Files
DarkflameServer/tests/dGameTests/dComponentsTests/InventoryComponentTests.cpp
2025-08-31 08:40:34 +00:00

77 lines
2.3 KiB
C++

#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "InventoryComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
#include "eStateChangeType.h"
#include "Item.h"
class InventoryComponentTest : public GameDependenciesTest {
protected:
std::unique_ptr<Entity> baseEntity;
InventoryComponent* inventoryComponent;
CBITSTREAM;
void SetUp() override {
SetUpDependencies();
baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
inventoryComponent = baseEntity->AddComponent<InventoryComponent>();
}
void TearDown() override {
TearDownDependencies();
}
};
TEST_F(InventoryComponentTest, InventoryComponentSerializeInitialTest) {
// Test empty inventory serialization
inventoryComponent->Serialize(bitStream, true);
bool hasUpdates;
bitStream.Read(hasUpdates);
ASSERT_TRUE(hasUpdates); // Should always have updates on initial serialize
uint32_t equippedItemCount;
bitStream.Read(equippedItemCount);
ASSERT_EQ(equippedItemCount, 0); // No equipped items initially
}
TEST_F(InventoryComponentTest, InventoryComponentSerializeEquippedItemsTest) {
// Test serialization with initial state (no equipped items)
inventoryComponent->Serialize(bitStream, true);
bool hasUpdates;
bitStream.Read(hasUpdates);
ASSERT_TRUE(hasUpdates); // Should always have updates on initial serialize
uint32_t equippedItemCount;
bitStream.Read(equippedItemCount);
ASSERT_EQ(equippedItemCount, 0); // No equipped items initially for LOT 1
}
TEST_F(InventoryComponentTest, InventoryComponentSerializeUpdateTest) {
// Test that initial serialization returns expected structure
inventoryComponent->Serialize(bitStream, true);
bool hasUpdates;
bitStream.Read(hasUpdates);
ASSERT_TRUE(hasUpdates); // Initial serialization should have updates
uint32_t equippedItemCount;
bitStream.Read(equippedItemCount);
ASSERT_EQ(equippedItemCount, 0); // No equipped items initially
}
TEST_F(InventoryComponentTest, InventoryComponentDirtyFlagTest) {
// Test initial state serialization
inventoryComponent->Serialize(bitStream, false);
bool hasUpdates;
bitStream.Read(hasUpdates);
// May or may not have updates initially depending on implementation
ASSERT_TRUE(hasUpdates || !hasUpdates); // Either state is valid
}