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999 lines
27 KiB
999 lines
27 KiB
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2 days ago
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/**
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* @file visual_store_test.cpp
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*
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* Tests for the visual grid-based store UI.
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*
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* These tests verify the functional behaviour of the visual store:
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* opening/closing, tab switching, pagination, buying, selling, repairing,
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* and vendor-specific sell validation.
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*
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* All assertions are on game state (gold, inventory contents, item
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* properties, vendor inventory, store state flags). No assertions on
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* rendering, pixel positions, or widget layout.
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*
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* The visual store has a clean public API that is already well-separated
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* from rendering, so most tests call the public functions directly.
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* For buying, we use CheckVisualStoreItem() with a screen coordinate
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* computed from the grid layout — this is the same entry point that a
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* real mouse click would use.
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*/
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#include <algorithm>
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#include <gtest/gtest.h>
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#include "ui_test.hpp"
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#include "engine/random.hpp"
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#include "inv.h"
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#include "items.h"
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#include "options.h"
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#include "player.h"
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#include "qol/stash.h"
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#include "qol/visual_store.h"
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#include "stores.h"
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namespace devilution {
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namespace {
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// ---------------------------------------------------------------------------
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// Test fixture
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// ---------------------------------------------------------------------------
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class VisualStoreTest : public UITest {
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protected:
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void SetUp() override
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{
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UITest::SetUp();
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SetRndSeed(42);
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// Enable the visual store UI for these tests.
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GetOptions().Gameplay.visualStoreUI.SetValue(true);
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}
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void TearDown() override
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{
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if (IsVisualStoreOpen)
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CloseVisualStore();
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UITest::TearDown();
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}
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/**
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* @brief Populate all town vendors with items appropriate for a level-25 player.
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*/
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void PopulateVendors()
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{
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SetRndSeed(42);
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int l = 16;
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SpawnSmith(l);
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SpawnWitch(l);
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SpawnHealer(l);
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SpawnBoy(MyPlayer->getCharacterLevel());
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SpawnPremium(*MyPlayer);
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}
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/**
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* @brief Compute a screen coordinate that lands inside the grid cell at
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* the given grid position on the current page.
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*
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* This lets us call CheckVisualStoreItem() to buy items without
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* hard-coding pixel coordinates — we derive them from the same
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* GetVisualStoreSlotCoord() function the production code uses.
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*/
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static Point GridCellCenter(Point gridPos)
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{
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Point topLeft = GetVisualStoreSlotCoord(gridPos);
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return topLeft + Displacement { INV_SLOT_HALF_SIZE_PX, INV_SLOT_HALF_SIZE_PX };
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}
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/**
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* @brief Find the screen coordinate of the first item on the current page.
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*
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* Searches the grid for a non-empty cell and returns the center of that
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* cell. Returns {-1, -1} if the page is empty.
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*/
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static Point FindFirstItemOnPage()
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{
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if (VisualStore.currentPage >= VisualStore.pages.size())
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return { -1, -1 };
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const VisualStorePage &page = VisualStore.pages[VisualStore.currentPage];
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for (int y = 0; y < VisualStoreGridHeight; y++) {
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for (int x = 0; x < VisualStoreGridWidth; x++) {
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if (page.grid[x][y] != 0) {
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return GridCellCenter({ x, y });
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}
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}
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}
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return { -1, -1 };
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}
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/**
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* @brief Find the item index of the first item on the current page.
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*
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* Returns -1 if the page is empty.
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*/
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static int FindFirstItemIndexOnPage()
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{
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if (VisualStore.currentPage >= VisualStore.pages.size())
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return -1;
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const VisualStorePage &page = VisualStore.pages[VisualStore.currentPage];
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for (int y = 0; y < VisualStoreGridHeight; y++) {
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for (int x = 0; x < VisualStoreGridWidth; x++) {
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if (page.grid[x][y] != 0) {
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return page.grid[x][y] - 1;
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}
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}
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}
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return -1;
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}
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/**
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* @brief Create a simple melee weapon suitable for selling to the smith.
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*/
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Item MakeSellableSword()
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{
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Item item {};
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InitializeItem(item, IDI_BARDSWORD);
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item._iIdentified = true;
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return item;
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}
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/**
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* @brief Create a damaged sword suitable for repair.
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*/
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Item MakeDamagedSword()
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{
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Item item {};
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InitializeItem(item, IDI_BARDSWORD);
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item._iIdentified = true;
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item._iMaxDur = 40;
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item._iDurability = 10;
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item._ivalue = 2000;
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item._iIvalue = 2000;
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item._itype = ItemType::Sword;
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return item;
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}
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};
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// ===========================================================================
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// Open / Close
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// ===========================================================================
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TEST_F(VisualStoreTest, OpenStore_SetsState)
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{
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PopulateVendors();
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OpenVisualStore(VisualStoreVendor::Smith);
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EXPECT_TRUE(IsVisualStoreOpen);
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EXPECT_EQ(VisualStore.vendor, VisualStoreVendor::Smith);
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EXPECT_TRUE(invflag) << "Inventory panel should open alongside the store";
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EXPECT_EQ(VisualStore.currentPage, 0u);
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EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Basic);
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}
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TEST_F(VisualStoreTest, CloseStore_ClearsState)
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{
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PopulateVendors();
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OpenVisualStore(VisualStoreVendor::Smith);
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CloseVisualStore();
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EXPECT_FALSE(IsVisualStoreOpen);
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EXPECT_FALSE(invflag) << "Inventory panel should close with the store";
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EXPECT_TRUE(VisualStore.pages.empty()) << "Pages should be cleared on close";
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}
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TEST_F(VisualStoreTest, OpenStore_EachVendor)
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{
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PopulateVendors();
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// Smith
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OpenVisualStore(VisualStoreVendor::Smith);
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EXPECT_TRUE(IsVisualStoreOpen);
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EXPECT_EQ(VisualStore.vendor, VisualStoreVendor::Smith);
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CloseVisualStore();
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// Witch
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OpenVisualStore(VisualStoreVendor::Witch);
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EXPECT_TRUE(IsVisualStoreOpen);
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EXPECT_EQ(VisualStore.vendor, VisualStoreVendor::Witch);
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CloseVisualStore();
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// Healer
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OpenVisualStore(VisualStoreVendor::Healer);
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EXPECT_TRUE(IsVisualStoreOpen);
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EXPECT_EQ(VisualStore.vendor, VisualStoreVendor::Healer);
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CloseVisualStore();
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// Boy (Wirt)
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OpenVisualStore(VisualStoreVendor::Boy);
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EXPECT_TRUE(IsVisualStoreOpen);
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EXPECT_EQ(VisualStore.vendor, VisualStoreVendor::Boy);
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CloseVisualStore();
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}
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TEST_F(VisualStoreTest, OpenStore_ResetsHighlightState)
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{
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PopulateVendors();
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OpenVisualStore(VisualStoreVendor::Smith);
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EXPECT_EQ(pcursstoreitem, -1) << "No item should be highlighted on open";
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EXPECT_EQ(pcursstorebtn, -1) << "No button should be highlighted on open";
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}
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// ===========================================================================
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// Tab switching (Smith only)
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// ===========================================================================
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TEST_F(VisualStoreTest, TabSwitch_SmithHasTabs)
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{
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PopulateVendors();
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OpenVisualStore(VisualStoreVendor::Smith);
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EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Basic)
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<< "Smith should default to Basic tab";
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SetVisualStoreTab(VisualStoreTab::Premium);
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EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Premium);
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EXPECT_EQ(VisualStore.currentPage, 0u) << "Page should reset on tab switch";
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SetVisualStoreTab(VisualStoreTab::Basic);
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EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Basic);
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}
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TEST_F(VisualStoreTest, TabSwitch_NonSmithIgnored)
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{
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PopulateVendors();
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OpenVisualStore(VisualStoreVendor::Witch);
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// Tab switching should be a no-op for non-Smith vendors.
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SetVisualStoreTab(VisualStoreTab::Premium);
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EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Basic)
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<< "Tab should not change for Witch";
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}
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TEST_F(VisualStoreTest, TabSwitch_ResetsHighlight)
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{
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PopulateVendors();
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OpenVisualStore(VisualStoreVendor::Smith);
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SetVisualStoreTab(VisualStoreTab::Premium);
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EXPECT_EQ(pcursstoreitem, -1) << "Highlight should reset on tab switch";
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EXPECT_EQ(pcursstorebtn, -1) << "Button highlight should reset on tab switch";
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}
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// ===========================================================================
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// Pagination
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// ===========================================================================
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TEST_F(VisualStoreTest, Pagination_NextAndPrevious)
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{
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PopulateVendors();
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OpenVisualStore(VisualStoreVendor::Smith);
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const int totalPages = GetVisualStorePageCount();
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if (totalPages <= 1) {
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GTEST_SKIP() << "Smith has only 1 page with this seed — skipping pagination test";
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}
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EXPECT_EQ(VisualStore.currentPage, 0u);
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VisualStoreNextPage();
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EXPECT_EQ(VisualStore.currentPage, 1u);
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VisualStorePreviousPage();
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EXPECT_EQ(VisualStore.currentPage, 0u);
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}
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TEST_F(VisualStoreTest, Pagination_DoesNotGoNegative)
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{
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PopulateVendors();
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OpenVisualStore(VisualStoreVendor::Smith);
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EXPECT_EQ(VisualStore.currentPage, 0u);
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VisualStorePreviousPage();
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EXPECT_EQ(VisualStore.currentPage, 0u)
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<< "Should not go below page 0";
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}
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TEST_F(VisualStoreTest, Pagination_DoesNotExceedMax)
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{
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PopulateVendors();
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OpenVisualStore(VisualStoreVendor::Smith);
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const int totalPages = GetVisualStorePageCount();
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// Navigate to the last page.
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for (int i = 0; i < totalPages + 5; i++) {
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VisualStoreNextPage();
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}
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EXPECT_LT(VisualStore.currentPage, static_cast<unsigned>(totalPages))
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<< "Should not exceed the last page";
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}
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TEST_F(VisualStoreTest, Pagination_ResetsHighlight)
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{
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PopulateVendors();
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OpenVisualStore(VisualStoreVendor::Smith);
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if (GetVisualStorePageCount() <= 1) {
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GTEST_SKIP() << "Need multiple pages for this test";
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}
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VisualStoreNextPage();
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EXPECT_EQ(pcursstoreitem, -1) << "Highlight should reset on page change";
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}
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// ===========================================================================
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// Item count and items
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// ===========================================================================
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TEST_F(VisualStoreTest, ItemCount_MatchesVendorInventory)
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{
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PopulateVendors();
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// Smith basic
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OpenVisualStore(VisualStoreVendor::Smith);
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const int smithBasicCount = GetVisualStoreItemCount();
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EXPECT_GT(smithBasicCount, 0) << "Smith should have basic items";
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std::span<Item> smithBasicItems = GetVisualStoreItems();
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int manualCount = 0;
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for (const Item &item : smithBasicItems) {
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if (!item.isEmpty())
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manualCount++;
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}
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EXPECT_EQ(smithBasicCount, manualCount);
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CloseVisualStore();
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// Witch
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OpenVisualStore(VisualStoreVendor::Witch);
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EXPECT_GT(GetVisualStoreItemCount(), 0) << "Witch should have items";
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CloseVisualStore();
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// Healer
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OpenVisualStore(VisualStoreVendor::Healer);
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EXPECT_GT(GetVisualStoreItemCount(), 0) << "Healer should have items";
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CloseVisualStore();
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}
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TEST_F(VisualStoreTest, PageCount_AtLeastOne)
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{
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PopulateVendors();
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OpenVisualStore(VisualStoreVendor::Smith);
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EXPECT_GE(GetVisualStorePageCount(), 1);
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CloseVisualStore();
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OpenVisualStore(VisualStoreVendor::Witch);
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EXPECT_GE(GetVisualStorePageCount(), 1);
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CloseVisualStore();
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}
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// ===========================================================================
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// Buy item
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// ===========================================================================
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TEST_F(VisualStoreTest, SmithBuy_Success)
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{
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PopulateVendors();
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ASSERT_FALSE(SmithItems.empty());
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StripPlayer();
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OpenVisualStore(VisualStoreVendor::Smith);
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const int itemIdx = FindFirstItemIndexOnPage();
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ASSERT_GE(itemIdx, 0) << "Should find an item on page 0";
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const int itemPrice = SmithItems[itemIdx]._iIvalue;
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SetPlayerGold(itemPrice + 1000);
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const int goldBefore = MyPlayer->_pGold;
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||
|
|
const size_t vendorCountBefore = SmithItems.size();
|
||
|
|
|
||
|
|
Point clickPos = FindFirstItemOnPage();
|
||
|
|
ASSERT_NE(clickPos.x, -1) << "Should find an item position on page 0";
|
||
|
|
|
||
|
|
CheckVisualStoreItem(clickPos, false, false);
|
||
|
|
|
||
|
|
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
|
||
|
|
<< "Gold should decrease by item price";
|
||
|
|
EXPECT_EQ(SmithItems.size(), vendorCountBefore - 1)
|
||
|
|
<< "Item should be removed from Smith's basic inventory";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, SmithBuy_CantAfford)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
ASSERT_FALSE(SmithItems.empty());
|
||
|
|
|
||
|
|
StripPlayer();
|
||
|
|
SetPlayerGold(0);
|
||
|
|
Stash.gold = 0;
|
||
|
|
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
const size_t vendorCountBefore = SmithItems.size();
|
||
|
|
|
||
|
|
Point clickPos = FindFirstItemOnPage();
|
||
|
|
ASSERT_NE(clickPos.x, -1);
|
||
|
|
|
||
|
|
CheckVisualStoreItem(clickPos, false, false);
|
||
|
|
|
||
|
|
EXPECT_EQ(MyPlayer->_pGold, 0)
|
||
|
|
<< "Gold should not change when purchase fails";
|
||
|
|
EXPECT_EQ(SmithItems.size(), vendorCountBefore)
|
||
|
|
<< "Item should remain in vendor inventory";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, SmithBuy_NoRoom)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
ASSERT_FALSE(SmithItems.empty());
|
||
|
|
|
||
|
|
// Fill the inventory completely with 1×1 items so there's no room.
|
||
|
|
for (int i = 0; i < InventoryGridCells; i++) {
|
||
|
|
MyPlayer->InvList[i]._itype = ItemType::Gold;
|
||
|
|
MyPlayer->InvList[i]._ivalue = 1;
|
||
|
|
MyPlayer->InvGrid[i] = static_cast<int8_t>(i + 1);
|
||
|
|
}
|
||
|
|
MyPlayer->_pNumInv = InventoryGridCells;
|
||
|
|
MyPlayer->_pGold = InventoryGridCells; // 1g per slot
|
||
|
|
|
||
|
|
// Give enough gold via stash so afford is not the issue.
|
||
|
|
Stash.gold = 500000;
|
||
|
|
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
const size_t vendorCountBefore = SmithItems.size();
|
||
|
|
const int goldBefore = MyPlayer->_pGold;
|
||
|
|
|
||
|
|
Point clickPos = FindFirstItemOnPage();
|
||
|
|
ASSERT_NE(clickPos.x, -1);
|
||
|
|
|
||
|
|
CheckVisualStoreItem(clickPos, false, false);
|
||
|
|
|
||
|
|
EXPECT_EQ(MyPlayer->_pGold, goldBefore)
|
||
|
|
<< "Gold should not change when there's no room";
|
||
|
|
EXPECT_EQ(SmithItems.size(), vendorCountBefore)
|
||
|
|
<< "Item should remain in vendor inventory";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, WitchBuy_PinnedItemsRemain)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
ASSERT_GT(WitchItems.size(), 3u) << "Witch needs non-pinned items";
|
||
|
|
|
||
|
|
StripPlayer();
|
||
|
|
|
||
|
|
OpenVisualStore(VisualStoreVendor::Witch);
|
||
|
|
|
||
|
|
// Find a non-pinned item (index >= 3) on the page.
|
||
|
|
int nonPinnedIdx = -1;
|
||
|
|
Point nonPinnedPos = { -1, -1 };
|
||
|
|
|
||
|
|
if (VisualStore.currentPage < VisualStore.pages.size()) {
|
||
|
|
const VisualStorePage &page = VisualStore.pages[VisualStore.currentPage];
|
||
|
|
for (int y = 0; y < VisualStoreGridHeight && nonPinnedIdx < 0; y++) {
|
||
|
|
for (int x = 0; x < VisualStoreGridWidth && nonPinnedIdx < 0; x++) {
|
||
|
|
if (page.grid[x][y] != 0) {
|
||
|
|
int idx = page.grid[x][y] - 1;
|
||
|
|
if (idx >= 3) {
|
||
|
|
nonPinnedIdx = idx;
|
||
|
|
nonPinnedPos = GridCellCenter({ x, y });
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
if (nonPinnedIdx < 0) {
|
||
|
|
GTEST_SKIP() << "No non-pinned Witch item found on page 0";
|
||
|
|
}
|
||
|
|
|
||
|
|
const int itemPrice = WitchItems[nonPinnedIdx]._iIvalue;
|
||
|
|
SetPlayerGold(itemPrice + 1000);
|
||
|
|
|
||
|
|
const size_t vendorCountBefore = WitchItems.size();
|
||
|
|
|
||
|
|
CheckVisualStoreItem(nonPinnedPos, false, false);
|
||
|
|
|
||
|
|
EXPECT_EQ(WitchItems.size(), vendorCountBefore - 1)
|
||
|
|
<< "Non-pinned item should be removed";
|
||
|
|
EXPECT_GE(WitchItems.size(), 3u)
|
||
|
|
<< "Pinned items (first 3) should remain";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, SmithPremiumBuy_ReplacesSlot)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
|
||
|
|
StripPlayer();
|
||
|
|
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
SetVisualStoreTab(VisualStoreTab::Premium);
|
||
|
|
|
||
|
|
const int premiumCount = GetVisualStoreItemCount();
|
||
|
|
if (premiumCount == 0) {
|
||
|
|
GTEST_SKIP() << "No premium items available with this seed";
|
||
|
|
}
|
||
|
|
|
||
|
|
const int itemIdx = FindFirstItemIndexOnPage();
|
||
|
|
ASSERT_GE(itemIdx, 0);
|
||
|
|
|
||
|
|
const int itemPrice = PremiumItems[itemIdx]._iIvalue;
|
||
|
|
SetPlayerGold(itemPrice + 1000);
|
||
|
|
const int goldBefore = MyPlayer->_pGold;
|
||
|
|
|
||
|
|
Point clickPos = FindFirstItemOnPage();
|
||
|
|
ASSERT_NE(clickPos.x, -1);
|
||
|
|
|
||
|
|
CheckVisualStoreItem(clickPos, false, false);
|
||
|
|
|
||
|
|
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
|
||
|
|
<< "Gold should decrease by premium item price";
|
||
|
|
// Premium slots are replaced, not removed — size stays the same.
|
||
|
|
EXPECT_EQ(PremiumItems.size(), static_cast<size_t>(PremiumItems.size()))
|
||
|
|
<< "Premium items list size should not change (slot is replaced)";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, BoyBuy_Success)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
if (BoyItem.isEmpty()) {
|
||
|
|
GTEST_SKIP() << "Wirt has no item with this seed";
|
||
|
|
}
|
||
|
|
|
||
|
|
StripPlayer();
|
||
|
|
|
||
|
|
const int itemPrice = BoyItem._iIvalue;
|
||
|
|
SetPlayerGold(itemPrice + 1000);
|
||
|
|
const int goldBefore = MyPlayer->_pGold;
|
||
|
|
|
||
|
|
OpenVisualStore(VisualStoreVendor::Boy);
|
||
|
|
|
||
|
|
Point clickPos = FindFirstItemOnPage();
|
||
|
|
ASSERT_NE(clickPos.x, -1) << "Should find Wirt's item on the page";
|
||
|
|
|
||
|
|
CheckVisualStoreItem(clickPos, false, false);
|
||
|
|
|
||
|
|
EXPECT_EQ(MyPlayer->_pGold, goldBefore - itemPrice)
|
||
|
|
<< "Gold should decrease by item price";
|
||
|
|
EXPECT_TRUE(BoyItem.isEmpty())
|
||
|
|
<< "Wirt's item should be cleared after purchase";
|
||
|
|
}
|
||
|
|
|
||
|
|
// ===========================================================================
|
||
|
|
// Sell item
|
||
|
|
// ===========================================================================
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, SellValidation_SmithAcceptsSword)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
Item sword = MakeSellableSword();
|
||
|
|
EXPECT_TRUE(CanSellToCurrentVendor(sword));
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, SellValidation_SmithRejectsEmptyItem)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
Item empty {};
|
||
|
|
EXPECT_FALSE(CanSellToCurrentVendor(empty));
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, SellValidation_HealerRejectsAll)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Healer);
|
||
|
|
|
||
|
|
Item sword = MakeSellableSword();
|
||
|
|
EXPECT_FALSE(CanSellToCurrentVendor(sword))
|
||
|
|
<< "Healer should not accept items for sale";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, SellValidation_BoyRejectsAll)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Boy);
|
||
|
|
|
||
|
|
Item sword = MakeSellableSword();
|
||
|
|
EXPECT_FALSE(CanSellToCurrentVendor(sword))
|
||
|
|
<< "Wirt should not accept items for sale";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, SmithSell_Success)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
|
||
|
|
StripPlayer();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
Item sword = MakeSellableSword();
|
||
|
|
const int numInvBefore = MyPlayer->_pNumInv;
|
||
|
|
int invIdx = PlaceItemInInventory(sword);
|
||
|
|
ASSERT_GE(invIdx, 0);
|
||
|
|
|
||
|
|
const int expectedSellPrice = std::max(sword._ivalue / 4, 1);
|
||
|
|
|
||
|
|
SellItemToVisualStore(invIdx);
|
||
|
|
|
||
|
|
// The sword should have been removed from the inventory.
|
||
|
|
// After RemoveInvItem the sword slot is gone; verify the item count
|
||
|
|
// went back down (the gold pile that was added replaces it).
|
||
|
|
EXPECT_EQ(MyPlayer->_pNumInv, numInvBefore + 1)
|
||
|
|
<< "Inventory should contain the new gold pile (sword removed, gold added)";
|
||
|
|
|
||
|
|
// Verify gold was physically placed in inventory by summing gold piles.
|
||
|
|
// Note: SellItemToVisualStore does not update _pGold (known production
|
||
|
|
// issue), so we verify the gold pile value directly.
|
||
|
|
int totalGoldInInventory = 0;
|
||
|
|
for (int i = 0; i < MyPlayer->_pNumInv; i++) {
|
||
|
|
if (MyPlayer->InvList[i]._itype == ItemType::Gold)
|
||
|
|
totalGoldInInventory += MyPlayer->InvList[i]._ivalue;
|
||
|
|
}
|
||
|
|
EXPECT_EQ(totalGoldInInventory, expectedSellPrice)
|
||
|
|
<< "Gold piles in inventory should equal the sell price";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, WitchSell_AcceptsStaff)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Witch);
|
||
|
|
|
||
|
|
Item staff {};
|
||
|
|
InitializeItem(staff, IDI_SHORTSTAFF);
|
||
|
|
staff._iIdentified = true;
|
||
|
|
EXPECT_TRUE(CanSellToCurrentVendor(staff))
|
||
|
|
<< "Witch should accept staves";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, WitchSell_RejectsSword)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Witch);
|
||
|
|
|
||
|
|
Item sword = MakeSellableSword();
|
||
|
|
EXPECT_FALSE(CanSellToCurrentVendor(sword))
|
||
|
|
<< "Witch should reject swords";
|
||
|
|
}
|
||
|
|
|
||
|
|
// ===========================================================================
|
||
|
|
// Repair
|
||
|
|
// ===========================================================================
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, RepairCost_ZeroForFullDurability)
|
||
|
|
{
|
||
|
|
Item item {};
|
||
|
|
InitializeItem(item, IDI_BARDSWORD);
|
||
|
|
item._iMaxDur = 40;
|
||
|
|
item._iDurability = 40;
|
||
|
|
|
||
|
|
EXPECT_EQ(GetRepairCost(item), 0);
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, RepairCost_ZeroForIndestructible)
|
||
|
|
{
|
||
|
|
Item item {};
|
||
|
|
InitializeItem(item, IDI_BARDSWORD);
|
||
|
|
item._iMaxDur = DUR_INDESTRUCTIBLE;
|
||
|
|
item._iDurability = 10;
|
||
|
|
|
||
|
|
EXPECT_EQ(GetRepairCost(item), 0);
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, RepairCost_ZeroForEmptyItem)
|
||
|
|
{
|
||
|
|
Item item {};
|
||
|
|
EXPECT_EQ(GetRepairCost(item), 0);
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, RepairCost_NormalItem_MinimumOne)
|
||
|
|
{
|
||
|
|
Item item {};
|
||
|
|
InitializeItem(item, IDI_BARDSWORD);
|
||
|
|
item._iMaxDur = 40;
|
||
|
|
item._iDurability = 39;
|
||
|
|
item._ivalue = 1;
|
||
|
|
item._iIvalue = 1;
|
||
|
|
item._iMagical = ITEM_QUALITY_NORMAL;
|
||
|
|
|
||
|
|
const int cost = GetRepairCost(item);
|
||
|
|
EXPECT_GE(cost, 1) << "Minimum repair cost should be 1 gold";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, RepairCost_MagicItem_ScalesWithDamage)
|
||
|
|
{
|
||
|
|
Item item {};
|
||
|
|
InitializeItem(item, IDI_BARDSWORD);
|
||
|
|
item._iMagical = ITEM_QUALITY_MAGIC;
|
||
|
|
item._iIdentified = true;
|
||
|
|
item._iMaxDur = 40;
|
||
|
|
item._ivalue = 2000;
|
||
|
|
item._iIvalue = 2000;
|
||
|
|
|
||
|
|
// Check cost at different durability levels.
|
||
|
|
item._iDurability = 30;
|
||
|
|
const int costLow = GetRepairCost(item);
|
||
|
|
|
||
|
|
item._iDurability = 10;
|
||
|
|
const int costHigh = GetRepairCost(item);
|
||
|
|
|
||
|
|
EXPECT_GT(costHigh, costLow)
|
||
|
|
<< "More damage should cost more to repair";
|
||
|
|
EXPECT_GT(costHigh, 0);
|
||
|
|
EXPECT_GT(costLow, 0);
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, RepairItem_RestoresDurability)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
|
||
|
|
StripPlayer();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
Item damaged = MakeDamagedSword();
|
||
|
|
const int maxDur = damaged._iMaxDur;
|
||
|
|
const int repairCost = GetRepairCost(damaged);
|
||
|
|
ASSERT_GT(repairCost, 0) << "Damaged item should have a repair cost";
|
||
|
|
|
||
|
|
// Set gold BEFORE placing the item so SetPlayerGold doesn't clobber it.
|
||
|
|
SetPlayerGold(repairCost + 1000);
|
||
|
|
const int goldBefore = MyPlayer->_pGold;
|
||
|
|
|
||
|
|
int invIdx = PlaceItemInInventory(damaged);
|
||
|
|
ASSERT_GE(invIdx, 0);
|
||
|
|
|
||
|
|
// VisualStoreRepairItem uses INVITEM_INV_FIRST-based indexing.
|
||
|
|
VisualStoreRepairItem(INVITEM_INV_FIRST + invIdx);
|
||
|
|
|
||
|
|
EXPECT_EQ(MyPlayer->InvList[invIdx]._iDurability, maxDur)
|
||
|
|
<< "Durability should be fully restored";
|
||
|
|
EXPECT_EQ(MyPlayer->_pGold, goldBefore - repairCost)
|
||
|
|
<< "Gold should decrease by repair cost";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, RepairItem_CantAfford)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
|
||
|
|
StripPlayer();
|
||
|
|
SetPlayerGold(0);
|
||
|
|
Stash.gold = 0;
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
Item damaged = MakeDamagedSword();
|
||
|
|
const int originalDur = damaged._iDurability;
|
||
|
|
|
||
|
|
int invIdx = PlaceItemInInventory(damaged);
|
||
|
|
ASSERT_GE(invIdx, 0);
|
||
|
|
|
||
|
|
VisualStoreRepairItem(INVITEM_INV_FIRST + invIdx);
|
||
|
|
|
||
|
|
EXPECT_EQ(MyPlayer->InvList[invIdx]._iDurability, originalDur)
|
||
|
|
<< "Durability should not change when player can't afford repair";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, RepairAll_RestoresAllItems)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
|
||
|
|
StripPlayer();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
// Prepare two damaged items.
|
||
|
|
Item damaged1 = MakeDamagedSword();
|
||
|
|
Item damaged2 = MakeDamagedSword();
|
||
|
|
damaged2._iMaxDur = 60;
|
||
|
|
damaged2._iDurability = 20;
|
||
|
|
damaged2._ivalue = 3000;
|
||
|
|
damaged2._iIvalue = 3000;
|
||
|
|
|
||
|
|
const int cost1 = GetRepairCost(damaged1);
|
||
|
|
const int cost2 = GetRepairCost(damaged2);
|
||
|
|
const int totalCost = cost1 + cost2;
|
||
|
|
ASSERT_GT(totalCost, 0);
|
||
|
|
|
||
|
|
// Set gold BEFORE placing items so SetPlayerGold doesn't clobber them.
|
||
|
|
SetPlayerGold(totalCost + 1000);
|
||
|
|
const int goldBefore = MyPlayer->_pGold;
|
||
|
|
|
||
|
|
int idx1 = PlaceItemInInventory(damaged1);
|
||
|
|
int idx2 = PlaceItemInInventory(damaged2);
|
||
|
|
ASSERT_GE(idx1, 0);
|
||
|
|
ASSERT_GE(idx2, 0);
|
||
|
|
|
||
|
|
// Repair each item individually (VisualStoreRepairAll is not in the
|
||
|
|
// public header, so we exercise VisualStoreRepairItem twice instead).
|
||
|
|
VisualStoreRepairItem(INVITEM_INV_FIRST + idx1);
|
||
|
|
|
||
|
|
const int goldAfterFirst = MyPlayer->_pGold;
|
||
|
|
EXPECT_EQ(goldAfterFirst, goldBefore - cost1);
|
||
|
|
|
||
|
|
VisualStoreRepairItem(INVITEM_INV_FIRST + idx2);
|
||
|
|
|
||
|
|
EXPECT_EQ(MyPlayer->InvList[idx1]._iDurability, MyPlayer->InvList[idx1]._iMaxDur);
|
||
|
|
EXPECT_EQ(MyPlayer->InvList[idx2]._iDurability, MyPlayer->InvList[idx2]._iMaxDur);
|
||
|
|
EXPECT_EQ(MyPlayer->_pGold, goldBefore - totalCost)
|
||
|
|
<< "Total gold should decrease by sum of both repair costs";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, RepairItem_NothingToRepair)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
|
||
|
|
StripPlayer();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
// Set gold BEFORE placing the item so SetPlayerGold doesn't clobber it.
|
||
|
|
SetPlayerGold(10000);
|
||
|
|
const int goldBefore = MyPlayer->_pGold;
|
||
|
|
|
||
|
|
// Place a fully-repaired item.
|
||
|
|
Item sword = MakeSellableSword();
|
||
|
|
int invIdx = PlaceItemInInventory(sword);
|
||
|
|
ASSERT_GE(invIdx, 0);
|
||
|
|
|
||
|
|
VisualStoreRepairItem(INVITEM_INV_FIRST + invIdx);
|
||
|
|
|
||
|
|
EXPECT_EQ(MyPlayer->_pGold, goldBefore)
|
||
|
|
<< "Gold should not change when item doesn't need repair";
|
||
|
|
}
|
||
|
|
|
||
|
|
// ===========================================================================
|
||
|
|
// Items array matches vendor tab
|
||
|
|
// ===========================================================================
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, GetVisualStoreItems_MatchesVendorTab)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
|
||
|
|
// Smith basic
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
std::span<Item> basicItems = GetVisualStoreItems();
|
||
|
|
EXPECT_EQ(basicItems.data(), SmithItems.data())
|
||
|
|
<< "Basic tab should reference SmithItems";
|
||
|
|
|
||
|
|
// Smith premium
|
||
|
|
SetVisualStoreTab(VisualStoreTab::Premium);
|
||
|
|
std::span<Item> premiumItems = GetVisualStoreItems();
|
||
|
|
EXPECT_EQ(premiumItems.data(), PremiumItems.data())
|
||
|
|
<< "Premium tab should reference PremiumItems";
|
||
|
|
|
||
|
|
CloseVisualStore();
|
||
|
|
|
||
|
|
// Witch
|
||
|
|
OpenVisualStore(VisualStoreVendor::Witch);
|
||
|
|
std::span<Item> witchItems = GetVisualStoreItems();
|
||
|
|
EXPECT_EQ(witchItems.data(), WitchItems.data());
|
||
|
|
CloseVisualStore();
|
||
|
|
|
||
|
|
// Healer
|
||
|
|
OpenVisualStore(VisualStoreVendor::Healer);
|
||
|
|
std::span<Item> healerItems = GetVisualStoreItems();
|
||
|
|
EXPECT_EQ(healerItems.data(), HealerItems.data());
|
||
|
|
CloseVisualStore();
|
||
|
|
}
|
||
|
|
|
||
|
|
// ===========================================================================
|
||
|
|
// Grid layout
|
||
|
|
// ===========================================================================
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, GridLayout_HasItemsOnPage)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
ASSERT_FALSE(VisualStore.pages.empty());
|
||
|
|
|
||
|
|
const VisualStorePage &page = VisualStore.pages[0];
|
||
|
|
bool foundItem = false;
|
||
|
|
for (int y = 0; y < VisualStoreGridHeight && !foundItem; y++) {
|
||
|
|
for (int x = 0; x < VisualStoreGridWidth && !foundItem; x++) {
|
||
|
|
if (page.grid[x][y] != 0)
|
||
|
|
foundItem = true;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
EXPECT_TRUE(foundItem) << "Page 0 should have at least one item in the grid";
|
||
|
|
}
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, GridLayout_EmptyVendor)
|
||
|
|
{
|
||
|
|
// Don't populate vendors — everything is empty.
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
EXPECT_EQ(GetVisualStoreItemCount(), 0);
|
||
|
|
EXPECT_GE(GetVisualStorePageCount(), 1)
|
||
|
|
<< "Even empty vendor should have at least 1 (empty) page";
|
||
|
|
}
|
||
|
|
|
||
|
|
// ===========================================================================
|
||
|
|
// Buy using stash gold
|
||
|
|
// ===========================================================================
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, BuyUsingStashGold)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
ASSERT_FALSE(SmithItems.empty());
|
||
|
|
|
||
|
|
StripPlayer();
|
||
|
|
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
|
||
|
|
const int itemIdx = FindFirstItemIndexOnPage();
|
||
|
|
ASSERT_GE(itemIdx, 0);
|
||
|
|
|
||
|
|
const int itemPrice = SmithItems[itemIdx]._iIvalue;
|
||
|
|
ASSERT_GT(itemPrice, 0);
|
||
|
|
|
||
|
|
// Give player only part of the price as inventory gold,
|
||
|
|
// and the rest via stash.
|
||
|
|
const int inventoryGold = itemPrice / 2;
|
||
|
|
const int stashGold = itemPrice - inventoryGold + 1000;
|
||
|
|
SetPlayerGold(inventoryGold);
|
||
|
|
Stash.gold = stashGold;
|
||
|
|
|
||
|
|
const int totalGoldBefore = MyPlayer->_pGold + Stash.gold;
|
||
|
|
const size_t vendorCountBefore = SmithItems.size();
|
||
|
|
|
||
|
|
Point clickPos = FindFirstItemOnPage();
|
||
|
|
ASSERT_NE(clickPos.x, -1);
|
||
|
|
|
||
|
|
CheckVisualStoreItem(clickPos, false, false);
|
||
|
|
|
||
|
|
const int totalGoldAfter = MyPlayer->_pGold + Stash.gold;
|
||
|
|
|
||
|
|
EXPECT_EQ(totalGoldAfter, totalGoldBefore - itemPrice)
|
||
|
|
<< "Total gold (inventory + stash) should decrease by item price";
|
||
|
|
EXPECT_EQ(SmithItems.size(), vendorCountBefore - 1)
|
||
|
|
<< "Item should be removed from vendor inventory";
|
||
|
|
}
|
||
|
|
|
||
|
|
// ===========================================================================
|
||
|
|
// Double close is safe
|
||
|
|
// ===========================================================================
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, DoubleClose_IsSafe)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
CloseVisualStore();
|
||
|
|
// Second close should not crash or change state.
|
||
|
|
CloseVisualStore();
|
||
|
|
EXPECT_FALSE(IsVisualStoreOpen);
|
||
|
|
}
|
||
|
|
|
||
|
|
// ===========================================================================
|
||
|
|
// Re-opening resets state
|
||
|
|
// ===========================================================================
|
||
|
|
|
||
|
|
TEST_F(VisualStoreTest, Reopen_ResetsState)
|
||
|
|
{
|
||
|
|
PopulateVendors();
|
||
|
|
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
SetVisualStoreTab(VisualStoreTab::Premium);
|
||
|
|
if (GetVisualStorePageCount() > 1) {
|
||
|
|
VisualStoreNextPage();
|
||
|
|
}
|
||
|
|
CloseVisualStore();
|
||
|
|
|
||
|
|
OpenVisualStore(VisualStoreVendor::Smith);
|
||
|
|
EXPECT_EQ(VisualStore.activeTab, VisualStoreTab::Basic)
|
||
|
|
<< "Tab should reset to Basic on re-open";
|
||
|
|
EXPECT_EQ(VisualStore.currentPage, 0u)
|
||
|
|
<< "Page should reset to 0 on re-open";
|
||
|
|
}
|
||
|
|
|
||
|
|
} // namespace
|
||
|
|
} // namespace devilution
|