemSkills and RemoveItemSkills to use equipLocation instead of itemType
- This fixes issue where items with same skill but different equipLocations would conflict
- Add unit tests to verify the new behavior
- Based on issue #1339: Server doesn't allow same skill in multiple slots

Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
copilot-swe-agent[bot]
2025-09-02 21:10:50 +00:00
parent a66abfa1e9
commit 7be7b37b8d
4 changed files with 57 additions and 2 deletions

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@@ -1,5 +1,6 @@
set(DCOMPONENTS_TESTS
"DestroyableComponentTests.cpp"
"InventoryComponentTests.cpp"
"PetComponentTests.cpp"
"SimplePhysicsComponentTests.cpp"
"SavingTests.cpp"

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@@ -0,0 +1,33 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "InventoryComponent.h"
#include "BehaviorSlot.h"
class InventoryComponentTest : public GameDependenciesTest {
protected:
void SetUp() override {
SetUpDependencies();
}
void TearDown() override {
TearDownDependencies();
}
};
/**
* Test that FindBehaviorSlotByEquipLocation correctly maps equipLocation strings to BehaviorSlot enum values
*/
TEST_F(InventoryComponentTest, FindBehaviorSlotByEquipLocationTest) {
// Test the mappings from the issue comments
EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("special_r"), BehaviorSlot::Primary);
EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("hair"), BehaviorSlot::Head);
EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("special_l"), BehaviorSlot::Offhand);
EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("clavicle"), BehaviorSlot::Neck);
// Test that unknown equipLocations return Invalid
EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("unknown"), BehaviorSlot::Invalid);
EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation(""), BehaviorSlot::Invalid);
EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("root"), BehaviorSlot::Invalid);
EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("leftHand"), BehaviorSlot::Invalid);
}