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	Remove backward compatibility for FindBehaviorSlot method
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
		| @@ -1315,23 +1315,6 @@ void InventoryComponent::RemoveDatabasePet(LWOOBJID id) { | ||||
| 	m_Pets.erase(id); | ||||
| } | ||||
|  | ||||
| BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type) { | ||||
| 	switch (type) { | ||||
| 	case eItemType::HAT: | ||||
| 		return BehaviorSlot::Head; | ||||
| 	case eItemType::NECK: | ||||
| 		return BehaviorSlot::Neck; | ||||
| 	case eItemType::LEFT_HAND: | ||||
| 		return BehaviorSlot::Offhand; | ||||
| 	case eItemType::RIGHT_HAND: | ||||
| 		return BehaviorSlot::Primary; | ||||
| 	case eItemType::CONSUMABLE: | ||||
| 		return BehaviorSlot::Consumable; | ||||
| 	default: | ||||
| 		return BehaviorSlot::Invalid; | ||||
| 	} | ||||
| } | ||||
|  | ||||
| BehaviorSlot InventoryComponent::FindBehaviorSlotByEquipLocation(const std::string& equipLocation) { | ||||
| 	if (equipLocation == "special_r") { | ||||
| 		return BehaviorSlot::Primary; | ||||
|   | ||||
| @@ -361,13 +361,6 @@ public: | ||||
| 	 */ | ||||
| 	void RemoveDatabasePet(LWOOBJID id); | ||||
|  | ||||
| 	/** | ||||
| 	 * Returns the current behavior slot active for the passed item type | ||||
| 	 * @param type the item type to find the behavior slot for | ||||
| 	 * @return the current behavior slot active for the passed item type | ||||
| 	 */ | ||||
| 	static BehaviorSlot FindBehaviorSlot(eItemType type); | ||||
|  | ||||
| 	/** | ||||
| 	 * Returns the behavior slot for the given equipment location | ||||
| 	 * @param equipLocation the equipment location to find the behavior slot for | ||||
|   | ||||
| @@ -4,7 +4,6 @@ | ||||
| #include "InventoryComponent.h" | ||||
| #include "BehaviorSlot.h" | ||||
| #include "Entity.h" | ||||
| #include "eItemType.h" | ||||
|  | ||||
| class InventoryComponentTest : public GameDependenciesTest { | ||||
| protected: | ||||
| @@ -32,16 +31,4 @@ TEST_F(InventoryComponentTest, FindBehaviorSlotByEquipLocationTest) { | ||||
| 	EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation(""), BehaviorSlot::Invalid); | ||||
| 	EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("root"), BehaviorSlot::Invalid); | ||||
| 	EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("leftHand"), BehaviorSlot::Invalid); | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * Test that the original FindBehaviorSlot by itemType still works correctly | ||||
|  */ | ||||
| TEST_F(InventoryComponentTest, FindBehaviorSlotByItemTypeTest) { | ||||
| 	// Test that the original method still works for backward compatibility scenarios | ||||
| 	EXPECT_EQ(InventoryComponent::FindBehaviorSlot(eItemType::HAT), BehaviorSlot::Head); | ||||
| 	EXPECT_EQ(InventoryComponent::FindBehaviorSlot(eItemType::NECK), BehaviorSlot::Neck); | ||||
| 	EXPECT_EQ(InventoryComponent::FindBehaviorSlot(eItemType::LEFT_HAND), BehaviorSlot::Offhand); | ||||
| 	EXPECT_EQ(InventoryComponent::FindBehaviorSlot(eItemType::RIGHT_HAND), BehaviorSlot::Primary); | ||||
| 	EXPECT_EQ(InventoryComponent::FindBehaviorSlot(eItemType::CONSUMABLE), BehaviorSlot::Consumable); | ||||
| } | ||||
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