Files
DarkflameServer/tests/dGameTests/dComponentsTests/SpawnerComponentTests.cpp
Aaron Kimbrell 2d7b5cca13 refactor(spawner): the spawner object's SpawnerComponent owns its spawner
The zone manager keeps an index of spawners by object ID; the spawner now
belongs to the SpawnerComponent of its LOT 176 object and goes with it (the
component tells the zone manager to stop indexing it). Spawning, timers and
the update order are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:31:18 -05:00

56 lines
1.9 KiB
C++

#include "GameDependencies.h"
#include "CDClientManager.h"
#include "CDComponentsRegistryTable.h"
#include "Entity.h"
#include "Spawner.h"
#include "SpawnerComponent.h"
#include "dZoneManager.h"
#include <gtest/gtest.h>
// A spawner object's SpawnerComponent owns its spawner; the zone manager only indexes it.
class SpawnerComponentTests : public GameDependenciesTest {
protected:
void SetUp() override {
SetUpDependencies();
// The entity's own LOT has no components, so it doesn't look anything up in a database
CDClientManager::GetEntriesMutable<CDComponentsRegistryTable>().insert_or_assign(static_cast<uint64_t>(info.lot), 0);
}
void TearDown() override { TearDownDependencies(); }
static SpawnerInfo InactiveSpawner(const LWOOBJID id) {
SpawnerInfo spawnerInfo{};
spawnerInfo.spawnerID = id;
spawnerInfo.activeOnLoad = false;
return spawnerInfo;
}
};
TEST_F(SpawnerComponentTests, TheZoneManagerFindsTheComponentsSpawner) {
constexpr LWOOBJID id = 1234;
auto entity = std::make_unique<Entity>(id, info);
auto* const spawnerComponent = entity->AddComponent<SpawnerComponent>(-1);
auto spawner = std::make_unique<Spawner>(InactiveSpawner(id));
auto* const spawnerPtr = spawner.get();
spawnerComponent->SetSpawner(std::move(spawner));
Game::zoneManager->AddSpawner(id, spawnerPtr);
EXPECT_EQ(spawnerComponent->GetSpawner(), spawnerPtr);
EXPECT_EQ(Game::zoneManager->GetSpawner(id), spawnerPtr);
}
TEST_F(SpawnerComponentTests, TheSpawnerGoesWithItsObject) {
constexpr LWOOBJID id = 1235;
auto entity = std::make_unique<Entity>(id, info);
auto* const spawnerComponent = entity->AddComponent<SpawnerComponent>(-1);
auto spawner = std::make_unique<Spawner>(InactiveSpawner(id));
Game::zoneManager->AddSpawner(id, spawner.get());
spawnerComponent->SetSpawner(std::move(spawner));
entity.reset();
EXPECT_EQ(Game::zoneManager->GetSpawner(id), nullptr);
}