#include "GameDependencies.h" #include #include "InventoryComponent.h" #include "BehaviorSlot.h" #include "Entity.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); }