mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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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) {
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m_Pets.erase(id);
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m_Pets.erase(id);
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}
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}
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BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type) {
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switch (type) {
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case eItemType::HAT:
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return BehaviorSlot::Head;
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case eItemType::NECK:
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return BehaviorSlot::Neck;
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case eItemType::LEFT_HAND:
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return BehaviorSlot::Offhand;
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case eItemType::RIGHT_HAND:
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return BehaviorSlot::Primary;
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case eItemType::CONSUMABLE:
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return BehaviorSlot::Consumable;
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default:
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return BehaviorSlot::Invalid;
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}
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}
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BehaviorSlot InventoryComponent::FindBehaviorSlotByEquipLocation(const std::string& equipLocation) {
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BehaviorSlot InventoryComponent::FindBehaviorSlotByEquipLocation(const std::string& equipLocation) {
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if (equipLocation == "special_r") {
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if (equipLocation == "special_r") {
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return BehaviorSlot::Primary;
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return BehaviorSlot::Primary;
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@@ -361,13 +361,6 @@ public:
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*/
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*/
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void RemoveDatabasePet(LWOOBJID id);
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void RemoveDatabasePet(LWOOBJID id);
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/**
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* Returns the current behavior slot active for the passed item type
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* @param type the item type to find the behavior slot for
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* @return the current behavior slot active for the passed item type
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*/
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static BehaviorSlot FindBehaviorSlot(eItemType type);
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/**
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/**
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* Returns the behavior slot for the given equipment location
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* Returns the behavior slot for the given equipment location
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* @param equipLocation the equipment location to find the behavior slot for
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* @param equipLocation the equipment location to find the behavior slot for
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@@ -4,7 +4,6 @@
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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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@@ -33,15 +32,3 @@ TEST_F(InventoryComponentTest, FindBehaviorSlotByEquipLocationTest) {
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EXPECT_EQ(InventoryComponent::FindBehaviorSlotByEquipLocation("root"), 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::FindBehaviorSlotByEquipLocation("leftHand"), BehaviorSlot::Invalid);
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}
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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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