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/**
* @file store_transaction_test.cpp
*
* End-to-end tests for text-based store transactions.
*
* These tests drive the store state machine through its TalkID transitions
* (StartStore browse items select Confirm commit) and assert only
* on **game state outcomes**: player gold, inventory contents, item
* properties, vendor inventory changes.
*
* No assertions are made on text lines, rendering, or UI layout so these
* tests remain valid when the text-based store is replaced with a new UI,
* provided the replacement exposes equivalent "buy / sell / repair / identify
* / recharge" entry points with the same game-state semantics.
*
* The store state machine works as follows:
* - StartStore(TalkID) sets up the text UI and sets ActiveStore at the end.
* - StoreEnter() dispatches on ActiveStore to the appropriate *Enter() fn.
* - *Enter() functions check CurrentTextLine to decide what action to take:
* - For item lists, item index = ScrollPos + ((CurrentTextLine - 5) / 4)
* where 5 is PreviousScrollPos (set by ScrollVendorStore).
* - For confirmations, line 18 = Yes, line 20 = No.
* - On buy: checks afford checks room copies to TempItem Confirm.
* - ConfirmEnter dispatches to the actual transaction function on Yes.
*/
#include <gtest/gtest.h>
#include "ui_test.hpp"
#include "control/control.hpp"
#include "engine/random.hpp"
#include "inv.h"
#include "items.h"
#include "minitext.h"
#include "options.h"
#include "player.h"
#include "qol/stash.h"
#include "quests.h"
#include "stores.h"
#include "storm/storm_net.hpp"
#include "tables/itemdat.h"
#include "tables/playerdat.hpp"
#include "tables/spelldat.h"
namespace devilution {
namespace {
// ---------------------------------------------------------------------------
// Helpers to drive the store state machine at a high level.
//
// These abstract over the text-line / scroll-position encoding so that
// tests read as "select item 0, confirm yes" rather than
// "set CurrentTextLine=5, ScrollPos=0, call StoreEnter, ...".
// ---------------------------------------------------------------------------
/**
* @brief Open a vendor's top-level menu.
*
* Equivalent to the player clicking on a towner NPC.
*/
void OpenVendor(TalkID vendor)
{
StartStore(vendor);
}
/**
* @brief In a top-level vendor menu, select a menu option by its text line.
*
* The line numbers are fixed by the Start*() functions:
* Smith: 12=Buy, 14=Premium, 16=Sell, 18=Repair, 20=Leave
* Witch: 12=Talk, 14=Buy, 16=Sell, 18=Recharge, 20=Leave
* Healer: 12=Talk, 14=Buy, 18=Leave
* Storyteller: 12=Talk, 14=Identify, 18=Leave
* Boy: 18=What have you got? (if item exists)
*/
void SelectMenuLine(int line)
{
CurrentTextLine = line;
StoreEnter();
}
/**
* @brief In an item list (buy/sell/repair/identify/recharge), select item
* at the given 0-based index.
*
* The store text layout puts items starting at line 5 (PreviousScrollPos),
* with each item taking 4 lines. So item N is at line 5 + N*4 when
* ScrollPos is 0.
*/
void SelectItemAtIndex(int itemIndex)
{
ScrollPos = 0;
CurrentTextLine = 5 + itemIndex * 4;
StoreEnter();
}
/**
* @brief Confirm a pending transaction (press "Yes" in the Confirm dialog).
*
* Precondition: ActiveStore == TalkID::Confirm.
*/
void ConfirmYes()
{
CurrentTextLine = 18;
StoreEnter();
}
/**
* @brief Decline a pending transaction (press "No" in the Confirm dialog).
*
* Precondition: ActiveStore == TalkID::Confirm.
*/
void ConfirmNo()
{
CurrentTextLine = 20;
StoreEnter();
}
// ---------------------------------------------------------------------------
// Test fixture
// ---------------------------------------------------------------------------
class StoreTransactionTest : public UITest {
protected:
void SetUp() override
{
UITest::SetUp();
// Seed the RNG for deterministic item generation.
SetRndSeed(42);
// Make sure visualStoreUI is off (the base fixture does this too,
// but be explicit).
GetOptions().Gameplay.visualStoreUI.SetValue(false);
}
/**
* @brief Populate all town vendors with items appropriate for a level-25 player.
*
* Must be called after SetUp() and after any adjustments to player level.
*/
void PopulateVendors()
{
SetRndSeed(42);
int l = 16; // max store level
SpawnSmith(l);
SpawnWitch(l);
SpawnHealer(l);
SpawnBoy(MyPlayer->getCharacterLevel());
SpawnPremium(*MyPlayer);
}
/**
* @brief Create a simple melee weapon item suitable for selling to the smith.
*/
Item MakeSellableSword()
{
Item item {};
InitializeItem(item, IDI_BARDSWORD);
item._iIdentified = true;
return item;
}
/**
* @brief Create a magic item that is unidentified (for Cain tests).
*/
Item MakeUnidentifiedMagicItem()
{
Item item {};
InitializeItem(item, IDI_BARDSWORD);
item._iMagical = ITEM_QUALITY_MAGIC;
item._iIdentified = false;
item._iIvalue = 2000;
item._ivalue = 2000;
return item;
}
/**
* @brief Create a damaged item suitable for repair at the smith.
*/
Item MakeDamagedSword()
{
Item item {};
InitializeItem(item, IDI_BARDSWORD);
item._iIdentified = true;
item._iMaxDur = 40;
item._iDurability = 10;
item._ivalue = 2000;
item._iIvalue = 2000;
item._itype = ItemType::Sword;
return item;
}
};
// ===========================================================================
// Level A: Transaction primitive tests (completely UI-agnostic)
// ===========================================================================
TEST_F(StoreTransactionTest, PlayerCanAfford_SufficientGold)
{
SetPlayerGold(10000);
EXPECT_TRUE(PlayerCanAfford(5000));
EXPECT_TRUE(PlayerCanAfford(10000));
}
TEST_F(StoreTransactionTest, PlayerCanAfford_InsufficientGold)
{
SetPlayerGold(1000);
EXPECT_FALSE(PlayerCanAfford(5000));
}
TEST_F(StoreTransactionTest, PlayerCanAfford_IncludesStashGold)
{
SetPlayerGold(2000);
Stash.gold = 3000;
EXPECT_TRUE(PlayerCanAfford(5000));
EXPECT_TRUE(PlayerCanAfford(4999));
EXPECT_FALSE(PlayerCanAfford(5001));
}
TEST_F(StoreTransactionTest, TakePlrsMoney_DeductsFromInventory)
{
SetPlayerGold(10000);
int goldBefore = MyPlayer->_pGold;
TakePlrsMoney(3000);
EXPECT_EQ(MyPlayer->_pGold, goldBefore - 3000);
}
TEST_F(StoreTransactionTest, TakePlrsMoney_OverflowsToStash)
{
SetPlayerGold(2000);
Stash.gold = 5000;
TakePlrsMoney(4000);
// 2000 from inventory + 2000 from stash
EXPECT_EQ(MyPlayer->_pGold, 0);
EXPECT_EQ(Stash.gold, 3000);
}
TEST_F(StoreTransactionTest, StoreAutoPlace_EmptyInventory)
{
ClearInventory();
ClearBelt();
ClearEquipment();
Item item {};
InitializeItem(item, IDI_HEAL);
// Dry-run: should succeed.
EXPECT_TRUE(StoreAutoPlace(item, false));
// Persist: item should appear in player's inventory/belt/equipment.
EXPECT_TRUE(StoreAutoPlace(item, true));
}
TEST_F(StoreTransactionTest, SmithWillBuy_AcceptsMeleeWeapon)
{
Item sword {};
InitializeItem(sword, IDI_BARDSWORD);
sword._iIdentified = true;
EXPECT_TRUE(SmithWillBuy(sword));
}
TEST_F(StoreTransactionTest, SmithWillBuy_RejectsMiscItems)
{
Item scroll {};
InitializeItem(scroll, IDI_HEAL);
EXPECT_FALSE(SmithWillBuy(scroll));
}
TEST_F(StoreTransactionTest, WitchWillBuy_AcceptsStaff)
{
// Witch buys staves and misc magical items but not most weapons.
Item staff {};
InitializeItem(staff, IDI_SHORTSTAFF);
staff._iIdentified = true;
EXPECT_TRUE(WitchWillBuy(staff));
}
TEST_F(StoreTransactionTest, WitchWillBuy_RejectsSword)
{
Item sword {};
InitializeItem(sword, IDI_BARDSWORD);
sword._iIdentified = true;
EXPECT_FALSE(WitchWillBuy(sword));
}
// ===========================================================================
// Level B: End-to-end store flows through the state machine
// ===========================================================================
// ---- Smith Buy ------------------------------------------------------------
TEST_F(StoreTransactionTest, SmithBuy_Success)
{
PopulateVendors();
ASSERT_FALSE(SmithItems.empty());
// Record state before the transaction.
const int itemPrice = SmithItems[0]._iIvalue;
const size_t vendorCountBefore = SmithItems.size();
StripPlayer();
SetPlayerGold(itemPrice + 1000);
const int goldBefore = MyPlayer->_pGold;
// Drive the state machine: open Smith → browse items → select first → confirm.
OpenVendor(TalkID::SmithBuy);
ASSERT_EQ(ActiveStore, TalkID::SmithBuy);
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::Confirm)
<< "Selecting an affordable item should go to Confirm";
ConfirmYes();
// Assertions on game state.
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
<< "Player gold should decrease by item price";
EXPECT_EQ(SmithItems.size(), vendorCountBefore - 1)
<< "Purchased item should be removed from vendor inventory";
}
TEST_F(StoreTransactionTest, SmithBuy_CantAfford)
{
PopulateVendors();
ASSERT_FALSE(SmithItems.empty());
SetPlayerGold(0);
Stash.gold = 0;
OpenVendor(TalkID::SmithBuy);
ASSERT_EQ(ActiveStore, TalkID::SmithBuy);
const size_t vendorCountBefore = SmithItems.size();
SelectItemAtIndex(0);
EXPECT_EQ(ActiveStore, TalkID::NoMoney)
<< "Should transition to NoMoney when player can't afford item";
EXPECT_EQ(SmithItems.size(), vendorCountBefore)
<< "Vendor inventory should be unchanged";
}
TEST_F(StoreTransactionTest, SmithBuy_NoRoom)
{
PopulateVendors();
ASSERT_FALSE(SmithItems.empty());
// Give the player enough gold but fill the inventory completely.
SetPlayerGold(100000);
// Fill every inventory grid cell, every belt slot, and every equipment slot
// so StoreAutoPlace returns false.
for (int i = 0; i < InventoryGridCells; i++) {
MyPlayer->InvList[i]._itype = ItemType::Misc;
MyPlayer->InvGrid[i] = static_cast<int8_t>(i + 1);
}
MyPlayer->_pNumInv = InventoryGridCells;
for (int i = 0; i < MaxBeltItems; i++) {
MyPlayer->SpdList[i]._itype = ItemType::Misc;
}
for (auto &bodyItem : MyPlayer->InvBody) {
bodyItem._itype = ItemType::Misc;
}
OpenVendor(TalkID::SmithBuy);
ASSERT_EQ(ActiveStore, TalkID::SmithBuy);
const size_t vendorCountBefore = SmithItems.size();
SelectItemAtIndex(0);
EXPECT_EQ(ActiveStore, TalkID::NoRoom)
<< "Should transition to NoRoom when inventory is full";
EXPECT_EQ(SmithItems.size(), vendorCountBefore)
<< "Vendor inventory should be unchanged";
}
TEST_F(StoreTransactionTest, SmithBuy_ConfirmNo_NoChange)
{
PopulateVendors();
ASSERT_FALSE(SmithItems.empty());
const int itemPrice = SmithItems[0]._iIvalue;
StripPlayer();
SetPlayerGold(itemPrice + 1000);
const int goldBefore = MyPlayer->_pGold;
const size_t vendorCountBefore = SmithItems.size();
OpenVendor(TalkID::SmithBuy);
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::Confirm);
ConfirmNo();
EXPECT_EQ(MyPlayer->_pGold, goldBefore)
<< "Declining should not change gold";
EXPECT_EQ(SmithItems.size(), vendorCountBefore)
<< "Declining should not remove item from vendor";
}
// ---- Smith Sell -----------------------------------------------------------
TEST_F(StoreTransactionTest, SmithSell_Success)
{
StripPlayer();
SetPlayerGold(0);
// Place a sellable sword in the player's inventory.
Item sword = MakeSellableSword();
int invIdx = PlaceItemInInventory(sword);
ASSERT_GE(invIdx, 0);
ASSERT_EQ(MyPlayer->_pNumInv, 1);
// Open the sell sub-store directly (Smith menu line 16 → SmithSell).
OpenVendor(TalkID::SmithSell);
ASSERT_EQ(ActiveStore, TalkID::SmithSell);
// The sell list should contain our sword.
ASSERT_GT(CurrentItemIndex, 0) << "Smith should see at least one sellable item";
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::Confirm);
ConfirmYes();
// The sword should be gone and gold should have increased.
EXPECT_GT(MyPlayer->_pGold, 0) << "Player should have received gold from the sale";
}
// ---- Smith Repair ---------------------------------------------------------
TEST_F(StoreTransactionTest, SmithRepair_RestoresDurability)
{
StripPlayer();
// Equip a damaged sword in the right hand.
Item damaged = MakeDamagedSword();
const int maxDur = damaged._iMaxDur;
ASSERT_LT(damaged._iDurability, maxDur);
MyPlayer->InvBody[INVLOC_HAND_RIGHT] = damaged;
SetPlayerGold(100000);
const int goldBefore = MyPlayer->_pGold;
// Open the repair sub-store directly.
OpenVendor(TalkID::SmithRepair);
ASSERT_EQ(ActiveStore, TalkID::SmithRepair);
// The repair list should contain our damaged sword.
ASSERT_GT(CurrentItemIndex, 0) << "Smith should see the damaged item";
// Record the repair cost.
const int repairCost = PlayerItems[0]._iIvalue;
ASSERT_GT(repairCost, 0);
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::Confirm);
ConfirmYes();
EXPECT_EQ(MyPlayer->InvBody[INVLOC_HAND_RIGHT]._iDurability,
MyPlayer->InvBody[INVLOC_HAND_RIGHT]._iMaxDur)
<< "Durability should be fully restored after repair";
EXPECT_EQ(MyPlayer->_pGold, goldBefore - repairCost)
<< "Repair cost should be deducted from gold";
}
TEST_F(StoreTransactionTest, SmithRepair_CantAfford)
{
StripPlayer();
Item damaged = MakeDamagedSword();
const int originalDur = damaged._iDurability;
MyPlayer->InvBody[INVLOC_HAND_RIGHT] = damaged;
SetPlayerGold(0);
Stash.gold = 0;
OpenVendor(TalkID::SmithRepair);
ASSERT_EQ(ActiveStore, TalkID::SmithRepair);
ASSERT_GT(CurrentItemIndex, 0);
SelectItemAtIndex(0);
EXPECT_EQ(ActiveStore, TalkID::NoMoney)
<< "Should transition to NoMoney when can't afford repair";
EXPECT_EQ(MyPlayer->InvBody[INVLOC_HAND_RIGHT]._iDurability, originalDur)
<< "Durability should be unchanged";
}
// ---- Healer ---------------------------------------------------------------
TEST_F(StoreTransactionTest, Healer_FreeHealOnTalk)
{
// Damage the player.
MyPlayer->_pHitPoints = MyPlayer->_pMaxHP / 2;
MyPlayer->_pHPBase = MyPlayer->_pMaxHPBase / 2;
ASSERT_NE(MyPlayer->_pHitPoints, MyPlayer->_pMaxHP);
const int goldBefore = MyPlayer->_pGold;
// Just opening the healer menu heals the player for free.
OpenVendor(TalkID::Healer);
ASSERT_EQ(ActiveStore, TalkID::Healer);
EXPECT_EQ(MyPlayer->_pHitPoints, MyPlayer->_pMaxHP)
<< "Player should be fully healed just by talking to Pepin";
EXPECT_EQ(MyPlayer->_pHPBase, MyPlayer->_pMaxHPBase)
<< "Player HP base should also be restored";
EXPECT_EQ(MyPlayer->_pGold, goldBefore)
<< "Healing at Pepin is free — gold should be unchanged";
}
TEST_F(StoreTransactionTest, HealerBuy_Success)
{
PopulateVendors();
ASSERT_FALSE(HealerItems.empty());
StripPlayer();
const int itemPrice = HealerItems[0]._iIvalue;
SetPlayerGold(itemPrice + 1000);
const int goldBefore = MyPlayer->_pGold;
// Navigate through the healer menu like a real player would:
// First open the healer top-level menu, then select "Buy items" (line 14).
// This ensures StartHealerBuy() is called, which sets PreviousScrollPos
// correctly via ScrollVendorStore.
OpenVendor(TalkID::Healer);
ASSERT_EQ(ActiveStore, TalkID::Healer);
SelectMenuLine(14);
ASSERT_EQ(ActiveStore, TalkID::HealerBuy);
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::Confirm);
ConfirmYes();
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
<< "Gold should decrease by the price of the healing item";
}
// ---- Boy (Wirt) -----------------------------------------------------------
TEST_F(StoreTransactionTest, BoyBuy_Success)
{
PopulateVendors();
// Wirt must have an item.
if (BoyItem.isEmpty()) {
GTEST_SKIP() << "Wirt has no item with this seed — skipping";
}
// Wirt charges a 50g viewing fee, then the item price with markup.
int price = BoyItem._iIvalue;
price += BoyItem._iIvalue / 2; // Diablo 50% markup
StripPlayer();
SetPlayerGold(price + 100);
const int goldBefore = MyPlayer->_pGold;
// Open Wirt's menu.
OpenVendor(TalkID::Boy);
ASSERT_EQ(ActiveStore, TalkID::Boy);
// Pay the viewing fee (line 18 when Wirt has an item).
SelectMenuLine(18);
// This should deduct 50g and transition to BoyBuy.
ASSERT_EQ(ActiveStore, TalkID::BoyBuy)
<< "After paying viewing fee, should see Wirt's item";
EXPECT_EQ(MyPlayer->_pGold, goldBefore - 50)
<< "50 gold viewing fee should be deducted";
// Select the item (it's at line 10 for Boy).
CurrentTextLine = 10;
StoreEnter();
ASSERT_EQ(ActiveStore, TalkID::Confirm);
ConfirmYes();
EXPECT_EQ(MyPlayer->_pGold, goldBefore - 50 - price)
<< "Gold should decrease by viewing fee + item price";
EXPECT_TRUE(BoyItem.isEmpty())
<< "Wirt's item should be cleared after purchase";
}
TEST_F(StoreTransactionTest, BoyBuy_CantAffordViewingFee)
{
PopulateVendors();
if (BoyItem.isEmpty()) {
GTEST_SKIP() << "Wirt has no item with this seed — skipping";
}
SetPlayerGold(30); // Less than 50g viewing fee.
Stash.gold = 0;
OpenVendor(TalkID::Boy);
ASSERT_EQ(ActiveStore, TalkID::Boy);
SelectMenuLine(18);
EXPECT_EQ(ActiveStore, TalkID::NoMoney)
<< "Should get NoMoney when can't afford viewing fee";
}
// ---- Storyteller (Cain) — Identify ----------------------------------------
TEST_F(StoreTransactionTest, StorytellerIdentify_Success)
{
StripPlayer();
SetPlayerGold(10000);
// Place an unidentified magic item in inventory.
Item magic = MakeUnidentifiedMagicItem();
int invIdx = PlaceItemInInventory(magic);
ASSERT_GE(invIdx, 0);
ASSERT_FALSE(MyPlayer->InvList[invIdx]._iIdentified);
const int goldBefore = MyPlayer->_pGold;
// Open identify.
OpenVendor(TalkID::StorytellerIdentify);
ASSERT_EQ(ActiveStore, TalkID::StorytellerIdentify);
ASSERT_GT(CurrentItemIndex, 0) << "Cain should see the unidentified item";
// The identify cost is always 100 gold.
EXPECT_EQ(PlayerItems[0]._iIvalue, 100);
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::Confirm);
ConfirmYes();
// After ConfirmEnter for identify, it transitions to IdentifyShow.
EXPECT_EQ(ActiveStore, TalkID::StorytellerIdentifyShow)
<< "Should show the identified item";
// The actual item in the player's inventory should now be identified.
EXPECT_TRUE(MyPlayer->InvList[invIdx]._iIdentified)
<< "Item should be identified after Cain's service";
EXPECT_EQ(MyPlayer->_pGold, goldBefore - 100)
<< "Identification costs 100 gold";
}
TEST_F(StoreTransactionTest, StorytellerIdentify_CantAfford)
{
StripPlayer();
SetPlayerGold(50); // Less than 100g identify cost.
Stash.gold = 0;
Item magic = MakeUnidentifiedMagicItem();
int invIdx = PlaceItemInInventory(magic);
ASSERT_GE(invIdx, 0);
OpenVendor(TalkID::StorytellerIdentify);
ASSERT_EQ(ActiveStore, TalkID::StorytellerIdentify);
ASSERT_GT(CurrentItemIndex, 0);
SelectItemAtIndex(0);
EXPECT_EQ(ActiveStore, TalkID::NoMoney)
<< "Should get NoMoney when can't afford identification";
EXPECT_FALSE(MyPlayer->InvList[invIdx]._iIdentified)
<< "Item should remain unidentified";
}
// ---- Witch Buy ------------------------------------------------------------
TEST_F(StoreTransactionTest, WitchBuy_PinnedItemsRemainAfterPurchase)
{
PopulateVendors();
ASSERT_GE(WitchItems.size(), static_cast<size_t>(NumWitchPinnedItems));
// Buy the first pinned item (e.g., mana potion).
const int itemPrice = WitchItems[0]._iIvalue;
StripPlayer();
SetPlayerGold(itemPrice + 1000);
const size_t vendorCountBefore = WitchItems.size();
OpenVendor(TalkID::WitchBuy);
ASSERT_EQ(ActiveStore, TalkID::WitchBuy);
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::Confirm);
ConfirmYes();
// Pinned items (first NumWitchPinnedItems) should NOT be removed.
EXPECT_EQ(WitchItems.size(), vendorCountBefore)
<< "Pinned witch items should remain after purchase (infinite stock)";
}
TEST_F(StoreTransactionTest, WitchBuy_NonPinnedItemRemoved)
{
PopulateVendors();
// Skip past the pinned items. We need at least one non-pinned item.
if (WitchItems.size() <= static_cast<size_t>(NumWitchPinnedItems)) {
GTEST_SKIP() << "Not enough non-pinned witch items";
}
const int idx = NumWitchPinnedItems; // First non-pinned item.
const int itemPrice = WitchItems[idx]._iIvalue;
StripPlayer();
SetPlayerGold(itemPrice + 1000);
const size_t vendorCountBefore = WitchItems.size();
OpenVendor(TalkID::WitchBuy);
ASSERT_EQ(ActiveStore, TalkID::WitchBuy);
SelectItemAtIndex(idx);
ASSERT_EQ(ActiveStore, TalkID::Confirm);
ConfirmYes();
EXPECT_EQ(WitchItems.size(), vendorCountBefore - 1)
<< "Non-pinned witch item should be removed after purchase";
}
// ---- Repair cost calculation (extends existing stores_test.cpp) -----------
TEST_F(StoreTransactionTest, RepairCost_MagicItem_ScalesWithDurabilityLoss)
{
Item item {};
InitializeItem(item, IDI_BARDSWORD);
item._iMagical = ITEM_QUALITY_MAGIC;
item._iIdentified = true;
item._iMaxDur = 60;
item._iIvalue = 19000;
item._ivalue = 2000;
// Test a range of durability losses.
for (int dur = 1; dur < item._iMaxDur; dur++) {
item._iDurability = dur;
item._ivalue = 2000;
item._iIvalue = 19000;
CurrentItemIndex = 0;
AddStoreHoldRepair(&item, 0);
if (CurrentItemIndex > 0) {
const int due = item._iMaxDur - dur;
const int expectedCost = 30 * 19000 * due / (item._iMaxDur * 100 * 2);
if (expectedCost > 0) {
EXPECT_EQ(PlayerItems[0]._iIvalue, expectedCost)
<< "Repair cost mismatch at durability " << dur;
}
}
}
}
TEST_F(StoreTransactionTest, RepairCost_NormalItem_MinimumOneGold)
{
Item item {};
InitializeItem(item, IDI_BARDSWORD);
item._iMagical = ITEM_QUALITY_NORMAL;
item._iIdentified = true;
item._iMaxDur = 20;
item._ivalue = 10;
item._iIvalue = 10;
item._iDurability = 19; // Only 1 durability lost.
CurrentItemIndex = 0;
AddStoreHoldRepair(&item, 0);
ASSERT_EQ(CurrentItemIndex, 1);
EXPECT_GE(PlayerItems[0]._iIvalue, 1)
<< "Repair cost should be at least 1 gold for normal items";
}
// ---- Gold from stash used in transactions ---------------------------------
TEST_F(StoreTransactionTest, BuyUsingStashGold)
{
PopulateVendors();
ASSERT_FALSE(SmithItems.empty());
const int itemPrice = SmithItems[0]._iIvalue;
ASSERT_GT(itemPrice, 0);
// Give the player less gold than the price in inventory, make up
// the difference with stash gold.
const int inventoryGold = itemPrice / 3;
const int stashGold = itemPrice - inventoryGold + 500;
StripPlayer();
SetPlayerGold(inventoryGold);
Stash.gold = stashGold;
ASSERT_TRUE(PlayerCanAfford(itemPrice));
OpenVendor(TalkID::SmithBuy);
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::Confirm);
ConfirmYes();
// Total gold (inventory + stash) should have decreased by itemPrice.
const int totalGoldAfter = MyPlayer->_pGold + Stash.gold;
const int expectedTotal = inventoryGold + stashGold - itemPrice;
EXPECT_EQ(totalGoldAfter, expectedTotal)
<< "Total gold (inventory + stash) should decrease by item price";
}
// ---- Multiple transactions ------------------------------------------------
TEST_F(StoreTransactionTest, SmithBuy_MultipleItemsPurchased)
{
PopulateVendors();
ASSERT_GE(SmithItems.size(), 3u);
const size_t initialCount = SmithItems.size();
int totalSpent = 0;
// Buy three items in succession. Strip and re-fund between purchases
// because purchased items occupy inventory slots and gold piles also
// occupy slots — we need room for both the gold and the next item.
for (int purchase = 0; purchase < 3; purchase++) {
ASSERT_FALSE(SmithItems.empty());
const int price = SmithItems[0]._iIvalue;
StripPlayer();
SetPlayerGold(price + 1000);
const int goldBefore = MyPlayer->_pGold;
OpenVendor(TalkID::SmithBuy);
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::Confirm)
<< "Purchase " << purchase << " should reach Confirm";
ConfirmYes();
EXPECT_EQ(MyPlayer->_pGold, goldBefore - price)
<< "Gold should decrease by item price on purchase " << purchase;
totalSpent += price;
}
EXPECT_EQ(SmithItems.size(), initialCount - 3)
<< "Three items should have been removed from Smith's inventory";
}
// ---- Store leaves correct state after ESC ---------------------------------
TEST_F(StoreTransactionTest, StoreESC_ClosesStore)
{
OpenVendor(TalkID::Smith);
ASSERT_EQ(ActiveStore, TalkID::Smith);
ASSERT_TRUE(IsPlayerInStore());
// Select "Leave" (line 20 for Smith without visual store, or the last option).
SelectMenuLine(20);
EXPECT_EQ(ActiveStore, TalkID::None)
<< "Leaving the store should set ActiveStore to None";
EXPECT_FALSE(IsPlayerInStore());
}
// ---- Confirm dialog returns to correct sub-store --------------------------
TEST_F(StoreTransactionTest, ConfirmNo_ReturnsToItemList)
{
PopulateVendors();
ASSERT_FALSE(SmithItems.empty());
const int itemPrice = SmithItems[0]._iIvalue;
StripPlayer();
SetPlayerGold(itemPrice + 1000);
OpenVendor(TalkID::SmithBuy);
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::Confirm);
ConfirmNo();
EXPECT_EQ(ActiveStore, TalkID::SmithBuy)
<< "Declining should return to the buy list";
}
// ---- NoMoney returns to correct sub-store on enter ------------------------
TEST_F(StoreTransactionTest, NoMoney_ReturnsToItemListOnEnter)
{
PopulateVendors();
ASSERT_FALSE(SmithItems.empty());
SetPlayerGold(0);
Stash.gold = 0;
OpenVendor(TalkID::SmithBuy);
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::NoMoney);
// Pressing enter on NoMoney should return to the original item list.
StoreEnter();
EXPECT_EQ(ActiveStore, TalkID::SmithBuy)
<< "Entering on NoMoney should return to the buy list";
}
// ---- Premium items --------------------------------------------------------
TEST_F(StoreTransactionTest, SmithPremiumBuy_ReplacesSlot)
{
PopulateVendors();
ASSERT_FALSE(PremiumItems.empty());
const int itemPrice = PremiumItems[0]._iIvalue;
StripPlayer();
SetPlayerGold(itemPrice + 5000);
const size_t premiumCountBefore = PremiumItems.size();
const int goldBefore = MyPlayer->_pGold;
OpenVendor(TalkID::SmithPremiumBuy);
ASSERT_EQ(ActiveStore, TalkID::SmithPremiumBuy);
SelectItemAtIndex(0);
ASSERT_EQ(ActiveStore, TalkID::Confirm);
ConfirmYes();
// Premium items are _replaced_, not removed. Count should stay the same.
EXPECT_EQ(PremiumItems.size(), premiumCountBefore)
<< "Premium item slot should be replaced, not removed";
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
<< "Gold should decrease by premium item price";
}
} // namespace
} // namespace devilution