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547 lines
16 KiB
547 lines
16 KiB
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1 year ago
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#include <gmock/gmock.h>
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#include <gtest/gtest.h>
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#include "items.h"
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#include "player.h"
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#include "playerdat.hpp"
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#include "stores.h"
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#include "engine/assets.hpp"
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#include "engine/random.hpp"
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namespace devilution {
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namespace {
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using ::testing::AnyOf;
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using ::testing::Eq;
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constexpr int SEED = 75357;
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std::string itemtype_str(ItemType type);
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std::string misctype_str(item_misc_id type);
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MATCHER_P(SmithTypeMatch, i, "Valid Diablo item type from Griswold")
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{
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if (arg >= ItemType::Sword && arg <= ItemType::HeavyArmor) return true;
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*result_listener << "At index " << i << ": Invalid item type " << itemtype_str(arg);
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return false;
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}
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MATCHER_P(SmithTypeMatchHf, i, "Valid Hellfire item type from Griswold")
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{
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if (arg >= ItemType::Sword && arg <= ItemType::Staff) return true;
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*result_listener << "At index " << i << ": Invalid item type " << itemtype_str(arg);
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return false;
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}
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MATCHER_P(PremiumTypeMatch, i, "Valid premium items from Griswold")
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{
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if (arg >= ItemType::Ring && arg <= ItemType::Amulet) return true;
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*result_listener << "At index " << i << ": Invalid item type " << itemtype_str(arg);
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return false;
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}
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MATCHER_P(WitchTypeMatch, i, "Valid item type from Adria")
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{
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if (arg == ItemType::Misc || arg == ItemType::Staff) return true;
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*result_listener << "At index " << i << ": Invalid item type " << itemtype_str(arg);
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return false;
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}
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MATCHER_P(WitchMiscMatch, i, "Valid misc. item type from Adria")
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{
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if (arg >= IMISC_ELIXSTR && arg <= IMISC_ELIXVIT) return true;
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if (arg >= IMISC_REJUV && arg <= IMISC_FULLREJUV) return true;
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if (arg >= IMISC_SCROLL && arg <= IMISC_SCROLLT) return true;
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if (arg >= IMISC_RUNEFIRST && arg <= IMISC_RUNELAST) return true;
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if (arg == IMISC_BOOK) return true;
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*result_listener << "At index " << i << ": Invalid misc. item type " << misctype_str(arg);
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return false;
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}
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MATCHER_P(HealerMiscMatch, i, "Valid misc. item type from Pepin")
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{
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if (arg >= IMISC_ELIXSTR && arg <= IMISC_ELIXVIT) return true;
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if (arg >= IMISC_REJUV && arg <= IMISC_FULLREJUV) return true;
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if (arg >= IMISC_SCROLL && arg <= IMISC_SCROLLT) return true;
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*result_listener << "At index " << i << ": Invalid misc. item type " << misctype_str(arg);
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return false;
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}
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class VendorTest : public ::testing::Test {
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public:
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void SetUp() override
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{
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Players.resize(1);
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MyPlayer = &Players[0];
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gbIsHellfire = false;
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CreatePlayer(*MyPlayer, HeroClass::Warrior);
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SetRndSeed(SEED);
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}
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static void SetUpTestSuite()
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{
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LoadCoreArchives();
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LoadGameArchives();
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ASSERT_TRUE(HaveMainData());
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LoadPlayerDataFiles();
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LoadItemData();
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LoadSpellData();
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}
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};
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std::string itemtype_str(ItemType type)
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{
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const std::string ITEM_TYPES[] = {
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"ItemType::Misc",
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"ItemType::Sword",
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"ItemType::Axe",
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"ItemType::Bow",
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"ItemType::Mace",
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"ItemType::Shield",
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"ItemType::LightArmor",
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"ItemType::Helm",
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"ItemType::MediumArmor",
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"ItemType::HeavyArmor",
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"ItemType::Staff",
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"ItemType::Gold",
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"ItemType::Ring",
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"ItemType::Amulet",
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};
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if (type == ItemType::None) return "ItemType::None";
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if (type < ItemType::Misc || type > ItemType::Amulet) return "ItemType does not exist!";
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return ITEM_TYPES[static_cast<int>(type)];
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}
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std::string misctype_str(item_misc_id type)
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{
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const std::string MISC_TYPES[] = {
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// clang-format off
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"IMISC_NONE", "IMISC_USEFIRST", "IMISC_FULLHEAL", "IMISC_HEAL",
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"IMISC_0x4", "IMISC_0x5", "IMISC_MANA", "IMISC_FULLMANA",
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"IMISC_0x8", "IMISC_0x9", "IMISC_ELIXSTR", "IMISC_ELIXMAG",
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"IMISC_ELIXDEX", "IMISC_ELIXVIT", "IMISC_0xE", "IMISC_0xF",
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"IMISC_0x10", "IMISC_0x11", "IMISC_REJUV", "IMISC_FULLREJUV",
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"IMISC_USELAST", "IMISC_SCROLL", "IMISC_SCROLLT", "IMISC_STAFF",
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"IMISC_BOOK", "IMISC_RING", "IMISC_AMULET", "IMISC_UNIQUE",
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"IMISC_0x1C", "IMISC_OILFIRST", "IMISC_OILOF", "IMISC_OILACC",
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"IMISC_OILMAST", "IMISC_OILSHARP", "IMISC_OILDEATH", "IMISC_OILSKILL",
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"IMISC_OILBSMTH", "IMISC_OILFORT", "IMISC_OILPERM", "IMISC_OILHARD",
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"IMISC_OILIMP", "IMISC_OILLAST", "IMISC_MAPOFDOOM", "IMISC_EAR",
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"IMISC_SPECELIX", "IMISC_0x2D", "IMISC_RUNEFIRST", "IMISC_RUNEF",
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"IMISC_RUNEL", "IMISC_GR_RUNEL", "IMISC_GR_RUNEF", "IMISC_RUNES",
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"IMISC_RUNELAST", "IMISC_AURIC", "IMISC_NOTE", "IMISC_ARENAPOT"
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// clang-format on
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};
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if (type == IMISC_INVALID) return "IMISC_INVALID";
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if (type < IMISC_NONE || type > IMISC_ARENAPOT) return "IMISC does not exist!";
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return MISC_TYPES[static_cast<int>(type)];
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}
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TEST_F(VendorTest, SmithGen)
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{
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MyPlayer->setCharacterLevel(25);
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// Clear global state for test, and force Diablo game mode
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for (int i = 0; i < NumSmithBasicItemsHf; i++) {
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SmithItems[i].clear();
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}
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gbIsHellfire = false;
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SpawnSmith(16);
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SetRndSeed(SEED);
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const int N_ITEMS = RandomIntBetween(10, NumSmithBasicItems);
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int n_items = 0;
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for (int i = 0; i < NumSmithBasicItems; i++) {
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if (SmithItems[i].isEmpty()) break;
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EXPECT_THAT(SmithItems[i]._itype, SmithTypeMatch(i));
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n_items++;
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}
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EXPECT_EQ(n_items, N_ITEMS);
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}
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TEST_F(VendorTest, SmithGenHf)
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{
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MyPlayer->setCharacterLevel(25);
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// Clear global state for test, and force Hellfire game mode
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for (int i = 0; i < NumSmithBasicItemsHf; i++) {
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SmithItems[i].clear();
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}
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gbIsHellfire = true;
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SpawnSmith(16);
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SetRndSeed(SEED);
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const int N_ITEMS = RandomIntBetween(10, NumSmithBasicItemsHf);
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int n_items = 0;
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for (int i = 0; i < NumSmithBasicItemsHf; i++) {
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if (SmithItems[i].isEmpty()) break;
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EXPECT_THAT(SmithItems[i]._itype, SmithTypeMatchHf(i));
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n_items++;
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}
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EXPECT_EQ(n_items, N_ITEMS);
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}
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TEST_F(VendorTest, PremiumQlvl1to5)
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{
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for (int i = 0; i < NumSmithItems; i++) {
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PremiumItems[i].clear();
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}
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PremiumItemLevel = 1;
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// Test level 1 character item qlvl
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MyPlayer->setCharacterLevel(1);
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SpawnPremium(*MyPlayer);
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for (int i = 0; i < NumSmithItems; i++) {
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constexpr int QLVLS[] = { 1, 1, 1, 1, 2, 3 };
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EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
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EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatch(i), PremiumTypeMatch(i)));
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}
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// Test level ups
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MyPlayer->setCharacterLevel(5);
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SpawnPremium(*MyPlayer);
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for (int i = 0; i < NumSmithItems; i++) {
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constexpr int QLVLS[] = { 4, 4, 5, 5, 6, 7 };
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EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
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EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatch(i), PremiumTypeMatch(i)));
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}
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}
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TEST_F(VendorTest, PremiumQlvl25)
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{
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constexpr int QLVLS[] = { 24, 24, 25, 25, 26, 27 };
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for (int i = 0; i < NumSmithItems; i++) {
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PremiumItems[i].clear();
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}
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PremiumItemLevel = 1;
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// Test starting game as a level 25 character
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MyPlayer->setCharacterLevel(25);
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SpawnPremium(*MyPlayer);
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for (int i = 0; i < NumSmithItems; i++) {
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EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
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EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatch(i), PremiumTypeMatch(i)));
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}
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// Test buying select items
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PremiumItems[0].clear();
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PremiumItems[3].clear();
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PremiumItems[5].clear();
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PremiumItemCount -= 3;
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SpawnPremium(*MyPlayer);
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for (int i = 0; i < NumSmithItems; i++) {
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EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
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EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatch(i), PremiumTypeMatch(i)));
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}
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}
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TEST_F(VendorTest, PremiumQlvl30Plus)
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{
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constexpr int QLVLS[] = { 30, 30, 30, 30, 30, 30 };
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for (int i = 0; i < NumSmithItems; i++) {
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PremiumItems[i].clear();
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}
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PremiumItemLevel = 1;
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// Finally test level 30+ characters
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MyPlayer->setCharacterLevel(31);
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SpawnPremium(*MyPlayer);
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for (int i = 0; i < NumSmithItems; i++) {
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EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
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EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatch(i), PremiumTypeMatch(i)));
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}
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// Test buying select items
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PremiumItems[0].clear();
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PremiumItems[3].clear();
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PremiumItems[5].clear();
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PremiumItemCount -= 3;
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SpawnPremium(*MyPlayer);
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for (int i = 0; i < NumSmithItems; i++) {
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EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
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EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatch(i), PremiumTypeMatch(i)));
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}
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// Test 30+ levelling
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MyPlayer->setCharacterLevel(35);
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SpawnPremium(*MyPlayer);
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for (int i = 0; i < NumSmithItems; i++) {
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EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
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EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatch(i), PremiumTypeMatch(i)));
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}
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// Test buying select items
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PremiumItems[0].clear();
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PremiumItems[3].clear();
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PremiumItems[5].clear();
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PremiumItemCount -= 3;
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SpawnPremium(*MyPlayer);
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for (int i = 0; i < NumSmithItems; i++) {
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EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
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EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatch(i), PremiumTypeMatch(i)));
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}
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}
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TEST_F(VendorTest, HfPremiumQlvl1to5)
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{
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for (int i = 0; i < NumSmithItemsHf; i++) {
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PremiumItems[i].clear();
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}
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PremiumItemLevel = 1;
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gbIsHellfire = true;
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// Test level 1 character item qlvl
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MyPlayer->setCharacterLevel(1);
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SpawnPremium(*MyPlayer);
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for (int i = 0; i < NumSmithItemsHf; i++) {
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constexpr int QLVLS[] = { 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4, 4 };
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EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
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EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatchHf(i), PremiumTypeMatch(i)));
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}
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// Test level ups
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MyPlayer->setCharacterLevel(5);
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SpawnPremium(*MyPlayer);
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for (int i = 0; i < NumSmithItemsHf; i++) {
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constexpr int QLVLS[] = { 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 8 };
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EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
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EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatchHf(i), PremiumTypeMatch(i)));
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}
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}
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TEST_F(VendorTest, HfPremiumQlvl25)
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{
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for (int i = 0; i < NumSmithItemsHf; i++) {
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PremiumItems[i].clear();
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}
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PremiumItemLevel = 1;
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gbIsHellfire = true;
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// Test starting game as a level 25 character
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MyPlayer->setCharacterLevel(25);
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SpawnPremium(*MyPlayer);
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for (int i = 0; i < NumSmithItemsHf; i++) {
|
||
|
|
constexpr int QLVLS[] = { 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27, 27, 28 };
|
||
|
|
EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
|
||
|
|
EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatchHf(i), PremiumTypeMatch(i)));
|
||
|
|
}
|
||
|
|
|
||
|
|
// Test buying select items
|
||
|
|
PremiumItems[0].clear();
|
||
|
|
PremiumItems[7].clear();
|
||
|
|
PremiumItems[14].clear();
|
||
|
|
PremiumItemCount -= 3;
|
||
|
|
SpawnPremium(*MyPlayer);
|
||
|
|
for (int i = 0; i < NumSmithItemsHf; i++) {
|
||
|
|
constexpr int QLVLS[] = { 24, 23, 23, 24, 24, 24, 25, 26, 25, 26, 26, 26, 27, 27, 28 };
|
||
|
|
EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
|
||
|
|
EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatchHf(i), PremiumTypeMatch(i)));
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VendorTest, HfPremiumQlvl30Plus)
|
||
|
|
{
|
||
|
|
for (int i = 0; i < NumSmithItemsHf; i++) {
|
||
|
|
PremiumItems[i].clear();
|
||
|
|
}
|
||
|
|
PremiumItemLevel = 1;
|
||
|
|
gbIsHellfire = true;
|
||
|
|
|
||
|
|
// Finally test level 30+ characters
|
||
|
|
MyPlayer->setCharacterLevel(31);
|
||
|
|
SpawnPremium(*MyPlayer);
|
||
|
|
for (int i = 0; i < NumSmithItemsHf; i++) {
|
||
|
|
constexpr int QLVLS[] = { 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30 };
|
||
|
|
EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
|
||
|
|
EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatchHf(i), PremiumTypeMatch(i)));
|
||
|
|
}
|
||
|
|
|
||
|
|
// Test buying select items
|
||
|
|
PremiumItems[0].clear();
|
||
|
|
PremiumItems[7].clear();
|
||
|
|
PremiumItems[14].clear();
|
||
|
|
PremiumItemCount -= 3;
|
||
|
|
SpawnPremium(*MyPlayer);
|
||
|
|
for (int i = 0; i < NumSmithItemsHf; i++) {
|
||
|
|
constexpr int QLVLS[] = { 30, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30 };
|
||
|
|
EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
|
||
|
|
EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatchHf(i), PremiumTypeMatch(i)));
|
||
|
|
}
|
||
|
|
|
||
|
|
constexpr int QLVLS[] = { 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30 };
|
||
|
|
|
||
|
|
// Test 30+ levelling
|
||
|
|
MyPlayer->setCharacterLevel(35);
|
||
|
|
SpawnPremium(*MyPlayer);
|
||
|
|
for (int i = 0; i < NumSmithItems; i++) {
|
||
|
|
EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
|
||
|
|
EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatchHf(i), PremiumTypeMatch(i)));
|
||
|
|
}
|
||
|
|
|
||
|
|
// Test buying select items
|
||
|
|
PremiumItems[0].clear();
|
||
|
|
PremiumItems[7].clear();
|
||
|
|
PremiumItems[14].clear();
|
||
|
|
PremiumItemCount -= 3;
|
||
|
|
SpawnPremium(*MyPlayer);
|
||
|
|
for (int i = 0; i < NumSmithItems; i++) {
|
||
|
|
EXPECT_EQ(PremiumItems[i]._iCreateInfo & CF_LEVEL, QLVLS[i]) << "Index: " << i;
|
||
|
|
EXPECT_THAT(PremiumItems[i]._itype, AnyOf(SmithTypeMatchHf(i), PremiumTypeMatch(i)));
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VendorTest, WitchGen)
|
||
|
|
{
|
||
|
|
constexpr _item_indexes PINNED_ITEMS[] = { IDI_MANA, IDI_FULLMANA, IDI_PORTAL };
|
||
|
|
|
||
|
|
MyPlayer->setCharacterLevel(25);
|
||
|
|
|
||
|
|
// Clear global state for test, and force Diablo game mode
|
||
|
|
for (int i = 0; i < NumWitchItemsHf; i++) {
|
||
|
|
WitchItems[i].clear();
|
||
|
|
}
|
||
|
|
gbIsHellfire = false;
|
||
|
|
|
||
|
|
SpawnWitch(16);
|
||
|
|
|
||
|
|
SetRndSeed(SEED);
|
||
|
|
const int N_ITEMS = RandomIntBetween(10, NumWitchItems);
|
||
|
|
|
||
|
|
int n_items = NumWitchPinnedItems;
|
||
|
|
|
||
|
|
for (int i = 0; i < NumWitchPinnedItems; i++) {
|
||
|
|
EXPECT_EQ(WitchItems[i].IDidx, PINNED_ITEMS[i]) << "Index: " << i;
|
||
|
|
}
|
||
|
|
|
||
|
|
for (int i = NumWitchPinnedItems; i < NumWitchItems; i++) {
|
||
|
|
if (WitchItems[i].isEmpty()) break;
|
||
|
|
EXPECT_THAT(WitchItems[i]._itype, WitchTypeMatch(i));
|
||
|
|
|
||
|
|
if (WitchItems[i]._itype == ItemType::Misc) {
|
||
|
|
EXPECT_THAT(WitchItems[i]._iMiscId, WitchMiscMatch(i));
|
||
|
|
}
|
||
|
|
n_items++;
|
||
|
|
}
|
||
|
|
EXPECT_EQ(n_items, N_ITEMS);
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VendorTest, WitchGenHf)
|
||
|
|
{
|
||
|
|
constexpr _item_indexes PINNED_ITEMS[] = { IDI_MANA, IDI_FULLMANA, IDI_PORTAL };
|
||
|
|
constexpr int MAX_PINNED_BOOKS = 4;
|
||
|
|
|
||
|
|
MyPlayer->setCharacterLevel(25);
|
||
|
|
gbIsHellfire = true;
|
||
|
|
|
||
|
|
// Clear global state for test, and force Hellfire game mode
|
||
|
|
for (int i = 0; i < NumWitchItemsHf; i++) {
|
||
|
|
WitchItems[i].clear();
|
||
|
|
}
|
||
|
|
|
||
|
|
SpawnWitch(16);
|
||
|
|
|
||
|
|
SetRndSeed(SEED);
|
||
|
|
const int N_PINNED_BOOKS = RandomIntLessThan(MAX_PINNED_BOOKS);
|
||
|
|
const int N_ITEMS = RandomIntBetween(10, NumWitchItemsHf);
|
||
|
|
|
||
|
|
int n_books = 0;
|
||
|
|
int n_items = NumWitchPinnedItems;
|
||
|
|
|
||
|
|
for (int i = 0; i < NumWitchPinnedItems; i++) {
|
||
|
|
EXPECT_EQ(WitchItems[i].IDidx, PINNED_ITEMS[i]) << "Index: " << i;
|
||
|
|
}
|
||
|
|
|
||
|
|
for (int i = NumWitchPinnedItems; i < NumWitchItemsHf; i++) {
|
||
|
|
if (WitchItems[i].isEmpty()) break;
|
||
|
|
EXPECT_THAT(WitchItems[i]._itype, WitchTypeMatch(i));
|
||
|
|
|
||
|
|
if (WitchItems[i]._itype == ItemType::Misc) {
|
||
|
|
EXPECT_THAT(WitchItems[i]._iMiscId, WitchMiscMatch(i));
|
||
|
|
}
|
||
|
|
if (WitchItems[i]._iMiscId == IMISC_BOOK) n_books++;
|
||
|
|
n_items++;
|
||
|
|
}
|
||
|
|
EXPECT_GE(n_books, N_PINNED_BOOKS);
|
||
|
|
EXPECT_EQ(n_items, N_ITEMS);
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VendorTest, HealerGen)
|
||
|
|
{
|
||
|
|
constexpr _item_indexes PINNED_ITEMS[] = { IDI_HEAL, IDI_FULLHEAL, IDI_RESURRECT };
|
||
|
|
|
||
|
|
MyPlayer->setCharacterLevel(25);
|
||
|
|
|
||
|
|
// Clear global state for test, and force Diablo game mode
|
||
|
|
for (int i = 0; i < NumHealerItemsHf; i++) {
|
||
|
|
HealerItems[i].clear();
|
||
|
|
}
|
||
|
|
gbIsHellfire = false;
|
||
|
|
|
||
|
|
SpawnHealer(16);
|
||
|
|
|
||
|
|
SetRndSeed(SEED);
|
||
|
|
const int N_ITEMS = RandomIntBetween(10, NumHealerItems);
|
||
|
|
int n_items = NumHealerPinnedItems;
|
||
|
|
|
||
|
|
for (int i = 0; i < NumHealerPinnedItems; i++) {
|
||
|
|
EXPECT_EQ(HealerItems[i].IDidx, PINNED_ITEMS[i]) << "Index: " << i;
|
||
|
|
}
|
||
|
|
|
||
|
|
for (int i = NumHealerPinnedItems; i < NumHealerItems; i++) {
|
||
|
|
if (HealerItems[i].isEmpty()) break;
|
||
|
|
EXPECT_THAT(HealerItems[i]._itype, Eq(ItemType::Misc));
|
||
|
|
EXPECT_THAT(HealerItems[i]._iMiscId, HealerMiscMatch(i));
|
||
|
|
n_items++;
|
||
|
|
}
|
||
|
|
EXPECT_EQ(n_items, N_ITEMS);
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VendorTest, HealerGenHf)
|
||
|
|
{
|
||
|
|
constexpr _item_indexes PINNED_ITEMS[] = { IDI_HEAL, IDI_FULLHEAL, IDI_RESURRECT };
|
||
|
|
|
||
|
|
MyPlayer->setCharacterLevel(25);
|
||
|
|
|
||
|
|
// Clear global state for test, and force Hellfire game mode
|
||
|
|
for (int i = 0; i < NumHealerItemsHf; i++) {
|
||
|
|
HealerItems[i].clear();
|
||
|
|
}
|
||
|
|
gbIsHellfire = true;
|
||
|
|
|
||
|
|
SpawnHealer(16);
|
||
|
|
|
||
|
|
SetRndSeed(SEED);
|
||
|
|
const int N_ITEMS = RandomIntBetween(10, NumHealerItemsHf);
|
||
|
|
int n_items = NumHealerPinnedItems;
|
||
|
|
|
||
|
|
for (int i = 0; i < NumHealerPinnedItems; i++) {
|
||
|
|
EXPECT_EQ(HealerItems[i].IDidx, PINNED_ITEMS[i]) << "Index: " << i;
|
||
|
|
}
|
||
|
|
|
||
|
|
for (int i = NumHealerPinnedItems; i < NumHealerItemsHf; i++) {
|
||
|
|
if (HealerItems[i].isEmpty()) break;
|
||
|
|
EXPECT_THAT(HealerItems[i]._itype, Eq(ItemType::Misc));
|
||
|
|
EXPECT_THAT(HealerItems[i]._iMiscId, HealerMiscMatch(i));
|
||
|
|
n_items++;
|
||
|
|
}
|
||
|
|
EXPECT_EQ(n_items, N_ITEMS);
|
||
|
|
}
|
||
|
|
|
||
|
|
} // namespace
|
||
|
|
} // namespace devilution
|